This click through game will allow you to make a character that you want to play in one of the many Dungeons and Dragons campaigns.
When you finish this game you will have all the information you need on your character to start playing Dungeons and Dragons.
You can use whatever style character sheet you like. You can download official wizards of the coast character sheets for free.
You can even copy the final page of this game into a word document, or save the final page of this document as a pdf and use that. You will be able to view abilities and features you get at higher levels.
Whatever works best for you. Send whatever document you’re going to be using during the game to your DM.
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Are you ready?
Be ready to write your name in the dialogue box when you click.
[[Let's Make Your Character with Random Rolls|Loading Abilities]]
[[I would prefer Point Buy]]
[[I would prefer Standard Array]]
(Set:$Strength to (Random:4,18)) (Set:$Dexterity to (Random:4,18)) (Set:$Constitution to (Random:4,18)) (Set:$Intelligence to (Random:4,18))
(Set:$Wisdom to (Random:4,18)) (Set:$Charisma to(Random:4,18))
(Set: $Race_Chosen to false) (set:$Class_Chosen to false) (set:$Background_Chosen to false) (set:$Alignment_Chosen to false)(Set:$Appearance_Chosen to false) (Set:$Backstory_Chosen to false)
(set:$Subrace_Chosen to false)
(set:$Level_Up_Path to false)
(set:$Divine_Domain_Chosen to false)
(set:$Level to 1)(set:$Average_Health to false)(Set:$Roll_Health to false)(set:$Expanded to false)
$Playername, thank you for choosing the DM express. Everything in this character creation game is DM pre-approved (unless your DM tells you otherwise). If you are looking for a different class or race or background that you don’t see listed here, drop your friendly neighborhood DM a message with your ideas for approval.
What would you like to do?
(if: $Race_Chosen is false) [ [[Choose Race]] This is how the world reacts to your character. ](If: $Race_Chosen is true)[Your race is $Race
] (if:$Race_Chosen is true) [ (if:$Appearance_Chosen is false) [ I know what I want my character to look like [[Appearance]] ] ]
(if: $Class_Chosen is false) [ [[Choose Class]] This is how you’ll deal with combat. ] (if: $Class_Chosen is true)[Your class is $Class]
(if:$Background_Chosen is false)[ [[Choose Background]] This is where your character came from, will have biggest impact on roleplay. ] (if:$Background_Chosen is true)[Your background is $Background
] (if:$Background_Chosen is true) [ (if:$Backstory_Chosen is false) [ [[Backstory]] ] ]
(if:$Alignment_Chosen is false) [ [[Choose Alignment]] This is your characters general feelings about morality and laws. ](if:$Alignment_Chosen is true) [ Your Alignment is $Alignment]
(if:$Alignment_Chosen is true) [ (if:$Background_Chosen is true) [ (if:$Backstory_Chosen is true)[ (if:$Class_Chosen is true) [ (if:$Race_Chosen is true) [ [[Just a few more things]] ] ] ] ] ]
{(Link:"Save Game") [(if:(Save-Game: "Slot 1") )[ Game Saved] (else:) [Sorry! Couldn't Save]]}
(Set:$Race_Chosen to true)
What would you like your character's race to be?
(if:$Expanded is true) [ Your race will give you a unique feature, and an ability score boost. This is also the biggest factor for how the other people of the world the DM creates interact with you.
(link-reveal: "Strongest peoples") [Qunari, Homo-Sanguinem, Gerudo, Gorgon, Fey Corgi, Firbolg, Flordian, Goliath, Human, Centaur, Minotaur, Selachii, Tortle, Triton, Vanara, Feral blooded Damphir, Duergar Dwarf, Mountain Dwarf, Revenant Awakened Undead, Militherilforge Arcanatron, Bearkin, Rock Elf, Half Bugbear, Half Goliath, Half Minotaur, Half Orc, Half Gargoyle, Heavy Armored Soulbound, Oni, Flamewing Taiven, Earth Genasi, Gem Genasi, Swamp Genasi, and Dragonborn, War Demigod.]
(link-reveal: "Dexterous peoples") [Aarakocra, Alseid, Awakened Cat, Gorgon, Homo-Sanguinem, Gerudo, Zora, Sheikah, Dullahan, Felis, Fey Corgi, Human, Kenku, Kitsune, Pixie, Selkie, Selachii, Changeling, Tabaxi, Viperine, Seelie Court Atrial, Dreadblood Damphir, Cacaelia, Faun Satyr, Skeleton Awakened Dead, Fleetforged Arcanatron, Elves, Half Goblin, Half Kenku, Half Aarakocra, Half Kobold, Half Halfling, Half Wraith, Half Siren, Halfling, Light and Medium Soulbound, Salt Water Merfolk, Red Oni, Mousfolk, Deep and Forest Gnomes, Ashwing Taiven, Air Genasi, Lighting Genasi, Dust Genasi, Light and Trickery Demigods.]
(link-reveal: "Tough peoples")[Homo-Sanguinem, Dullahan, Hylian, Goron, Flordian, Goliath, Human, Centaur, Minotaur, Triton, Damphirs, Deep Cacaelia, Dwarves, Highland Satyrs, Awakened Undead, Arcanatrons, Polar Bearkin, Jungle and Sea Elves, Half Dwarf, Half Orc, Half Gargoyle, Stout Halfling, Medium and Heavy Soulbound, Deep Ocean Merfolk, Warrior Mantid, Blue Oni, Rock Gnome, Dawnwing Taiven, Genasi. ]
(link-reveal: "Intelligent peoples") [Sheikah, Human, Novori, Tiefling, Viperine, Yaun Ti Pureblood, Unseelie Atrial, Open Ocean Cecaelia, City Elf, Eladrin, High Elf, Half Dryad, Half Hobgoblin, Half Wraith, Half Gnome, Silverwit Halfling, Oracle Mantid, Softpaw Mousfolk, Gnomes, Starwing Taiven, Ash and Fire Genasi.]
(link-reveal: "Wisest peoples") [Aasimar, Aarakocra, Alseid, Awakened Cat, Gorgon, Hylian, Firbolg, Human, Kenku, Lizardfolk, Novori, Selkie, Tortle, Vanara, Dryad, Hill Dwarf, Ghost Awakened Undead, Black Bearfolk, Panda Bearfolk, Frost Elf, Wood Elf, Half Dryad, Half Tortle, Half Firbolg, Ghostwise Halfling, Merfolk, Mantids, White Oni, Medowguard Mousefolk, Nightwing Taiven, Light Water and Steam Genasi. ]
(link-reveal: "Charismatic peoples") [Aasimar, Qunari, Cambion, Zora, Felis, Flordian, Human, Kitsune, Lizardfolk, Novori, Pixie, Changeling, Tabaxi, Tiefling, Triton, Yaun Ti Pureblood, Dryad, Atrial, Noble blood Damphire, Tropical Cecaelia. Coastal Dwarf, Road Dwarf, Mainades Satyr, Manaforged Arcanatron, Brown Bearkin, Drow (elf), Half Yaun Ti Pureblood, Half Tiefling, Half Elf, Half Siren, Half Aasimar, Lightfoot Halfling, Fresh Water Merfolk, Taiven, Dark Salt and Star Gensai, and Dragonborn.] ]
[[Aarakocra]] are noble bird 6 limbed people. The heavily feathered, flying denizens of the air elemental plane, coming to roost in the mortal plane near rifts between worlds.
[[Aasimar]] carry a celestial blessing in their blood, making them beautiful and resistant to necrotic and radiant damage, and giving them some innate magic.
[[Alseid]] are an elven deer, medium, centaur like creature. They are very adept at moving stealthily and surviving in their dense forest homes.
[[Arcanatron]] magically forged with metal skin and magic cores into the form of humans. They are resilient living constructs.
[[Atrial]] are the forebears of the elves, dancing effortlessly between the temporal differences of the Feywild and the mortal plane. The two courts of the Feywild may look physically different and focus on different aspects of the untamed landscape, they share an innate magic.
[[Awakened Cat]] Awakened Cat is an unusual biproduct of intense magics. While not particularly strong they are very agile, and are able to squeeze out of situations that would leave a normal cat, or a normal humanoid, in trouble.
[[Awakened Undead]] awake for a variety of reasons, loss of control by a wizard, revenge, unfinished business. All have a fortitude, and agelessness that comes with being risen from the grave.
[[Badgen]] are heavy, badger-esque, tunnel dwelling humanoids. Harboring ill temper and fury that makes them relentless in battle and senses that allow them to chase down those who cross them.
[[Bearkin]] are protective, somewhat territorial, tribal, bearlike humanoids. With keen senses and strong survival instincts, they are a strong, proud people.
[[Cecaelia]] are striking, tough, and limber with their tentacled lower halves and humanoid upper bodies. They are equally at home in the oceans as they are on land, and are rarely amongst others of their kind.
[[Centaur]] are a six limbed creature with the body of a hose, that turns into a humanoid torso at the withers. Adapt at survival from their nomadic roots, they often have a hard time fitting in with the customs of city folk.
[[Cambion]] cannot hide their fiendish parentage. While it grants them innate magic and resistances, it also alters their appearance to include, horns, wings, and a tail.
[[Changeling]] Switched with children to be raised by good parents, can take on the shape of anyone they see, otherwise they look like ghostly pale hollow eyed slim humans.
[[Demigod]] born of a mortal and a god, the idealized human. There is almost as much variety with demigods as there are with humans themselves, though they can have difficulty hiding their divine nature.
[[Dhampir]] are sensitive to sunlight, but are notoriously hard to kill because they are from the union of a vampire and a mortal.
[[Dragonborn]] are an entirely separate race from dragons, and half dragons, having diverged long ago, they lost most of their draconic abilities, like flight, and most often look brassy regardless of their ancestry. Two things the dragonborn kept from their long ago ancestors are a breath weapon, and a resistance. On a whole they are a strong and charismatic race.
[[Dryad]] are a uniquely beautiful race, a fey who’s spirit has been tethered to a tree in the moral realm . Their essence and life is tied to nature itself, being able to move through trees, speak with the plants and animals of their woodland homes, and channel innate magics.
[[Dullahan]] are from the feywild, fey who can detach their heads from their body. They come with a peculiar fear of gold, and innate spellcasting, that allow them to learn the names of their foes, and summon their phantom steed.
[[Dwarf]] is a sturdy stocky race particularly fond of stone and warfare. They take up a craft, like brewing or smithing, and are very difficult to poison.
[[Dworc]] is an intimidating, strong, sturdy cross between a half orc and a dwarf. They’re hard to poison and hit exceedingly hard in combat.
[[Elf]] is an elegant, beautiful, reclusive, long lived race that all manner of landscapes home. They can trace their ancestry to the feywild, some more closely related than others, and need far less sleep than humans.
[[Felis]] are a small, adorable, curious, kitten like race. They have claws that they use to protect themselves when unarmed, and huge eyes to charm people into giving them their way.
[[Fey Corgi]] are the small doglike denizens of the Feywild, with a tendency to steal small items from their friends and enemies. Their large ears make them good at hearing, and they can be quite speedy while running on all fours.
[[Firbolg]] are tall, strongly built humanoids of the feywild, resembling a human or elf with some giant blood in their distant past. They are in tune with nature and have an innate magical ability, while being a relatively shy race even compared to the elves.
[[Floridian]] are humans from the colorful lawless swamplands. Armed with surprising strength, an intimidating amount of confidence, and a secret stash of drugs, they live life to the fullest with the least amount of effort possible.
[[Genasi]] are a widely varied race from the union of an elemental and a mortal. There are few traits that they all share apart from having a strong constitution, and being able to see in the dark, the elemental heritage plays a strong role in what abilities they may inherit.
[[Gerudo]] are a predominantly female race that prefer deserts as their home. They are warriors by nature, training in the art of protecting themselves by blocking incoming attacks, and a blessing from their god makes them resistant to lightning damage.
[[Gnoll]] are a fiercely loyal, rampaging, humanoid hyena like creature. They are quick in combat, moving from one slain enemy to the next target, and rallying their allies to battle.
[[Gnome]] are a technologically driven, intelligent, small race with big noses and crazy wild hair. They derive as much joy from life as possible, being equally excited about every idea that flows through their head, though they tend to avoid confrontation.
[[Goliath]] are strong, tall, nomads from the cold and frigid mountains. The cold is infused with every part of their being, mountain life makes them natural athletes, and makes them able to shrug off some injury.
[[Gorgon]] resemble human women with a swirling mass of snakes for hair, and sharp talons they can use to protect themselves from hunters. A glare from one of them means paralysis, then stoneafaction until they are cured by magical means.
[[Goron]] are bulky heavy humanoids, somewhat resembling a bolder. They tend to make their homes in volcanos, or near hot springs, finding hot weather, and fire, untroublesome. They use their heaviness to their advantage when they roll at their enemies at a high rate of speed, hoping to crush them as they roll over them.
[[Halfling]] are incredibly lucky and brave small humanoids. They find comfort in food and family, blending in with most populations seamlessly, being hard workers and quick on their feet to stay out of the way.
[[Human]] are all about variety, they come in all shapes, sizes, colors, alignments, and while they are not particularly skilled in any one area, are good at almost everything they set to. The most welcoming cities belong to the humans, while they may not have a long life to build a personal legacy, they build kingdoms that last generations.
[[Half Aarakocra]] have some variety from their human parent, giving them versatility. They also sport some sparse plumage on their bodies, and wings from their Aarakocra parent allowing them to fly.
[[Half Aasimar]]have been far enough removed from the celestial blessing to appear mostly human, a hit of the blessing lingering in their blood, giving them resistance to radiant and necrotic attacks. They have a significant amount of variety like humans do.
[[Half Bugbear]] are very strong and brutish like their bugbear parent, dealing extra damage when hitting with a melee attack. Their human parent gives them some variety in their abilities.
[[Half Dwarf]] sport the versatility of humanity, with the resistance and strength of constitution of the dwarves.
[[Half Dryad]] gain the powers of the forest of their dryad mothers, innate magic and communicating with the forest. Your spirit is your own, and not bound to a tree thanks to your father, you’re free to roam, and can do so stealthily.
[[Half Elf]]naturally charismatic, and able to see in the dark, half elves are both human and elven. They learn a variety of abilities much like humans do, and the patient craftsmanship of the elves to master a few skills.
[[Half Firbolg]] are very strong for humans, and smaller than their firbolg parent. Some of the innate magic flows with their Firbolg blood, helped by the adaptability of humanity.
[[Half Gargoyle]] have a stony fortitude and appearance. They have both a natural armor and a camouflage to appear stonelike or like a statue.
[[Half Gnome]] are resistant to magical effects, and intelligent like their gnome parent. They also are adaptable like their human parent.
[[Half Goblin]] are quick for their small size, dexterous, and stealthy like their goblin parent. Having a human parent also means they are far more versatile than a goblin would be.
[[Half Goliath]] are naturally athletic, and very strong. While they lack the endurance of their goliath parent they make up for it with humanity’s adaptability to almost any lifestyle.
[[Half Halfling]] may lack the luck of their halfling parent, they still have the nimbleness and bravery. Their human parent gifts them versatility that almost all humanity has.
[[Half Hobgoblin]] have the battle intelligence of their hobgoblin parent, knowing how to strike at just the right time to deal the most damage, and the versatility of their human parent.
[[Half Kenku]] are dexterous, and experts at forging like their kenku parent, along with maybe a smattering of dark feathers here and there. They also have the variety in abilities that humans do.
[[Half Kobold]] are very distantly related to dragons, speaking draconic, and generally using numbers to overwhelm their foes. They can see very well in the dark and are dexterous, in addition to having human versatility.
[[Half Lizard Folk]] are less wild and savage than their lizard folk parent, while maintaining their cunning artisanship, and large efficient lungs. Wise and adaptable with humanity, they may have some tell tale signs of lizard folk kinship, like patches of scales or lizard like frills.
[[Half Minotaur]] have a deadly charge like their minotaur parent, along with their strength. Humanity’s variety is easily identifiable.
[[Half Orc]] are strong from their orc parent. Relentless, surviving things that would kill an ordinary human. Savage, letting their anger and rage rip through their enemies. Intimidating from their beefy orc like physiques, and tusks.
[[Half Siren]] are alluring, there’s no denying their charm and innate magical abilities. They thrive both on land and in water.
[[Half Tabaxi]] are dexterous, and quick, having inherited their Tabaxi parents feline agility, they can move double their speed for a short time. Their human parent gives them more variety in abilities than a full tabaxi would have.
[[Half Tiefling]]are the first to be born without the full curse of a fiendish blessing, they still retain some features of their Tiefling parent, like resistance to fire, but they appear very nearly human with only hints at their infernal heritage. Humanity strengthens and tempers the fiendish nature, enhancing other aspects besides their natural charisma.
[[Half Tortle]] lack the distinct hard shell that full tortles have, but they have features that reflect
their tortle nature, like their strong survival instincts, wise nature, and large efficient lungs. Their human gives them some diversity in what their strengths could be.
[[Half Triton]] are very much like half elves, just of the deep dark oceans. They are able to survive the inhospitable environment of the deep ocean, and live on the land equally well.
[[Half Yaun-ti Pureblood]] are immune to poison like their Pureblood parent, they also have all the variety that comes with human blood.
[[Half Wraith]] are a rare phenomenon when a possessed person has a child with an unpossessed mortal. The undead nature of the possession causes the child to take on aspects of undeath, immunity to disease, resistance to cold and necrotic damage, as well as vulnerability to fire and radiant damage. Even being in the presence of them can be an intimidating experience as they are hard to kill, as well as the dark energy that seems to seep off of them.
[[Hylian]] were created by the goddess Hylia as her chosen people. They are tough, having both extra life and are hard to exhaust, as well as being skilled warriors.
[[Kenku]] are expert forgers, and can mimic any sound they’ve heard, being excellent in both deception and stealth, in spite of their punishment, a curse to never have their own voices or fly for betraying their master.
[[Kecil]] combine the cunning intelligence of the gnomes and the nimbleness of the halflings. They have resistance to certain kinds of magic from their gnome parent, and the dexterity of their halfling parent.
[[Kitsune]] can change their shape from their natural humanoid fox form to that of a human that matches their gender and is the same every time they transform. They are resistant to being charmed, and are deceptive themselves, even in their use of their innate magic.
[[Kor]] are humanoids who paint themselves with geometric shapes, and are good at climbing, both athletically and acrobatically. They communicate with a sign language that works well over distance and wind of the cliffs they typically call home. With a healthy dose of luck they are able to navigate the dangerous terrain.
[[Lizard Folk]] are reptilian humanoids who value survival above all else. They have a natural bite attack, and are natural artisans, using usually discarded parts of the creatures they kill to create weapons and shields. They can also hold their breath for extended periods and go into a feeding frenzy during battle to revitalize themselves.
[[Lepali]] are fey touched, moth like humanoids, with sensitive eyes and sensitive antenna that help them perceive the world better than others. Being native to the feywild they have innate magic, and their wings allow them to fly.
[[Satyr]] have the back legs of an ungulate, like a goat, deer, or sheep, and the upper torso of a human with horns that match the lower body. They are usually the life of the party, being blessed by the god Pan with musical talent. They all also have fey ancestry giving them some ability to resist magic. They are often found in the Feywild.
[[Selachii]] are much like merfolk, except they are mostly carnivorous with sleek shark tails. Blood throws them into a frenzy that makes them very dangerous to the bleeding creature. They can transform and traverse the land being at home both in the water and on land. They are strong swimmers.
[[Selkie]] are native to cold, wet coasts. They have a seal skin that allows them to transform into a seal like a druid’s wild shape. Their fey ancestry helps keep them from being charmed or put to sleep, so they can protect their seal skin, because without it they cannot transform.
[[Sheikah]] were created by the goddess Hylia. They are natural sleuths, and very dexterous, being acrobatic and quick handed. Their natural ability to become invisible in the shadows helps discover secrets. They are trained with a particular set of weapons traditional to their people.
[[Soulbound]] are mortal souls magically bound to a suit of armor. The magic makes them a living construct, they are hard to kill, and once bound to the armor the soul doesn’t age anymore. They do not need to wear armor, because they are the suit of armor.
[[Tabaxi]] are curious, bipedal, humanoid cats, they are dexterous and excel at climbing with their sharp claws that they can also use for defense. They are able to put on a burst of speed and double their movement until the end of their turn.
[[Taiven]] are tall, winged, celestial humanoids, that closely resemble humans. They are poor swimmers, have a bonus to charisma, can fly and celestial resistances.
[[Tiefling]] are charismatic humanoids, with horns, tails, and usually red or purple skin markings of a deal either they or an ancestor made. They are resistant to fire, like a fiend. They have innate magic that is begotten by their infernal legacy.
[[Tortle]] are humanoid reptiles resembling bipedal tortoises or turtles. They have natural claws to defend themselves, and natural armor as their shell and shape of their body prevents them from wearing armor. Their shell acts as excellent defense, and they can hold their breath for an hour at a time, unable to swim but can remain underwater for extended periods of time without needing to come up for air. They are very good at surviving.
[[Triton]] are amphibious denizens of the deep ocean, deeper than sea elves, mermaids, or sirens. They rarely come up to the surface, well adapted to the extreme pressures and cold of their home, though they can survive on the surface without ill effects. Animals of the sea have a respect and understanding for them, and they can communicate simple ideas with sea animals. Their innate magic is focused on controlling the air and water, that helps them guard their deep water home.
[[Mantid]] are mantis like humanoids native to the Feywild. Like most fey creatures they have some innate magic. They have natural armor that prevents them from wearing heavy armor, and natural weapons in the form of their two scythe-like arms. They cannot be put to sleep by magic, only needing to sleep 4 hours, and are difficult to charm. When injured to unconsciousness they need to molt and become vulnerable to physical damage as their exoskeleton hardens again, replacing any lost appendages.
[[Merfolk]] can transform their tails into legs to thrive on land, as they breathe air and water they can survive in either environment. They are more familiar with watery environments and can preform amazing feats while fully submerged, being better at acrobatics, and very knowledgeable about bodies of water. They are also slippery, and hard to hold onto.
[[Minotaur]] were created by demons in the abyss, they have a very organized cast system for monsters created by the chaotic demons. They are bull like with thick manes of fur and somewhat cow like facial features. Their lower bodies are almost always that of a bull, and covered in thick shaggy fur, like the rest of their bodies. They are strong enough to carry heavy loads and charge their enemies down, and heal slightly more quickly. They have an excellent sense of direction, from living in labyrinths.
[[Mousefolk]] Are small mouse-like humanoids with large ears, fur and a tail. They are all nimble enough to dodge out of the way of opportunity attacks, and have keen senses, and some weapon training. They are very clean and live in close knit colonies.
[[Novori]] are haunted humanoids with a strong connection to the spirit world. They often have blue tinted skin and hair, and often experience otherworldly phenomenon. They can gaze into the spirit world, casting see invisibility or detect good and evil, and have a natural resistance to psychic damage.
[[Oni]] are a strong, glaive wielding fey creature with the face of a demon and a heavily muscled body. There are different kinds of Oni, but all of them have the ability to savagely attack, rerolling their damage dice and using either total.
[[Pixie]] are tiny winged fey creatures. Being born into their adult bodies they are essentially ageless. They can fly, and have innate fey magic. Being tiny means they cannot wield heavy weapons, and must wield weapons without the light property with both hands.
[[Qunari]] are humanoid oxen like people, they are strong, intimidating, and memorable have oxen like horns. They are difficult to knock down, and are resistant to poison.
[[Vanara]] are simian in appearance, having monkeylike features. They are very loyal, and expert climbers. Their prehensile tail allows them to grab larger creatures. They are natural athletes and can jump their full distance without needing to run like most other creatures.
[[Viperine]] come from the union of a human and a medusa, featuring strongly the medusa’s hair and the human spirit. They are resistant to poison, and their snake hair can attack foes. They have some magical defenses that help defend themselves and allow them to blend in more easily.
[[Yaun Ti Pureblood]] is a humanoid with some snakelike features, a forked tongue, patches of scales, venomous colored eyes. They are immune to poison, have innate magic, and magical resistance.
[[Yaun Fey]] come from the union of an elf and a Yaun-Ti Pureblood and have a mix of the typical physical characteristics of both. They have keen senses, poison resistance, and their fey ancestry keeps them from being put to sleep by magical means. They are hard to charm.
[[Yaun Fiend]] come from tiefling and Yaun-Ti Pureblood parents. They have a mix of snakelike and fiendish features. They are resistant to poison and fire damage and magic. They also have fiendish innate magic.
[[Zora]] An amphibian race of aquatic folk, who most often have finlike appendages on their arms and a sleek tail instead of hair. They have gills to breathe water, but can survive well enough on land for short periods of time, they need to be submerged in water every three days. They are strong swimmers and by Mipha’s grace they have some magical healing abilities.
(Set:$Class_Chosen to true)
Strength:$Strength (if:$Expanded is true)[ $Strength_Modifier good for barbarians, fighters, paladins. ]
Dexterity:$Dexterity (if:$Expanded is true)[ $Dexterity_Modifier good for fighter, monk, ranger, rogue]
Constitution:$Constitution (if:$Expanded is true)[ $Constitution_Modifier A high stat here means lots of health]
Intelligence:$Intelligence (if:$Expanded is true)[ $Intelligence_Modifier good for wizard, alchemist]
Wisdom:$Wisdom (if:$Expanded is true)[ $Wisdom_Modifier good for cleric, druid, monk, ranger]
Charisma:$Charisma (if:$Expanded is true)[$Charisma_Modifier good for bard, paladin, princess, sorcerer, warlock]
[[Alchemist|Alchemist Overview]] You learn how to bend the elements to your will and create potent poisons, potions, or bombs with great efficiency. An alchemist may specialize in healing, or explosions, or unraveling the workings of magic and changing the states of matter.
[[Barbarian|Barbarian Overview]] Come alive in the chaos of battle, thrive in the untamed wilds, and can enter a berserk state giving them superhuman strength and resilience.
[[Bard|Bard Overview]] Wield the magic of creation.
[[Cleric|Cleric Overview]] Have healing for supporting their team, and heavy weapons and armor for bashing creatures that need a little more persuasion up side the head.
[[Druid|Druid Overview]] Revering nature above all things and wanting to maintain the balance of nature druids channel the powers of nature into magic to help maintain the equilibrium.
[[Fighter|Fighter Overview]] Fighters are well trained in all weapons, as well as specializing in a particular type of weapon. Fighters a superior in combat because of this generalization and specialization.
[[Gunslinger|Gunslinger Overview]] Firearm focused combatants. Quick on the draw, and precise marksmanship. (Check with your DM if you can play this class before selecting it.)
[[Monk|Monk Overview]] Having trained in isolated communities monks have learned to focus their spiritual energy, Ki, into altering their physical abilities.
[[Paladin|Paladin Overview]] The most holy of warriors, paladins have sworn a sacred oath to their god. They always choose the path of goodness an righteousness, protecting the innocent and vanquishing the evil.
[[Princess|Princess Overview]] Princesses use a combination of charm to inspire their allies, companions, cute animals to survive adventuring.
[[Ranger|Ranger Overview]] Independent adventurers and deadly hunters rangers make their living in the wilds on the edges of society, often the first, and last, line of defense.
[[Rogue|Rogue Overview]] Many rogues focus on stealth and deception, while other refine the skills that help in dungeons, such as climbing, picking locks, and disarming traps.
[[Sorcerer|Sorcerer Overview]] Raw magic suffices your cells, your blood, your entire body. A sorcerer's magic is wild and unpredictable.
[[Warlock|Warlock Overview]] Warlocks swear a pact with an otherworldly being for their magic powers.
[[Witcher|Witcher Overview]] Monster Hunters skilled with elixirs, oils, arcane signs, and swords.
[[Wizard|Wizard Overview]] Wizards gain their knowledge of the arcane through careful study, and research.
(set:$Subclass to false)
(Set:$Fighting to false)
(Set:$Royal_Education to false)
(Set:$Requip to false)
Where did you come from? What was their life like before they took up adventuring? What event in their lives made them leave behind everything they knew to set out on the specific path that lead them to acquire the skills needed for adventuring.
[[Acolyte]] Raised in a temple, or by some religious order. Willingly revering the god you worshiped.
[[Abandoned Experiment]] Your creator made you for some purpose, a unique and strange creature, and now you’re alone.
[[Cultist]] You were recruited into a religious order, possibly unwillingly or under false pretenses.
[[Charlatan]] You ran scams, deceived people, traveled from town to town swindling people.
[[Criminal]] You did some pretty unsavory things, and the dark belly of the underworld is not as far away as your companions my think, keeping in contact with some of the criminals you worked with in the past.
[[Drifter]] You’ve never stayed in one place for long, but you’ve made connections everywhere you’ve been.
[[Spy]] An officially sanctioned by the crown, or maybe you sold your secrets to the highest bidder,your skills are not that different from a criminal.
[[Entertainer]] You live to preform, any ale house that will let you, you put on a show.
[[Gladiator]] You live to preform, fighting is your art.
[[Folk Hero]] There is some great destiny awaiting you, everyone from your home village says so.
[[Guild Artisan]] You create great works of art, after interning for a time under a master artisan you are an artist in your own right.
[[Guild Merchant]] You sell the wares of a particular guild and help them get materials.
[[Hermit]] You were removed from society for a significant amount of time, either willingly or unwillingly, to come to grips with something and in your solitude have glimpsed something fundamental about the universe.
[[Knight]] The lowest member of the line of nobility, you follow a code of chivalry, and have a few staff to help don or doff your armor, someone to cook for you, or someone to watch your horse, and a squire, a noble’s son, who you are training to be a knight of the realm.
[[Noble]] A member of nobility, you have holdings, an estate, and a title that you will pass down onto your children. The people respect you.
[[Outlander]] Running through the wilds, free and sometimes the only intelligent being for miles around. You know the lands, what foods are good to eat, and the layout of the lands you travel.
[[Pirate]] Rough around the edges doesn’t begin to cover your pirate life, you’re rough and tumble and people are willing to look the other way if you commit crimes, fearing what you might do to them instead.
[[Sage]] You spent a lot of time alone in the libraries of the world searing out hidden knowledge, or discovering where to find the knowledge you seek.
[[Sailor]] You spent your time on the high seas, on a merchant ship, a navy ship, a family fishing boat, most of your time has been spent on the water.
[[Slave]] You were given the short end of the stick in life
[[Soldier]] You joined the military, rank and honor are important to you.
[[Urchin]] You grew up with nothing. You have no one who supports you, no one who loves you except for your mouse friend. Your whole life has been a struggle.
(Set:$Background_Chosen to true)
//Áslaug inspected the jewels that were brought into the shop she had at the foot of the mountain. People liked to trade with the dwarves, but her people would rather keep the exact location of their mountain home secret. The gems were worth a fair amount, she told her brother as much, and put them in the lockbox.//
Dwarves are short and stout, standing under 5 feet tall. Dwarves skin comes in earth tones, ranging from deep brown to pale pink with red undertones. Male dwarves have beards that they prize greatly. Women dwarves often keep their hair tied in simple styles. Dwarves have a long memory, and often hold onto grudges from times long past. Dwarves can live for about 350 years, and they remember going up in a very different time. Dwarves have a wealth of knowledge about stone works having grown up in mountain mines that go for miles. Dwarven clans hold their social standing in high regard, any action a dwarf takes is a reflection on their clan, and losing their clan is a fate worse than death. Dwarves often take up the adventuring life to find treasure, or an altruistic desire, or the command or inspiration of a deity, or restore the dignity of their clan, or in search of a lost artifact from a glorious ancestor.
They gain a bonus to constitution.
They age physically at the same rate as humans but are not considered an adult culturally until about 50. They live to be around 350 to 400 years.
They have darkvision from all their time in their mining tunnels.
They are medium. They are generally shorter than humans but they weigh about the same amount.
They have advantage on intelligence history checks for things of stonework. Double proficiency if they are proficiency in that skill.
They are resistant to poison and have advantage on saving throws against poison damage.
They are taught to use a battle axe, hand axe, light hammer and war hammer.
Your speed is 25 and not reduced by wearing heavy armor.
(if:$Tool_Proficiency_Chosen is false)[Select A tool proficiency (if:$Smith_Tools is false)[ [[Smith's tools]],](If:$Brewer_Supplies is false)[ [[Brewer's supplies]],] (If:$Mason_Tools is false)[ [[Mason's tools]] ] ]
(set:$Race to "Dwarf")
(Set:$Constitution += 2)(set:$Age_Range to "Adult at 50. Live to about 350 years.")
(Set:$Features to "Darkvision: See in darkness for 60 ft as if dimly lit.
Dwarven resilience: Advantage on saving throws against poison and a resistance to poison damage.
StoneCunning: Whenever you make an intelligence (history) check related to the origin of stonework, you double the proficiency bonus to the check if you are proficient in that skill.")
(set:$Dwarvish to true)
(Set:$Battle_Axe to true)
(Set:$Hand_Axe to true)
(Set:$Light_Hammer to true)
(Set:$War_Hammer to true)
(Set:$Size to "Medium")
(set:$Walking_Speed to 25)//Calista flipped her golden waterfall of hair over her shoulder. She carefully placed the circlet upon her brow. The dappled sunlight that reached her room scattered into a thousand rainbows from the gems placed in it. Her long flowing sleeves nearly swallowed her delicate hands as she adjusted them. Today was her naming ceremony, they told her not to be nervous but with the whole elven kingdom watching she couldn’t quash the nervous feeling.//
Slender and graceful, elves live long elegant lives in their forest homes. They have unearthly beauty, and fine features. They are slightly shorter than humans ranging from well under 5 ft to just over 6 ft. they weight about 100- 140 lbs. Elves encompass the normal human range of hues, and include copper, bronze, and bluish white, and hair that can extend into green or blue as well as the normal human colors. Their eyes can be normal human colors or gold or silver.
They favor elegant clothing and hairstyles but simple jewelry. Both male and female elves sport little to no body hair apart from what grows on the tops of their heads. They can live for over 700 years, and tend to remain unfazed and aloof from events that seem miniscule in their lives. When adventuring or learning a new skill they are focused. They trust diplomacy will win out in most situations and are slow to anger or friendship. They take up adventuring usually out of wanderlust, being long lived allows them centuries of adventuring, exploring and freedom.
Elves reach physical maturity around the same time as humans, but aren’t often considered adults until around the age of 100. They can live to be well over 750.
They have a bonus to dexterity.
They can see in the darkness.
They have fey ancestry giving them advantage on saving throws against being charmed and being put to sleep by magic.
Instead of sleeping, elves meditate for 4 hours and get the benefits humans get from 8 hours of sleep.
They are proficient in perception.
They speak elvish.
Their size is medium though they are lighter than humans.
Their walking speed is 30 ft.
There are several types of elves.
[[High Elf]]: Keen minded, intelligent, and have the mastery of at least basic magic. They pick up elven weapons and other languages quickly.
[[Wood Elf]]: Keen senses, intuition, and quick footwork mark the more friendly elf who’s able to hide easily.
[[Eladrin]]: With strong ties to nature the eladrin live in the twilight realm of the Fey Wild, sometimes their cities cross over into the Material Plane, appearing briefly in mountain valleys, or deep forests before fading back into the fey wild. They are intelligent and can move with the steps of the fey.
[[Drow]]: are descended from the Unseelie Atrial who were led astray by the goddess Lolth. They prefer dark places, like the Underdark. Usually they are evil and cruel, but occasionally someone will try to rebuke their nature and be a neutral if not good Drow.
[[Sea Elf]] are aquatic elves live in the oceans and seas, and are the water breathing cousins of land elves. They are excellent swimmers and can communicate with sea creatures.
[[Rock Elf]] is an elf raised in the mountains, taught to be strong and brave. There are fewer places to hide on a rocky cliff face and they’ve learned to fight back instead of hide.
[[Sand Elf]] are elves that have spent their entire existence scraping out a meager existence amongst the shifting desert sands. They are apt at surviving, and know how to move quickly as great dangers lurk in the deserts.
[[Frost Elf]] are elves that call artic regions and the planes of ice home. They are well adapted to the most frigid temperatures, but do not fair well in heat.
[[Jungle Elf]] are elves from thick jungle or rainforest regions, different than their deciduous and coniferous forest dwelling cousins. Their resources are found a little more dangerously, giving them advantage against poison.
[[City Elf]] is an elf raised in a non-elven city. Usually a human city, and are far more accustomed to human made structures, and lifestyles than those of typical elves. They are stealthy, agile, and smart.
(Set: $Race to "Elf")
(Set:$Dexterity += 2)(set:$Age_Range to "Adult at 100. Live to about 750+ years.")
(Set:$Features to "Darkvision:See in Darkness for 60ft as if dimly lit and in dim lighting as if brightly lit.
Fey Ancestery:You have advantage on Saving Throws (ST) against being charmed and you cannnot be put to sleep by magic.
Trance: You meditate for 4 hours instead of sleeping and get the same benefits of an 8 hour rest.")
(set:$Perception to true)
(Set:$Elvish to true)
(Set:$Size to "Medium")(Set:$Walking_Speed to 30)//Kayly hitched her pony to the post, it looked small next to the riding horses. She brought her pack in with her, and settled down in a comfortable chair, she ordered herself a pint of ale and a warm meal. It had been a journey so far and she was almost home, but she needed a night of rest, as did her pony.//
Small and practical halflings survive by blending into the crowd, their skin ranges from tan to pale with a ruddy cast their hair is usually brown and sandy.
They stand about 3 feet tall and weigh about 40-45 lbs.
Their eyes are usually brown or hazel. Beards and moustaches are rare crazy sideburns being the preferred style of facial hair for males. Women tend to keep their hair in simple styles for the practicality of it.
Their clothes are simple but brightly colored, they lock away their valuables, and tend to find the most straightforward solution to any problem.
They are kind and curious, and blend into a crowd.
They are found in almost every city, and enjoy comforts of home, like warm beds, and good food, but do not care much for riches or fame. They usually take up adventuring to support friends, defend communities, and explore the wider world, adventuring is less of a career, and more of an opportunity or necessity.
They gain a bonus to Dexterity.
They are generally considered adults at 20 and live for about 250 years.
Their walking speed is 25.
They are lucky and can reroll 1s on the d20 roll.
They are brave, having advantage against being frightened.
They are nimble, able to move through the space of another creature one size larger than them.
They speak halfling.
Their size is small.
[[Lightfoot]]: you can easily hide, even using other people as cover (as long as they are one size larger than you) Lightfoot halflings are more prone to wanderlust.
[[Stout]]: hardier than your lightfoot cousins there are legends of your line having some dwarvish blood in them. Making them resistant to poison.
[[Ghostwise]]: Strange and reclusive, they form close-knit communities because of their amazing talents, like communicaing without speaking, they are uncomfortable with strangers.
[[Silverwit]] Sharpwhitted enterprising halflings, good at looking for things and spotting a bargan.
(Set:$Dexterity +=2)
(Set:$Race to "Halfling")(set:$Age_Range to "Adult at 20. Live to about 250 years.")
(Set:$Walking_Speed to 25)
(Set:$Features to "Lucky: can re roll a 1 that has been rolled with the d20.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: you can move through the space of another creature one size larger than yourself. ")
(Set:$Halfling_Language to true)
(Set:$Size to "Small")//Evan spoke softly to the dying deer. He knew it was scared and in pain, his shot had gone badly, his hunting knife lost when he fell into a gulch. He regretted that it needed to be like this, the deer made a terrible sound and expired. Evan hauled it onto his shoulder and started the long walk home.//
Humans have variety in all things.
They can stand under 5 ft to over 6 ft, and weigh from 100 - 250 lbs.
They come in a wide range of colors from nearly black to snow white or porcelain pale. Their hair colors from black to blonde to gray to white in a variety of textures, and styles.
Males might sport a variety of facial hair, mustaches, beards, muttonchops.
Some humans have a dash of non-human blood, somewhere long ago, someone with violet eyes may have had an Atrial or Eladrin as a great-great grandmother. While it a mixed lineage from long ago does not give them any special abilities, it exemplifies humanities’ long history of fitting in extremely well with other cultures and accepting differences.
Humans are the most ambitious of all races and often leave a lasting impression on the world despite their fleeting lifespans. Huge human kingdoms spring up seemingly overnight to the longer-lived creatures, to endure for generations. They fight wars against themselves and others and yet they endure in grand civilizations, that were the life’s work of several generations.
They have a bonus to each of the ability scores.
They have a walking speed of 30.
They have an additional language.
(set:$Language += 1)
[[Moving on|Your Race]]
(Set:$Race to "Human")(set:$Age_Range to "Adult at 18. Live to about 100 years")
(Set:$Strength += 1)
(Set:$Dexterity += 1)
(Set:$Constitution += 1)
(set:$Intelligence += 1)
(Set:$Wisdom += 1)
(Set:$Charisma += 1)
(set:$Walking_Speed to 30)
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Features to "None")//Jahanara looked over the piece of jewelry. Good construction. Excellent cut and clarity of the gemstone. It would be a fine piece to resell, particularly from an expert elvish craftsman with a reputation that inflated prices. She slid a small pouch of coins to the jeweler, and took the piece over to the case to display.//
They are proud of their dragon heritage and look very much like dragons, often causing mistrust in the towns they visit. The clans they come from are paramount to their identity. They often spend a considerable amount of time mastering a skill, and respect others who have mastered or are mastering the same skill. While they strive to be self-sufficient, the recognize when help is needed.
Their skin has a pebbly texture composed of small scales, offering little actual defense. Regardless of their chromatic or metallic heritage being so many generations removed from true dragons their scales are most often brassy or bonze in color. Dragonborn from more pure bloodlines can feature colors closer to their true dragon ancestors. They have frills or ruffs or horns that decorate their heads, and three fingered hands tipped with claws.
They speak draconic.
They have a bonus to strength and charisma.
Their size is medium.
All dragons have a breath weapon and elemental resistance based on their draconic heritage.
They mature quickly becoming an adult at 15, though they lack the longevity of the dragons only living to be about 80 years old.
choose your draconic ancestry:
[[Aquamarine]] Tying their draconic heritage to the gem dragons of Aquamarine, they have a sleep breath attack, and immunity to charm and frighten.
[[Aragonite]] They are natural healers with prismatic white or amber scales. They are resistant to poison and acid.
[[Black]] They have an acid breath attack, and resistance to acid damage, like their black dragon ancestors. Their personality varies from closely aligning with the black dragons drive for power and domination to actively denying that agenda.
[[Blue]] They have a lightning breath attack, and are resistant to lightning damage. An artafact of their Blue Dragon ancestry manifests as a love of gems and loyalty.
[[Copper]] They have a preference for mischief, usually of the harmless nature. They can breathe acid breath, and are resistant to acid damage.
[[Bronze]]Peaceful creatures who have a lightning breath attack, and lightning resistance.
[[Brass]] Talkative fire breathing and fire resistant dragonborn.
[[Green]] Cunning, able to breathe poison and resistant to poison damage.
[[Gold]] Beautiful golden scales and the ability to breathe fire and resist fire damage.
[[Iron]] They are reclusive and have a lightning breath attack in a cone shape, and resistance to lightning damage.
[[Red]]They have a fire breath attack and a resistance to fire. They can be a little haughty and are strong.
[[Silver]] Cold breathing and resistant, tundra dwelling, and covered in sliver scales.
[[Steel]] City dwelling crafters and traders, who have a acid breath attack and acid resistance.
[[Violet]] A psychic breath armed dragonborn from the underdark who is resistant to psychic damage.
[[White]] They have a cold breath attack and resistance to cold damage. If they show their chromatic side they can be vicious and unpredictable.
[[Yellow]] A desert dwelling dragonborn, capable of using a fire breath weapon and has a resistance to fire.
(set:$Features to "Proud Dragon Heritage, speak draconic")
(Set:$Race to "Dragonborn")(set:$Age_Range to "Adult at 15. Live to about 80 years.")
(Set:$Strength += 2)
(Set:$Charisma += 1)
(Set:$Walking_Speed to 30)
(Set:$Draconic to true)
(Set:$Size to "Medium")
(set:$Draconic to true)
(set:$Save_DC to "Constitution score + proficiency + 8")//Dubaku Durga Almas tinkered with the tiny mechanical toy. He was almost complete with assembling the clockwork components. The shiny tin shell of a frog would house this jumping toy. It was a prototype for a fancier model, but first he needed to be sure it would jump properly and not just fall apart like the toy soldier did.//
Tiny and excitable gnomes live in the forests in dark dwellings. For gnomes being alive is a wonderful thing and they want to get the most they can out of every second of it. They speak as if they cannot get the thoughts out of their heads fast enough, and still manage to listen to others, adding exclamations along the way. While they live underground in the hills and forests of the region they have more fresh air and sunlight than dwarves. their homes are warm and inviting if you can find one. they tend to avoid conflict sneaking when out of sight.
Gnomes often have very long names, consisting of several names added at one time or another, when interacting with other races they pick the two or three that are the most fun to say. Gnomes are curious and may begin adventuring as a way to see the world, or a quick and dangerous path towards wealth, and they take as much enjoyment out of it as they do everything else in their lives.
They are small of stature, being between 3 and 4 feet tall, and weigh about 40 lbs. They often have wild hair and prodigious noses, glittering excited eyes.
Their size is small.
All gnomes are adults at the age of 40 and live for about 350 years.
They gain a bonus to intelligence.
Their walking speed is 25.
They can see well in the dark.
They have advantage on intelligence, wisdom, and charisma saving throws against magic.
They speak Gnomish.
[[Forest Gnome]]: You have a knack for illusion, and inherent quickness and stealth. Rare and secretive, in their forest's the avoid threats with stealth, and illusion to hide their presence. They are generally good spirited.
[[Rock Gnome]]: Your natural inventiveness an heartiness makes you even more rare than your forest relatives.
[[Deep Gnome]]: Also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
(Set:$Race to "Gnome")(set:$Age_Range to "Adult at 40. Live to about 350 years.")
(Set:$Intelligence += 2)
(set:$Walking_Speed to 25)
(set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Gnome Cunning: you have advantage on all intelligence, wisdom, and charisma saving throws.")
(set:$Gnomish to true)
(Set:$Size to "Small")//Inha grabbed up her pack, quicky dousing the fire and leaping into the nearest tree. She didn’t want to be found. She was running away. There was no home for here anymore. There was no home for her anywhere. Her parents would be better off without her as a burden, a mistake, an accident. They called her a surprise, but she knew what that really meant. She would make her own way, and let them live their lives how they really wanted, away from each other.//
To humans, Half Elves look like elves, and to elves half elves look like humans. Knowing they don’t fully belong in either world.
Half elves will grow beards to differentiate themselves from full elves. They may have the coloring from either parent. They all have slightly pointed ears, and fine features, lacking the exquisite refinement of full elves. They have more diversity than humanity.
While half elves have no homeland of their own, they are welcomed in human cities. Generally, elves welcome few into their communities, a half elf may be accepted eventually. Half elves are uncommon, and one may go a lifetime without meeting another.
Some wander the wilds driven by wanderlust, others throw themselves in the thick of society putting their charisma and social skills to work as diplomats or swindlers.
No two half elves are the same influenced heavily by their culture growing up, in either a human household, an elven society, a happy household of both, or abandoned with neither. They are highly adaptable to many situations.
They have a variety of skills, languages, and abilities.
They have darkvison, allowing them to see in darkness and dim light conditions.
They have a bonus to charisma.
They are considered adults at 18 and live to be about 150 years old.
They have the very strong resemblance in size and wight to both elves and humans, Their size is medium
They have a walking speed of 30.
They speak elvish.
(set:$Race_Pick_Ability += 2)
(Set:$Any_Skills += 2)
(set:$Language += 1)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.")
[[Let's Go!|Your Race]]
(Set:$Race to "Half Elf")(set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Charisma += 2)
(Set:$Two_Skills_Needed to true)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Elvish to true)//Medrod slammed his fist upon the table. He would be served in this establishment. His friends got to eat here and one of them looked like a devil. The barmaid slunk back to the kitchen, the chef came out looked at Medrod with a critical eye. He seemed displeased but relented when Medrod growled at him.//
Half orcs are strong and brutal. Society is often afraid of them because of the violent nature of the orcs that roam the land pillaging and burning.
Half orcs feel the call of battle, the call of Gruumsh, the orc god, some it leaves exhilarated, other it leaves disgusted. Beyond rage Half orcs feel emotions strongly, they laugh loudly and heartily, insults sting like acid, and sadness saps their strength.
Half orcs often live among full blooded orcs, of other races humans are the most likely to accept a half orc. Half orcs get by on their strength and endurance, and sheer determination they inherit from their human ancestry.
They get a bonus to strength and constitution.
They speak orcish.
They have a walking speed of 30.
They stand around 5 to 6 feet tall and are densely heavy. Their size is medium.
They have darkvision to see in darkness and dim light conditions.
They have relentless endurance, when they are reduced to 0 HP but not killed outright they can choose to drop to 1 HP instead, once per long rest.
They have a savage critical when a critical hit with a melee weapons occurs they can add an extra damage dice.
They are proficient in intimidation.
They are considered adults at 18 and live for about 80 years.
[[Let's Go!|Your Race]]
(set: $Race to "Half Orc")
(Set:$Strength += 2)
(Set:$Constitution += 1)
(Set:$Orc_Language to true)
(set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Relentless Endurance: When reduced to 0 HP you are not killed outright, you can drop to 1 HP instead. This feature recharges on a long rest
Savage Attacks: Critical hits with a melee weapon add an extra damage dice.")
(Set:$Intimidation to true)
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "None")(set:$Age_Range to "Adult at 18. Live to about 80 years.")//Bertók’s completely red eyes scanned the crowd, he was looking for a target. Someone who would be rich enough to not notice their coin purse missing, but not so rich that they would approach the crown for support against a thief. He leaned against the side of a building, shadows playing across his dark purple skin, watching.//
Tieflings are humanoids with some kind of infernal blood in their veins. They often have red or purples skin, their hair is usually darkly colored, they have horns and tails. Their eyes are usually lack distinction between pupil, and iris.
They may have this appearance because of a deal their parent or ancestor made with a fiend. Some intercession generations past with a cambion, succubus, or fiend, that resulted in their bloodline being tainted for generations. The deal may have been made long ago and their family had integrated with a community of other tieflings mixing blood and curses together.
They have a bonus to Intelligence, and charisma.
They have a walking speed of 30.
They speak infernal.
They have darkvision allowing them to see in dim and dark lighting conditions.
They have a hellish resistance, making them resistant to fire damage.
They have an infernal legacy, they know the thaumaturgy cantrip. They learn hellish rebuke at level three and darkness at level 5. They can use this ability once per day, using charisma as their spellcasting ability.
They have the same height and build of humans plus a tail. They are medium creatures.
They are considered adults at the age of 18, and live to about 100.
[[Let's Go!|Your Race]]
(Set:$Race to "Tiefling")
(Set:$Intelligence +=1)
(Set:$Charisma += 2)
(Set:$Walking_Speed to 30)
(set:$Infernal to true)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Hellish resistance: resistant to fire damage
Infernal Legacy: you know the Thaumaturgy cantrip. Hellish Rebuke at level 3. Darkness at level 5. Charisma is your spellcasting modifier. You may cast once per day. You regain this ability at the end of a long rest.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")(set:$Age_Range to "Adult at 18. Live to about 100 years")//Vanna’s voice filled the auditorium, an otherworldly holy melody, without accompaniment of the orchestra on stage. Her golden hair tumbled around her shoulders as she gestured with the crowning high note, held for an astonishingly long time fading to silence. She delivered the final lyric at little more than a whisper, still audible through the whole auditorium that was watching in stunned silence, before exploding into a raucous applause. She bowed and exited the stage, allowing the orchestra to continue their performance. She knew the gossip would describe her voice as bewitching, but it was no magic, but a blessing that had been passed down through her family for generations.//
Where as Tieflings have infernal blood in their veins, Aasimar have celestial blood. Often Aasimar have lustrous hair, angelic voices, flawless skin, and piercing eyes. Occasionally those with stronger blessings will have ornamental wings or the slight glow of a halo. They often attempt to pass as humans in order to write wrongs and defend goodness on the material plane without drawing undue attention to their heritage.
Aasimar receive a bonus to wisdom and charisma scores.
They are resistant to Radiant and Necrotic damage.
They have darkvision for up to 60 ft.
And their Celestial Legacy lets them cast the light cantrip. Lesser restoration at level 3. And Daylight when they reach level 5, once per day, regaining this ability at the end of a long rest.
Aasimar age similarly to humans and live about as long.
Aasimar also speak Celestial.
They are medium creatures.
There are many creatures that covet the beauty, and celestial nature of the Aasimar. Their beauty opens many paths, but also many dangers. Many Aasimar find initial work in the entertainment business, or as an acolyte of the god or angel that gave their family the blessing. They tend to be good and lawful in their alignment.
[[Let's Go!|Your Race]]
(Set: $Race to "Aasimar")
(set:$Wisdom += 1)
(set:$Charisma += 1)
(Set:$Celestial to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Celestial resistance: Resistant to radiant and necrotic damage
Celestial Legacy: You know the light cantrip. Lesser restoration at level 3. daylight at level 5. You can cast once per day, and regain this ability at the end of a long rest.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
(set:$Age_Range to "Adult at 18. Live to about 100 years")//Baldric moved slowly, carefully, one wrong move and he would give it all away. Everything he had been working towards, fighting for, would be lost if he was discovered now. His gray stony skin made it easier to hide amongst the shadows of the wall. Just a few more feet and he would be free.//
Genasi are a combination of wild elementals and ambitious mortality, generally human. They exhibit their duel nature in a not so subtle way, elements contained in a mortal coil.
The elemental blood flowing through their veins manifests differently in each, seen as a magical power. In silhouette, or in shadow they can pass for human at a glance. Their elemental elements easily give them away, hair like fire, gemlike protrusions on their skin, a perpetually dewy completion, freckles of magma or starlight.
Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. On average they are about the same height and weight of their human counterparts. Their size is medium.
Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
They age like humans, becoming adults at about 18 and living a little longer to about 150 years.
They can see in darkness with their darkvision for 60 ft.
They can speak primordial.
They gain a bonus to constitution.
[[Air Genasi]]: Are dexterous, able to mingle with the wind, and have amazing breath holding capabilities.
[[Ash Genasi]]: A combination of Fire, air, and earth, are able to breathe out clouds of ash, and hold their breath for twice as long as normal.
[[Dark Genasi]]: From the elemental plane of shadow. Shadowy and able to nearly disappear while creeping through shadow, and capable of shedding magical darkness.
[[Dust Genasi]] Born of earth, steady, sturdy, stubborn and Air, changing, shifting, moving. They can hold their breath for a long time, and are resistant to force damage.
[[Earth Genasi]]: The raw strength of the earth made into a mortal form, easily navigating difficult terrain, and moving earth to hide their tracks passing without a trace.
[[Fire Genasi]]: Are burning hot, fiery inside, resistant to fire damage, and able to produce flame.
[[Gem Genasi]]: are made of earth and light, glittering, beautiful, and strong. They can carry more, and their gemlike skin offers them unarmored protection.
[[Ice Genasi]] The cold combination of Air and Water. They are resistant to cold, usually produce no body heat, and know the ray of frost and frostbite cantrips.
[[Lava Genasi]] Molten inside and constantly churning cooling and reheating. Fire and earth combined, with a burning body and a resistance to fire.
[[Light Genasi]] Luminescent beings brought of a mortal and an elemental of light. Shedding their own glow and being able to produce light at will.
[[Lightning Genasi]] Static and full of fire and air. They are fast on their feet, occasionally charged with static electricity enough to shock people with their grasp.
[[Salt Genasi]] are a unique blend of crystalline earth and water. They can change salt water to fresh, sense additives to water, and embrace their salt composition allowing them to resist non magical physical damage and erode corpses.
[[Star Gensai]] Are special because they are born from wishes upon the stars, not from the union of a mortal an a star. They are resistant to radiant damage, and have innate spellcasting of the light cantrip, darkness, and sleep.
[[Steam Genasi]] A mortal child of water and fire. Burning hot, resistant to fire, and able to hold their breath for a long time.
[[Swamp Genasi]] Earth and water is a potent combination for plant life, and difficult conditions. They can breathe air and water. They also have advantage on saving throws against poison. As well as poison resistance and automatically succeeding against quicksand.
[[Water Genasi]]: The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. Wise and able to resist acid damage, they can breathe air and water. They know the shape water cantrip. They can cast create or destroy water as a 2nd level spell once per day once they reach the 3rd level.
(Set:$Race to "Gensai")
(Set:$Constitution += 2)(set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.")
(set:$Primordial to true)
(Set:$Size to "Medium")//Victoria didn’t really feel the impact from the disgruntled patron, they just bounced off the chest plate. She tossed him off the steps and he tumbled down into the street. He swore curses at her, wishing her harm and terrible things, she looked back at him with the two glowing motes of blue light. Her voice tinnily intoned that he would be invited back if he cleaned up his manners.//
A soulbound is a soul that has been tethered to a suit of armor by strong magic.
They appear as a suit of armor filled with a shadowy darkness, but otherwise physically empty. The helm contains two piercing motes of light, that are how the Soulbound perceives the world.
The armor responds to physical contact and pressure as if it was filled, but the space inside can be occupied or filled with objects. The pieces of armor can be removed or separated with little discomfort to the Soulbound but the soul bound is deaf and blind if the helm is removed.
Light or medium armors without a helm adopt a hood and mask, to avoid being mistaken as something sinister or a Dullahan.
The pieces are tethered in a 5 ft radius if removed and actively seek to rejoin the chest piece.
They have a bonus to constitution.
They are a living construct, immune to the effects of poison, sleep, paralysis, charm, fear, and diseases. They do not eat, sleep, breathe, or gain magical effects from consumables or potions. They recover half HP from hit dice, long rests and spells, unless the spell says otherwise.
They have artificial autotomy, having advantage on death saving throws, and recover their hp fully from a 4 hour ritual.
They don’t age, and the soul inside the armor is forever the same age.
Armor comes in a variety of styles and sizes to fit different humanoids, their size is medium.
(set:$Language += 1)
[[Light Armor]]: You are a suit of light armor. Padded (quilted layers of cloth and batting) Leather (breastplate and shoulders are made of stiff leather, the rest of the armor is made of softer materials.) or Studded Leather (Made from tough and flexible leather reinforced with close set rivets or spikes)
[[Medium Armor]]: You are bound to a medium suit of armor. Hide (A crude armor consists of thick furs and pelts.) Scale Mail (this armor consists of a coat and legging and perhaps a separate skirt, of leather covered with overlapping pieces of metal like the scales of a fish, this includes gauntlets.) Half plate (Plates of metal that cover most of the wear's body, legs protection is simple glaives)
[[Heavy Armor]]: You are bound to a Heavy suit of armor. Ring mail (Leather armor with heavy rings sewn into it.) Chain Mail (Made of interlocking metal rings chain mail includes a layer of quilted fabric worn under the mail to prevent chafing and cushion the impact of blows, this set includes gauntlets) Splint (this armor is made of narrow vertical strips of metal riveted to the backing of leather that is own over clothing padding flexible chain covers the joints) Plate (Plate consists of shaped interlocking metal plates that cover the entire body a suit of plate includes gauntlets heavy leather boots a visited helm and thick layers of padding under the armor buckles and straps distribute the weight over the body.)
(Set: $Race to "Soulbound")
(set:$Constitution += 2)
(Set:$Features to "Living Construct: You are a construct. You are immune to the effects of poison, sleep, paralysis, charm , fear, and diseases. You do not need to eat, sleep, or breathe. You do not gain magical effects from consumable items, or recover HP from potions. You recover half the HP from hit dice, long rests, and spells unless the spell says otherwise.
Artificial Autotomy: You have the advantage on Death Saving Throws, and a Soulbound can recover their HP fully from a ritual you innately know, it takes 4 hours to complete.")
(set:$Age_Range to "You don’t age, but do have a soul age.")
(Set:$Size to "Medium")//Lydie moved her silver tail rhythmically, moving quickly though the current. Her dark hair streamed behind her, dark eyes searching for her destination. The oven satchel slung over her shoulder was tugged and tossed by the current. She was glad she had securely closed the bag, it wouldn’t do to lose all of her delivery before she got there.//
Living in the ocean and coastal cities merfolk are usually never far from the water. Some merfolk choose to live far away from any human creatures preferring the company of sea elves and marine life over land dwellers.
Merfolk have the ability to transform, changing the shape of their lower half to better suit their aquatic life, or legs to walk on land, while their upper half remains humanoid.
With legs merfolk are between 4 ft 6in and 5ft 6 inches with their tail they are between 6 and 7 ft long. Their size is medium.
They are considered adults at 18 and live for about 100 years.
They have a bonus to wisdom.
They have a walking speed of 30 and a swim speed of 40.
They have a liquid affinity while completely submerged they have advantage on dexterity acrobatics checks. They also have advantage on wisdom nature checks about the ocean and bodies of water.
They are proficient with acrobatics.
They have darkvision allowing them to see in dark and dim conditions.
They are slippery giving them advantage on ability checks and saving throws against being grappled.
They speak Aquan.
[[Salt Water Merfolk]] Living in oceans, seas.
[[Fresh Water Merfolk]] Found in rivers and lakes.
[[Deep Ocean Merfolk]] Found deep in the ocean.
(Set: $Race to "Merfolk")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(set:$Wisdom += 2)
(set:$Walking_Speed to 30)(set:$Swim_Speed to 40)
(Set:$Acrobatics to true)
(Set:$Features to "Amphibious: You can breathe air or water
tail shift: you can transform you tail into legs and vice versa as a bonus action.
Liquid Affinity: you have advantage on dexterity (acrobatics) checks while completely submerged in water and Wisdom (Nature) checks about the ocean and other bodies of water.
Darkvision: Navigating the dark waters is difficult, you have darkvision for 60 ft.
Slippery: Your slippery body grants you advantage on ability checks and saving throws against being grappled.
")
(Set:$Aquan to true)
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "none")//Rawya applied makeup to the small green scales on her neck, hiding her gills the best she could with a necklace, she was ready to perform. She stepped out onto the stage in tavern, her friend, a fellow bard played her accompaniment. The quiet buzz of people chatting over drinks and dinner fell silent the moment the first note tumbled out of her mouth. They were spellbound.//
Sirens are beautiful, singers on the seas, luring sailors to their deaths, on rocky shores or over the sides of boats where they drown or are taken back to the sirens lair.
Sirens will have fish tails, gills, and fins.
Many of the siren’s victims are human, and some times a child is born with too many human qualities, mainly no tail to easily swim through the water. Half sirens are not uncommon in fishing towns and port cities, the small babies left there are often picked up by human families and raised as their own.
Half Sirens can still swim, at the speed of 30 ft and can also walk on land easily at a speed of 30 ft.
They will be alluringly beautiful or handsome, but have some hint of their siren heritage, like patches of scales on their limbs or torso, teal or silver eyes. Most half sirens will have gills that look like shallow cuts on their neck or torso, slightly pointed ears, and webbing between their fingers and toes to help them swim.
They have beautiful voices and make excellent singers.
They are considered adults at the age of 18 and live to be about 150 years old.
They get a bonus to dexterity and charisma.
They are about the same height an weight as humans. Their size is medium.
They have darkvision to help them see in dark or dim light conditions.
They have alluring charm, proficiency in persuasion and they have advantage on saving throws against being charmed.
They have sirens blood, knowing the shape water and minor illusion cantrips. They can cast charm person as a first person once they reach the 3rd level once per day. Charisma is the spellcasting ability for these spells.
They can breathe both air and water.
They are trained to use tridents and spears.
They speak primordial.
(set:$Language += 1)
[[Let's Go!|Your Race]]
(Set: $Race to "Half Siren")
(set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Dexterity += 2)
(Set:$Charisma += 2)
(Set:$Walking_Speed to 30)(set:$Swim_Speed to 30)
(Set:$Size to "Medium")
(set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Alluring charm: You gain proficiency in Persuasion and have advantage on saving throws against being charmed.
Sirens blood: You know the Shape Water and Minor Illusion cantrips. When you reach 3rd level, you can cast the Charm Person spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Amphibious: Can breathe both Water and Air.")
(set:$Trident to true)
(Set:$Primordial to true)
(Set:$Spear to true)
(Set:$Subrace to "none")
(set:$Subrace_Features to "None")(set:$Persuasion to true)//Ketill looked down his sharp nose at the traveler’s stew. He hated having to stoop to eating commoner food. He didn’t even try to hide the grimace as he ate. His copper eyes slid across the other patrons, they seemed to be enjoying themselves, talking jovially and far too loudly. He wished he could return home instead of going on this stupid quest. //
High elves are extremely intelligent, often looking down on others believing themselves superior to most others, even other elves.
They gain a bonus to intelligence.
They know a cantrip from the wizard spell list, using their intelligence modifier to cast it.
They have an additional language, that they would have learned though many years of careful study.
They are trained to use Longswords, Shortswords, Shortbows, and Longbows.
(if:$Cantrip_Chosen is false) [ (Set:$Intelligence +=1) ]
(Set:$Subrace to "High Elf")
(Set:$Subrace_Features to "Innate casting: you know one cantrip of your choice from the wizard spell list.
You know and an additonal language.
Elven Weapon training: you are proficient with longsword, shortsword, longbow and shortbow")
(If: $Cantrip_Chosen is false)[You know one [[Cantrip From the wizard spell list]] ]
(set:$Language += 1)
[[Continue|Your Race]]
(Set:$Longsword to true)
(Set:$Shortsword to true)
(Set:$Longbow to true)
(set:$Shortbow to true)
//Caratacus sat in the tree, breeze blowing his black hair, hidden in the shifting shadows of the foliage. He snacked on some berries, watching the deer graze. Breathing in the sweet summer air, full of flowers, and approaching rain he stayed amongst the leaves of the trees. //
They make their homes in woods and forests, less ostentatious than high elves, they are generally more accepting of outsiders, though cautiously.
Their hair tends to be darker in color, and their skin copper-ish in hue. Their eyes are often green, brown, or hazel.
They are stealthy, able to hide when only lightly obscured by foliage, rain, snow or mist with their mask of the wild.
They are fast, having a movement speed of 35.
They are trained in longswords, shortswords, longbows, and Shortbows.
They have a bonus to wisdom.
(Set:$Subrace to "Wood Elf")
(Set:$Wisdom += 1)
(Set:$Subrace_Features to "Mask of the wild: you can attempt to hide when you are only lightly obscured by foliage, rain, snow, or mist. ")
(Set:$Walking_Speed to 35)
(Set:$Longsword to true)
(Set:$Shortsword to true)
(Set:$Longbow to true)
(set:$Shortbow to true)
[[Continue|Your Race]]
//Brutus, the wildness of his hair and clothes matched the untamed wilderness of the Feywild he once called home. Twilight purple interspersed with golds and red, his hair was a tangled braid. Axe on his back, blood spatters from his last battle still evident and browning on his clothes. The trinket he attached to the handle of the axe jangled as he walked, scarily calm, away from the carnage of those that threated the dryads of the woods.//
With strong ties to nature the Eladrin live in the twilight realm of the Feywild, sometimes their cities cross over into the Material Plane, appearing briefly in mountain valleys, or deep forests before fading back into the fey wild.
They get a bonus to intelligence.
They can misty step once per long or short rest.
They are trained in Longwords, Shortswords, Longbows, and Shortbows.
(Set:$Subrace to "Eladrin")
(Set:$Intelligence += 1)
(Set:$Subrace_Features to "Fey Step: you can cast the spell misty step once with this trait. You regain this ability with a long or short rest. ")
[[Continue|Your Race]]
(Set:$Longsword to true)
(Set:$Shortsword to true)
(Set:$Longbow to true)
(set:$Shortbow to true) //Midhat sighed, another day standing guard. The most boring job. He wished he had gotten an exciting job like courtesan, or even working in the kitchen. This was the lowest of jobs he could have possibly gotten. //
They descended from the Unseelie Atrial who were led astray by the goddess Lolth, and evolved alongside the high and wood elves. Their mazelike homes and communities are built in tribute to Loth’s mazelike web in her layer of the Abyss.
They have dark skin, obsidian gemstone dark, pale iris-less, pupil-less eyes. Their hair is always pale and nearly white.
Loth commands a matriarchal society from the Drow. Males are subservient to the females. Male Drow often try to strike out on the upper world to gain power of their own not dependent on their wives or mothers.
They have a bonus to charisma.
They are trained with Rapiers, Shortswords, and Hand Crossbows.
They have a sunlight sensitivity from evolving to live in the dark web of Loth. Having disadvantage on attacks, and wisdom perception checks if the target or themselves are in direct sunlight.
They have superior darkvision, being able to see for 120 ft in the darkness as if it was dimly lit, and in dim light as if it was brightly lit.
They have some innate magics, being able to cast the Dancing Lights cantrip. At the 3rd level they can cast fairy fire once per day, and at the 5th level they can cast Darkness once per day with this trait. They use charisma as their spellcasting modifier for these spells.
They can speak undercommon.
(Set:$Charisma += 1)
(Set:$Subrace to "Drow")
(Set:$Rapier to true)
(Set:$Shortsword to true)
(Set:$Hand_Crossbow to true)
[[Continue|Your Race]]
(Set:$Undercommon to true)
(Set:$Subrace_Features to "Sunlight sensitivity: Disadvantage on Attack Rolls or Wisdom Perception checks while you or the target are in direct sunlight.
Superior Darkvision: 120 feet in the darkness as if it's dim and in dim light as if it’s brightly lit.
Drow Magic: You know the Dancing Lights cantrip. At the 3rd level you can cast the spell fairy fire once per day using this trait. At the 5th level you can cast the spell darkness once with this trait. You regain this ability with a long rest. Charisma is your spellcasting modifier for this. ")
(Set:$Dancing_Lights to true)
Race:$Race
Subrace:$Subrace
Features: $Features
Subrace Features: $Subrace_Features
Languages: (If:$Aquan is true)[Aquan,] (if:$Common is true)[Common,] (if: $Elvish is true)[Elvish,] (if:$Dwarvish is true)[Dwarvish,] (if:$Giant is true)[Giant,] (if:$Gnomish is true)[Gnomish,] (if:$Goblin is true)[Goblin,] (if:$Halfling_Language is true)[Halfling,] (if: $Orc_Language is true)[Orc,] (If:$Abyssal is true)[Abyssal,] (If:$Celestial is true)[Celestial,] (if:$Deep_Speech is true)[Deep Speech,] (if: $Draconic is true)[Draconic,] (if:$Infernal is true)[Infernal,] (if:$Primordial is true)[Primordial,] (if:$Sylvan is true)[Sylvan,] (if:$Undercommon is true)[Undercommon]
Walking Speed: $Walking_Speed
Size: $Size
[[To the next step!|Let's Go!]]
(if:$Acid_Splash is false) [ [[Acid Splash|Acid Splash (race)]] (splash some acid 1d6 dmg) ]
(if:$Blade_Ward is false) [ [[Blade Ward|Blade Ward (race)]] (protect yourself) ]
(if:$Chill_Touch is false) [ [[Chill Touch|Chill Touch (race)]] (summon a ghost hand to grab someone 1d8 dmg) ]
(if:$Dancing_Lights is false) [ [[Dancing Lights|Daning Lights (race)]] (summon some pretty lights) ]
(if:$Fire_Bolt is false) [ [[Fire Bolt|Fire Bolt (race)]] (throw a mote of fire 1d10 dmg)]
(if:$Friends is false) [ [[Friends|Friends (race)]] (make someone like you, then hate you) ]
(if:$Light is false) [ [[Light|Light (race)]] (make something light up)]
(if:$Mage_Hand is false)[ [[Mage Hand|Mage Hand (race)]] (magic hand that grabs stuff) ]
(if:$Mending is false)[ [[Mending|Mending (Race)]] (fix some shit) ]
(if:$Message is false) [ [[Message|Message (Race)]] (Whisper secrets to another creature)]
(if:$Minor_Illusion is false) [ [[Minor Illusion|Minor Illusion (race)]] (summon an image ora sound)]
(if:$Poison_Spray is false) [ [[Poison Spray|Poison Spray (Race) ]] (spray some poison 1d12 dmg)]
(if:$Prestidigitation is false) [ [[Prestidigitation|Prestidigitation (race)]] (the swiss army knife of spells)]
(if:$Ray_Of_Frost is false) [ [[Ray of Frost|Ray of Frost (race)]](freeze ray 1d8) ]
(if:$Shocking_Grasp is false) [ [[Shocking Grasp|Shocking Grasp (race)]] (tazer 1d8)]
(if:$True_Strike is false) [ [[True Strike|True Strike (race)]] (advantage on your first attack roll against a specific creature) ]
(if:$Toll_The_Dead is false) [ [[Toll The Dead|Toll The Dead (Race)]] (ring the bells 1d8)]
(set:$Cantrip_Chosen to true)
You throw a bubble of acid at a creature you can see, or at two creatures within 5 feet of each other, and force them to pass a Dexterity save or take 1d6 acid damage.
(Set:$Subrace_Features to "Acid Splash")
(set:$Acid_Splash to true)
[[Chosen Cantrip]] Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S: 1 round
Tracing an arcane sigil in the air, you grant yourself resistance to bludgeoning, piercing, and slashing damage dealt by weapons until the end of your next turn.
(if:$Race is "Elf") [ [[back|High Elf]] ]
[[Chosen Cantrip]]
(set:$Blade_Ward to true) cantrip necromancy
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
(Set:$Subrace_Features to "Chill Touch")
(set:$Chill_Touch to true)
[[Chosen Cantrip]] Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (Phosphorus, wychwood or glowworm)
Duration: Conc. Up to 1 minute
You create up to four torch-sized lights that hover in the air. Each shed dim light in a 10-foot radius. You can also form them into one glowing humanoid shape. As a bonus action, you can move the lights up to 60 feet. Each light must be within at least 20 feet of another one. A light goes out if it exceeds the ranges of the spell.
(Set:$Subrace_Features to "Dancing Lights")
(Set:$Dancing_Lights to true)
[[Chosen Cantrip]] cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
(Set:$Subrace_Features to "Fire Bolt")
(Set:$Fire_Bolt to true)
[[Chosen Cantrip]] Enchantment
Level: Cantrip
Casting time: 1 Action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
(Set:$Subrace_Features to "Friends")
(set:$Friends to true)
[[Chosen Cantrip]] vocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (firefly or glowing moss)
Duration: 1 hour
You use your action to touch an object no longer than 10 feet in any dimension, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If the object is completely covered, the light is blocked. The spell ends if you cast it again or dismiss the light as an action.
If your target is an object held or worn by a hostile creature, the creature must pass a Dexterity save to avoid being lit by the spell.[1]
(Set:$Subrace_Features to "Light")
(set:$Light to true)
[[Chosen Cantrip]] cantrip conjuration
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
(Set:$Subrace_Features to "Mage Hand")
(set:$Mage_Hand to true)
[[Chosen Cantrip]] This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
(set:$Mending to true)
(Set:$Subrace_Features to "Mending")
[[Chosen Cantrip]] You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
(Set:$Subrace_Features to "Message")
(Set:$Message to true)
[[Chosen Cantrip]] You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature.
(Set:$Subrace_Features to "Minor Illusion")
(set:$Minor_Illusion to true)
[[Chosen Cantrip]] You throw a puff of poisonous gas at a creature you can see, forcing them to pass a Constitution save or take 1d12 poison damage.
(Set:$Subrace_Features to "Poison Spray")
(set:$Poison_Spray to true)
[[Chosen Cantrip]] Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
[[Chosen Cantrip]]
(Set:$Subrace_Features to "Prestidigitation")
(set:$Prestidigitation to true)
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
(Set:$Subrace_Features to "Ray of Frost")
(set:$Ray_Of_Frost to true)
[[Chosen Cantrip]] cantrip evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
(Set:$Subrace_Features to "Shocking Grasp")
(set:$Shocking_Grasp to true)
[[Chosen Cantrip]] cantrip divination
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Up to 1 round
Classes: Bard, Sorcerer, Warlock, Wizard
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
(Set:$Subrace_Features to "True Strike")
[[Chosen Cantrip]]
(set:$True_Strike to true)
//Therapon swam through the underwater archway of coral. Tiny silver sparkling fish darted before his eyes. His hair green floated around his face as he paused to appreciate the beauty of their synchronized movements. He blinked slowly, before swimming forward with his webbed fingers towards his home. //
Sea elves are aquatic elves live in the oceans and seas, and are the water breathing cousins of land elves.
Their skin is usually greenish silver, with emerald to sapphire colored hair. Their fingers and toes are partially webbed and, they form small, hidden communities in the ocean shallows and the Plane of Water.
They have a swim speed and can breathe air and water.
They can communicate with small aquatic beasts.
They speak aquan.
They are trained with tridents, light crossbows, and nets.
They gain a bonus to constitution.
(Set:$Subrace to "Sea Elf")
(Set:$Subrace_Features to "Child of the Sea: You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed.")
(Set:$Aquan to true)
[[Continue|Your Race]]
(set:$Swim_Speed to 30)
(Set:$Spear to true)
(Set:$Trident to true)
(Set:$Light_Crossbow to true)
(Set:$Net to true)
(Set:$Constitution += 1)//Rabi cracked his knuckles as he hopped into the fighting pit. He landed heavily in the sand, he circled his goliath opponent. This was going to be an interesting fight.//
Hailing from the rocky hills around the world. You are intuitive, and hearty to survive the dangers of the hills in which they mine with their clan.
You gain 1 additional HP per level.
You have a bonus to wisdom.
(Set:$Subrace to "Hill Dwarf")
(Set:$Wisdom += 1)
(Set:$Subrace_Features to "dwarven toughness: you gain one additional hp. Every level you gain an additional 1 hp")
[[Ready to continue?|Your Race]]
(set:$Toughness_Race to true)//Bohumil set down the stew bowl his wife had prepared for him. He stroked his thick beard, the flickering light from a candle and the hearth gave the stone a warm glow. His pickaxe propped in the corner, next to his work heavy work boots and his wife’s shovel. He wondered how she had time to make the food after working alongside him in the mines every day.//
Mountain dwarves are strong. Mining the deep mountains and valleys of the world takes caution and endurance. Often the mines in the deep places of the world are more dangerous, and precautions need to be taken.
They have a bonus to strength.
They have training in light and medium armor.
(Set:$Strength += 2)
(set:$Light_Armor to true)
(Set:$Medium_Armor to true)
(Set:$Subrace_Features to "Dwarven Armor training")
(Set:$Subrace to "Mountain")
[[Ready to continue?|Your Race]]//Anastasia snapped the whip at the prisoners, a group of goblins that had tried to attack them. She was ready to sell the goblins to the first creature they came across, but her companions insisted they could be helpful. Her whole party insisted they had helpful information about the area. She had told them they would lead them straight into a trap.//
The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
A Drugar, or gray dwarves, will typically live in the Underdark, coming to the surface to capture creatures to sell into slavery. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an
incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held
in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.
They speak undercommon.
They can enlarge themselves with inherent magic.
They can be invisible for a short time.
They have advantage on saving throws against poison, spells, illusion, or to resist being charmed or paralyzed. They have resistant to poison damage.
They are sensitive to sunlight and have disadvantage on attack rolls, wisdom perception checks that rely on sight if either they or their target is in direct sunlight.
They have superior darkvision for 120 ft instead of the usual 60.
[[Ready to continue?|Your Race]]
(Set:$Undercommmon to true)
(set:$Subrace to "Duergar")(Set:$Strength += 2)
(Set:$Stealth to true)
(Set:$Subrace_Features to "
Enlarge: (Recharge after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, You are Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available .
Invisibility (Recharges after a Short or Long Rest). You magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. And resistance to poison.
Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Superior Darkvision: Darkvision for 120 ft" )
//Léana slipped away with the purse, cutting the purse strings had been simple, disguising the sound of the coins inside had almost been a disaster, but luck was on her side. They jangled softly in the inside of her vest, she darted between a couple of rotund gentlemen before hiding in the hoopskirt of a noble lady, following the most fashionable style at the moment.//
People often miss the passage of a lightfoot halfling as they move through a crowd, easily avoiding people, slipping between legs, around cars and horses. Seemingly invisible in crowds where they can hide behind other people.
They are quick to talk themselves out of trouble with their bonus to charisma.
They are naturally stealthy, being able to hide behind any creature that is one size larger than themselves.
(set: $Charisma += 1)
(Set:$Subrace_Features to "Naturally stealthy: can hide behind a creature one size larger than you.")
(Set:$Subrace to "Lightfoot")
[[Ready to continue?|Your Race]]//Mansur pounded another beer. He was feeling tipsy, but he had already drank the elf under the table. The dwarf was going to beat him at this drinking game though, he knew. Mansur had seen this dwarf chug a cask of ale and ask for another, seeing the elf passed out, his pretty face smack on the sticky table made them both laugh.//
There have always been rumors of stout halflings having a dwarvish ancestor. Many families claim them to be a dwarvish king, or princess, with some story passed down through the generations about how it all happened.
They are hardy, much like their name suggests, and able to handle poison well. They are resistant to poison and have advantage on saving throws against being poisoned.
They have a bonus to constitution.
(Set:$Constitution += 1)
[[Ready to continue?|Your Race]]
(set:$Subrace_Features to "Stout resilience: you have advantage on staving throws against poison, and resistance against poison damage. ")
(Set:$Subrace to "Stout")
//Llywellyn spat acid at the bar maid who had the gall to suggest that she was not fit for their establishment. It sizzled on the floor, a green blob burning through the floorboards, narrowly missing the bar maid’s feet. She sneered a smile as the food was brought to the rest of her companions but not to her.//
They are often clever but not necessarily cruel and evil like their chromatic coloring would imply. Their drive for domination and rule vary between individuals. Their faces can somewhat resemble skulls, and have small black pebble like scales.
Biting remarks can be just as effective as the bite of their acid breath.
They have a resistance to acid.
[[Ready to continue?|Your Race]]
(Set:$Subrace to "Black")
(Set:$Subrace_Features to "Draconic ancestry: you have a draconic breath attack. You exhale a 5x30 foot line of acid. The target must make a Dexterity saving throw You deal 2d6 on a failed save and half on a successful one. Save DC is $Save_DC . Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to acid damage")
//Mathys strode into the brothel like he owned the place. Technically he did, he had spent enough there to buy it ten times over. Surrounding himself with beautiful women, each a work of art in their own right warmed his dragonborn heart. The madam greeted him warmly, offering him the best refreshments, he always paid in gems. Untraceable currency, she appreciated it, the industry was looked down upon but not illegal.//
Their scales are small and bright blue, if they show any of their draconic heritage. They often sport one ridged horn from their forehead, and frills on the sides of their face. They prize loyalty and arts, they could have a fascination with gems like their ancestors.
They have a lightning breath attack. They are resistant to lightning damage.
[[Ready to continue?|Your Race]]
(Set:$Subrace_Features to "Draconic Ancestry: You can breathe out a blast of lightning. You exhale a 5x30 foot line of lighting. The target must make a Dexterity saving throw You deal 2d6 on a failed save and half on a successful one. Save DC is $Save_DC . Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to lightning damage.")
(Set:$Subrace to "Blue")//Aswathi used his slight of hand skills to entertain the child. It was harmless fun. Something to lighten the mood of the downtrodden he passed in the street. He didn’t think it would cause much harm. A disappearing coin here, to reappear behind the child’s ear. He let the kid have the coin.//
They are generally mischievous in nature, sometimes more malicious sometimes more kind hearted.
They have a resistance to acid damage.
They have an acid breath attack.
[[Ready to continue?|Your Race]]
(Set:$Subrace to "Copper")
(Set:$Subrace_Features to "You exhale a 5x30 ft line of acid.The creature must make a Dexterity saving throw if they are in the line of attack. On a fail of the saving throw they take 2d6 acid damage. DC is $Save_DC. Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to Acid damage.")
//Julia looked down the list of names, repeating the ones that had made very larger purchases from their shop to her husband and co-owner. It had been a busy day selling soaps and perfumes to nobles who visited their shop. For some reason they seemed to trust the dragonborn sense of smell more than their own. It had been a day of tidy profit, and they would be sending out reminder letters for their noble clients to restock in about a month. The big spenders received exclusive gifts, to entice them back to the shop.//
Bronze dragonborn are the most peaceful of dragonborn, they generally dislike killing and would rather sort things out diplomatically. They are hard to distinguish from less pureblooded dragonborn as most dragonborn have bronze or coppery scales. Their most distinguishing feature, that few forget, is their lighting breath.
They have a lighting breath attack in a 30 ft line.
They are resistant to lighting damage.
[[Ready to continue?|Your Race]]
(Set:$Subrace to "Bronze")
(Set:$Subrace_Features to "Draconic Ancestry: You can breathe out a blast of lightning. You exhale a 5x30 foot line of Lightning. The target must make a Dexterity saving throw You deal 2d6 on a failed save and half on a successful one. Save DC is $Save_DC .Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to lightning damage.")//Damokles sat at the bar, telling tales to the barkeep and anyone who happened to sit next to him. Some of the stories he told were his, but the majority of them were from other people. Things he had overheard from other patrons, were ways to keep people entranced, the center of attention. If he could steal attention from a bard at a tavern even better.//
Brass dragonborn are talkative, outgoing and have an affinity to fire. Their scales are bronze, and it’s often hard to tell if they are very closely aligned with their metallic heritage, or very far from it as many dragonborn are brassy in color.
They can breathe a line of fire with their breath attack.
They are resistant to fire damage.
[[Ready to continue?|Your Race]]
(Set:$Subrace to "Brass")
(Set:$Subrace_Features to "Draconic Ancestry: You can breathe out a blast of fire. You exhale a 5x30 foot line of fire. The target must make a Dexterity saving throw You deal 2d6 on a failed save and half on a successful one. Save DC is $Save_DC . Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are restistant to fire damage.")//Yacoub smiled, poison dripping from his maw. A deep breath in and he blew the cloud of poison towards the crowd of bandits. They coughed, sputtering and retching as they breathed in the poison. He drew his sword and charged in.//
Green dragonborn are cunning and persuasive. If their scales show their chromatic heritage with distinguishing green scales, they can be met with some distrust.
They have a poison breath attack in a cone shape.
They are resistant to poison damage.
[[Ready to continue?|Your Race]]
(set:$Subrace_Features to "Draconic Ancestry: You exhale a 15 foot cone of poison. Any creature in the cone must make a constitution saving throw, on a failed save they take 2d6 poison damage. Your DC is $Save_DC. Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to poison damage.")
(Set: $Subrace to "Green")
//Ji-U proudly unfurled her golden ruff. She was meant to be royalty she knew. Jeweled rings decorated her scaled, claw tipped fingers. Ascending the steps, her elegant gown flowing behind her. Before her silver prince was there waiting in the doorway.//
Gold Dragonborn are highly intelligent and careful creatures. They can be difficult to decern from the other metallic or those of more diluted bloodlines. They are often incredibly proud of their draconic heritage, as gold dragons are incredibly rare and exceptionally beautiful.
They have a fire breath weapon.
They are resistant to fire damage.
[[Ready to continue?|Your Race]]
(Set:$Subrace_Features to "Draconic Ancestry: You exhale a 15 foot cone of fire. Creatures within this cone must make a Dexterity saving throw, taking 2d6 fire damage on a fail and half as much on a success. Your DC is $Save_DC. Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to fire damage.")
(Set:$Subrace to "Gold")
//Maryia snorted smoke coming out of her nostrils. It was a threat, she didn’t need her dragons breath to beat these hooligans. The words flowed out of her mouth like waterfall, the spell was cast. They were in her power now. She smirked as they stood there frozen in place.//
Red dragonborn sometimes think they are superior to other dragonborn. They are strong and powerful. They can be a little haughty to those who disagree with them or get in their way. If they bare the colors of their chromatic heritage their scales will be red.
They have a fire breath attack.
They are resistant to fire damage.
[[Ready to continue?|Your Race]]
(Set:$Subrace_features to "Draconic Ancestry: You exhale a 15 foot cone of fire. Creatures within this cone must make a Dexterity saving throw, taking 2d6 fire damage on a fail and half as much on a success. Your DC is $Save_DC. Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to fire damage.")
(Set:$Subrace to "Red")
//Bieito drew on the map, holding the piece of charcoal in his three fingers and thumb. Black dust covering his silver scaled palm as he charted the path the ship would take. He wiped a bit of salty sweat from his brow leaving a dark streak of charcoal just in front of his horns. If the winds were in their favor, they should arrive at the coast before the start of next week.//
Silver dragonborn are well adapted to the cold. They tend to have the inherent goodness, and if they have the distinguishing silver scales they them with pride. They are often found in colder climates.
They can breathe a cone of cold breath at their enemies.
They are resistant to cold damage.
[[Ready to continue?|Your Race]]
(Set: $Subrace_Features to "Draconic Ancestry: You exhale a 15 foot cone of cold. Creatures within this cone must make a Constitution saving throw, taking 2d6 Cold damage on a fail and half as much on a success. Your DC is $Save_DC. Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to cold damage")
(Set:$Subrace to "Silver")
//Hermione laced her three clawed fingers together in worry. They had been gone too long. The fire planes were no place to linger. Part of her wished she had gone with them, but it was too late now. Her job was to guard the portal.//
White dragons are more animalistic in nature, they prefer the chilling tundra and snow encapsulated landscape to warmer regions. They are covered in wintery white scales if they feature any chromatic distinction from other dragonborn.
They have a frigid breath attack dealing cold damage.
They are resistant to cold damage.
[[Ready to continue?|Your Race]]
(Set:$Subrace_Features to "Draconic Ancestry: You exhale a 15 foot cone of cold. Creatures within this cone must make a Constitution saving throw, taking 2d6 Cold damage on a fail and half as much on a success. Your DC is $Save_DC.Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are resistant to cold damage.")
(Set:$Subrace to "White")//Tóni Emiliana Kamryn chattered at the squirrel perched on her arm, trying to convey that they needed to find the lost stones of time. She wished the squirrel was a little more intelligent, but these lands wholesome creature were hard to find. She set it down and it scampered forward beckoning with it’s fluffy tail to follow. //
They have a knack for illusion. They are well in tune with nature. Their bright burrow homes made in forests, and woodlands. Low dappled light, and natural warmth of wood and the changing of the forest make their homes special places if you ever manage to find one.
Forest gnomes love animals and often keep small or tiny creatures as pets, to talk to. The forest provides plenty of these creatures for them to bond with. They have the largest hearts of all the gnomes.
They can cast the minor illusion cantrip.
They can speak with small beasts through sounds and gestures.
They gain a bonus to dexterity.
[[Ready to continue?|Your Race]]
(Set:$Dexterity += 1)
(set:$Subrace_Features to "Natural Illusionist: you know minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: through sounds and gestures you can speak with small or smaller beasts. Forest Gnomes love animals and often keep small bests as pets.")
(Set:$Subrace to "Forest")
//Vasilios Xanthos Gisilbert fitted the jeweler’s glass to his eye. A fine piece laid out on the velvet cloth before him. He studied it closely, he hadn’t seen a piece with this level of detail before. The gems were cut into little flowers, and the gold wire held onto them very tightly. It would be worth a fortune to the right buyer. He could see some arcane runes etched along some of the wire. He brought it closer to his eye and a voice whispered in the back of his mind to keep it.//
Rock Gnomes are crafty and inventive. You are hearty from their time deep underground. Energetic with their lust for life they find joy and happiness even in small things like tinker toys and music boxes.
Rock Gnomes make their homes in small mountain mines, or natural caverns. They are well at home amongst stone, and shale. They live somewhat close to the surface, not mining nearly as deeply or voraciously as the dwarves.
They are often just as fine craftspeople as the dwarves are, making fine clockwork pieces that would beguile even the most critical of inspectors. They’ve past their craft of clockwork through the generations, spent decades perfecting it.
They rarely do anything without enthusiasm, finding joy in both simple tinker toys and finely crafted jewelry.
They have Artificers’ Lore when they make a history check related to magical items, alchemical objects, or technological devices they can double their proficiency bonus.
They have proficiency with tinkers tools able to make a variety of clockwork toys. They can make a fire started, a music box, or a clockwork animal.
They have a bonus to Constitution.
[[Ready to continue?|Your Race]]
(Set:$Constitution += 1)
(Set:$Subrace to "Rock") (set:$Tinkers_Tools to true)
(Set:$Subrace_Features to "Artificers' Lore: When you make an intelligence (history) check related to magic items alchemical objects or technological devices you can double your proficiency bonus.
Tinker: You have proficiency with Tinker's tools. Using those tools you can create clockwork toys using 10 gp of materials and 1 hour. The device stops working after 24 hours unless you spend 1 hour repairing it. you can dismantle it to reclaim the materials you used. you can have up to 3 devices at one time.
Clockwork toy: clockwork animal, monster, or person, when placed on the ground the toy moves 5 ft across the ground each turn in a random direction and makes noises of the creature. Fire Starter: this device produces a mini flame and can be used to light a candle, torch or campfire, using this item uses an action. Music Box: This music box plays a single song when opened, and stops when the box is closed or the song ends.")
//Mei Oghenekevwe Taís crossed her arms. There was no way she was going to accept a single copper less for something this rare and valuable. They had crossed continents, delved into an ancient tomb, and risked their necks for this, and now this elf wanted to haggle. She shook her head slowly, gray braid down her back waving back and forth with the movement. She held out her hand for the gold she was still owed, unwavering despite only coming up to the elf’s hip.//
The svirfneblin, or deep gnomes, are guarded. They are suspicious of outsiders, as they often live in the underdark or delved deeply into the earth where great tricky monsters live. Svirfneblin generally are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
Their skin is gray or brownish, with deep set, dark eyes. The females that keep their hair, is usually black or gray, and most males wear their hair bald or close shorn.
Those who meet a deep gnome often describe their personalities as surly, hard working, and serious.
They speak undercommon.
They have superior dark vision.
They can camouflage into stone.
They have a bonus to dexterity.
[[Ready to continue?|Your Race]]
(set:$Undercommon to true)
(Set:$Subrace to "Deep")
(Set:$Subrace_Features to "Superior dark vision: 120 ft in darkness.
Stone Camouflage: You have advantage on Dexterity (stealth) checks to hide in rocky terrain.")
(Set:$Dexterity +=1)
(if:$Pick_Ability is > 0) [ (if:$Intelligence is < 21) [ [[Intelligence]] (information recall, deductions) ]
(if:$Strength is < 21) [ [[Strength]] (grappling, swiming, jumping, climbing, kicking)]
(if:$Dexterity is < 21) [ [[Dexterity]] (reflexes, balance, hand eye coordination)]
(if:$Constitution is < 21)[ [[Constitution]] (health, stamina, vital force)]
(if:$Wisdom is < 21) [ [[Wisdom]] (willpower, common sense, intuition)]
(if:$Charisma is < 21) [ [[Charisma]] (personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness)] ]
Intelligence is a measture of your mental acuity, information recall, and analytical skill.
Intelligence is important for skills like arcana, history, investigation, nature, and religion
(Set:$Intelligence += 1)
(set:$Pick_Ability -= 1)
(if:$Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Pick_Ability > 0)[ (go-to: "ability score") ]Strength is a measure of your natural athleticism, and bodily power.
Strength is important for skills like athletics.
(Set:$Strength += 1)
(set:$Pick_Ability -= 1)
(if:$Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Pick_Ability > 0)[ (go-to: "ability score") ]Your physical agility, reflexes, and poise.
Important for skills like, slight of hand, Acrobatics, and stealth.
(Set:$Dexterity +=1)(set:$Pick_Ability -= 1)
(if:$Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Pick_Ability > 0)[ (go-to: "ability score") ]Constitution is your health, stamina, and vital life froce.
This is important for constitution saving throws, starting health, and level up health.
(Set:$Constitution +=1)
(set:$Pick_Ability -= 1)
(if:$Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Pick_Ability > 0)[ (go-to: "ability score") ]Wisdom is your awareness, intuition, and insight.
It is important for sklls like animal handling, medicine, perception, and survival.
(Set:$Wisdom += 1)
(set:$Pick_Ability -= 1)
(if:$Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Pick_Ability > 0)[ (go-to: "ability score") ]Charisma is your confidence, elequence, and leadership.
Charisma is important for skills like deception, intimidation, performance, and persuasion.
(set:$Charisma += 1)
(set:$Pick_Ability -= 1)
(if:$Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Pick_Ability > 0)[ (go-to: "ability score") ](If:$Acrobatics is false)[ [[Acrobatics]] Staying on your feet during tricky situations like on ice, or to do stunts like rolls, tucks, summersaults, or flips. ]
(If:$Animal_Handling is false)[ [[Animal Handling]] Keeping a mount calm, intuiting an animals intent, keeping a domesticated animal calm.]
(if:$Arcana is false) [ [[Arcana]] Recalling lore on magical symbols, spells, planes of existence, being who inhabit those planes.]
(if:$Athletics is false) [ [[Athletics]]Climb up difficult surface, jump an unusually long distance, stay afloat in turbulent water ]
(if:$Deception is false)[ [[Deception]] how convincing you are at lying, telling half-truths, keeping a straight face in an outright lie, fast talking a guard, conning a merchant, how convincing your disguise is.]
(if:$History is false)[ [[History]] Recalling facts about the world, legendary people, major events, wars, past disputes, lost civilizations.]
(if:$Insight is false)[ [[Insight]] reading body language, noting speech habits, and changes in mannerisms to predict someone’s next move or determine if someone is lying.]
(if:$Investigation iS false)[ [[Investigation]]Looking for clues and making deductions based on those clues, like the location of a hidden object, looking at a wound and determining what kind of weapon dealt it. ]
(if:$Intimidation is false) [ [[Intimidation]] When you attempt to influence someone through overt threats, hostile actions, and physical violence, trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.]
(if:$Medicine is false)[ [[Medicine]]stabilizing a companion in combat, or determine the cause of an illness. ]
(if:$Nature is false)[ [[Nature]]recalling lore and information on plants, animals, terrain, weather patterns. ]
(If:$Perception is false)[ [[Perception]] Spot, hear, or otherwise detect the presence of something. It measures the general awareness of your surroundings, and keenness of your senses. You may be eavesdropping on a conversation from below a window, or trying to spot things that are hard to miss like orcs in an ambush, or candlelight under a secret door.]
(if:$Performance is false)[ [[Performance]] How well you delight an audience with dance, song, acting, storytelling, or some form of entertainment.]
(if:$Persuasion is false)[ [[Persuasion]] When you attempt to influence someone or a group of people with tact, social graces, or good nature, when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette, convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.]
(if:$Religion is false)[ [[Religion]] recalling lore about gods, goddesses, cults, prayers, holy symbols, religious orders.]
(if:$Slight_Of_Hand is false) [ [[Slight of Hand]] Planting or pick pocking an item off a person or creature.]
(if:$Stealth is false)[ [[Stealth]] doing something sneaky, slipping past guards, hiding. ]
(if:$Survival is false)[ [[Survival]] Surviving in the wilderness, tracking game, navigating a frozen wasteland, identifying signs an owlbear lives nearby, avoiding quicksand. ]
(if:$Three_Skills_Needed is true)[(Set:$Two_Skills_Needed to true)]
(if:$Four_Skills_Needed is true) [(Set:$Three_Skills_Needed to true)]
(Set:$Acrobatics to true)Acrobatics: Staying on your feet during tricky situations like on ice, or to do stunts like rolls, tucks, summersaults, or flips.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Animal_Handling to true)Animal Handling: Keeping a mount calm, intuiting an animals intent, keeping a domesticated animal calm.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ](Set:$Arcana to true)Recalling lore on magical symbols, spells, planes of existence, being who inhabit those planes.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(Set:$Athletics to true)Athletics: Climb up difficult surface, jump an unusually long distance, stay afloat in turbulent water
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen")]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(Set:$Deception to true)Deception: how convincing you are at lying, telling half-truths, keeping a straight face in an outright lie, fast talking a guard, conning a merchant, how convincing your disguise is.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills")](Set:$History to true)History: Recalling facts about the world, legendary people, major events, wars, past disputes, lost civilizations.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ](Set:$Insight to true)Insight: reading body language, noting speech habits, and changes in mannerisms to predict someone’s next move or determine if someone is lying.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(Set:$Investigation to true)Investigation: Looking for clues and making deductions based on those clues, like the location of a hidden object, looking at a wound and determining what kind of weapon dealt it.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Intimidation to true)Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence, trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Medicine to true)Medicine: stabilizing a companion in combat, or determine the cause of an illness.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ](Set:$Nature to true)Nature: recalling lore and information on plants, animals, terrain, weather patterns.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$perception to true)Perception: Spot, hear, or otherwise detect the presence of something. It measures the general awareness of your surroundings, and keenness of your senses. You may be eavesdropping on a conversation from below a window, or trying to spot things that are hard to miss like orcs in an ambush, or candlelight under a secret door.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Performance to true)Performance: How well you delight an audience with dance, song, acting, storytelling, or some form of entertainment.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Persuasion to true)Persuasion: When you attempt to influence someone or a group of people with tact, social graces, or good nature, when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette, convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Religion to true)Religion: recalling lore about gods, goddesses, cults, prayers, holy symbols, religious orders.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ](set:$Slight_Of_Hand to true)Slight of hand: Planting or pick pocking an item off a person or creature.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Stealth to true)Stealth: doing something sneaky, slipping past guards, hiding.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ](Set:$Survival to true)Survival: Surviving in the wilderness, tracking game, navigating a frozen wasteland, identifying signs an owlbear lives nearby, avoiding quicksand.
(set:$Any_Skills -= 1)
(If:$Any_Skills is 0)[ (go-to: "Continue|Any Skills Chosen") ]
(if:$Any_Skills is > 0)[ (go-to: "other skills") ]
(set:$Dwarvish to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Elvish to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Giant to true)
(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(set:$Gnomish to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(set:$Goblin to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Orc_Language to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ](Set:$Abyssal to true)
(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(set:$Celestial to true) (Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(set:$Deep_Speech to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Draconic to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Infernal to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen")]
(if:$Language is > 0) [(go-to: "Choose Languages") ]
(set:$Primordial to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(set:$Sylvan to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Undercommon to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(set:$Halfling_Language to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]
(Set:$Aquan to true)(Set:$Language -= 1)
(if:$Language is 0)[ (go-to: "Language Chosen") ]
(if:$Language is > 0) [ (go-to: "Choose Languages") ]//Elea drew her fluffy white hair up into a bun, it looked like a cloud sitting on her head. A dab of perfume sat on her like a cloud, coy, sweet, hardly there but everywhere. She pulled the white gossamer dress over her stays, it floated around her even while she was still.//
Air genasi mimic the skies. No too look the same. Some have features in a light blue of a summer sky, the gray of an overcast day, the rich navy of a cloudless night, pure white rimmed with gold, and streaked with blue of just after a thunderstorm.
There may be other physical manifestations of their elemental nature, like a constant gentle breeze rustling their hair and their clothing, breathy voices, wind whipped hair that is constantly tangled.
They have unending breath, being able to hold their breath indefinitely while not incapacitated.
They can mingle with the wind, casting levitate with no required components once per long rest, using constitution as the spell casting modifier.
They have a bonus to Dexterity.
(Set:$Subrace to "Air")
(set:$Dexterity += 1)
(Set:$Subrace_Features to "Unending Breath: You can hold your breath indefinitely while not incapacitated.
Mingle with wind: You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.")
[[Continue|Your Race]]//Angela walked into the creek, knowing it would do nothing for the ever present mud. The water rushed past her toes, she could feel the earth below it, soft mud, small, gravelly pebbles, smooth, hard rocks. She stepped up onto the other side of the creek bed. Leaving wet footprints on the stone she climbed up onto. Mud was already squelching between her toes.//
The elemental plane of earth is steady and strong element.
All earth Genasi look different, their skin ranges from pale sand, moss covered gray stone, deep brown earth. They may have stringy earth covered hair, or small rocks or gems covering their scalps instead of hair.
There may be a physical manifestation of their element beyond simple appearance, they may have dust or dirt constantly falling off them, or a constant covering of mud, they may always be dirty no matter how often or vigorously they clean.
They can cross difficult terrain made of earth or stone without expending extra physical movement.
They can cast pass without a trace once per long rest using their constitution.
They get a bonus to strength.
(Set:$Subrace to "Earth")
(Set:$Strength += 1)
(Set:$Subrace_Features to "Earth Walk: You can cross difficult terrain made of earth or stone without expending extra movement.
Merge with Stone: You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.")
[[Continue|Your Race]]//Sommer flexed her red hot fingers in the fire. She pulled out the small foil packet and dropped it into the dish her companion held out. There were three more such packets and she was the only one brave enough to plunge her hand in amongst the embers to get them out. She tossed her fiery red hair, it bellowed out behind her like hot flames, fed by the wind.//
Fire Genasi all look different, some have burning red skin, others, ash black cracked by molten red lines, eyes of coal or dying embers, or concentrated blue fire.
There may be other physical manifestation of their element, like being burning hot to the touch, breaks in the skin like scars of magma, hair that bellows and grows in the wind like fire.
Their darkvision is red instead of shades of gray.
They have a resistance to fire.
They can use the produce flame cantrip. At level three they can cast the burning hands spell once per long rest as a first level spell.
They have a bonus to intelligence.
(Set:$Subrace to "Fire")
(Set:$Intelligence +=1 )
(Set:$Subrace_Features to "Dark Vision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance: Resistant to fire damage.
Reach to Blaze: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.")
[[Continue|Your Race]]//Virgie dove beneath the waves breathing in the salty water. The ocean was freedom and there was no where else he would rather be. He dove deep to the bottom, sand and smooth stones kicked up as his feet touched them. Tiny darting fish made their way through his sea green hair.//
Water Genasi are beings that reflect both humanity and the element of water, flowing bioluminescent hair, skin and eyes of blue and sea green. Always appearing damp or freshly washed, and smelling of clean water or the sea.
They speak aquan.
They get a bonus to wisdom.
They are resistant to acid.
They can breathe air or water.
They can swim equal to their walking speed.
They can call the wave, knowing the shape water cantrip. At the 3rd level they can cast the create or destroy water spell once per long rest.
[[Continue|Your Race]]
(set:$Subrace to "Water")
(set:$Wisdom += 1)
(set:$Subrace_Features to "Resist acid: resistant to acid damage
Amphibious: Breathe air or water
Call the Wave: You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.")
(set:$Walking_Speed to 30)(set:$Swim_Speed to 30)
(Set:$Aquan to true)//Khalifa adjusted the mask and hood that was bound to him like a helm. Few had asked him outright what was behind it, he guessed most just made assumptions and went about their day. He had taken the mask off for the child, showing the empty inside of the leather armor, and the blood seal that tethered his soul there. The child had reached in and felt the shadowy darkness. He put the mask back on, surprised and awed by the innocence of the child.//
A suit of amor made of light materials like layers of quilted cloth, leather, or leather reinforced with rivets or spikes.
They do not weigh much, and are easier to maneuver in. They are allowed to add their full dexterity modifier to their AC.
They have a bonus to Dexterity.
Their walking speed is 35.
They are always proficient with light armor, and cannot wear additional armor.
(Set:$Dexterity += 2)
(set:$Walking_Speed to 35)
(Set:$Subrace_Feature to "You weigh between 8-13 lbs. according to the type of armor you are attached to. Your type of armor is also used for your armor class. ")
(set:$Subrace to "Light Armor")
(set:$Light_Armor to true)
[[Next|Your Race]]//Abhishek cast another spell, he wished he knew what had caused him to become a suit of armor all those decades ago. Every bit of research he dug out of tombs, ancient libraries, even other planes was useless. He was beginning to feel like he would never be human again.//
They have had their souls bound to a suit of medium armor. It offers more protection being made of things like thick furs and pelts, overlapping sheets of thin metal, or some thick plates of armor.
These styles of armor allow the wearer to ad up to 2 of their dexterity bonus to the slightly higher armor class.
They have a bonus to dexterity and constitution.
They have a walking speed of 30.
They generally weigh between 12 and 40 lbs, depending on the style and material their armor is made of.
They are proficient in the type of armor that are bound to and cannot equip additional armor.
(set:$Dexterity += 1)
(set:$Constitution += 1)
(Set:$Walking_Speed to 30)
(set:$Subrace to "Medium Armor")
(Set:$Subrace_Features to "You weigh between 12 and 40 lbs. depending on the type of armor you choose, it also determines your armor class.")
[[Next|Your Race]]
(set:$Medium_Armor to true)
//Laxmi blocked the incoming attack with her shield. The hollow sound of impact echoing through her empty armor. The motes of light narrowed in an approximation of a glare. Such betrayal would not stand. She raised her sword and swung.//
Heavy armored soulbound have the highest base AC, but cannot add their dexterity modifier at all to it.
They are made of heavy ringmail, chainmail, splint, or plate armor. They are the heaviest of all soulbound ranging from 40 to 65 lbs.
They get a bonus to constitution and strength.
They are proficient with the armor their soul is tied to and cannot don additional armor.
Their walking speed is 30.
(Set:$Constitution += 1)
(Set:$Walking_Speed to 30)
(Set:$Subrace_Features to "Your weight is between 40 and 65 lbs. but is dependent on the armor you selected, your ac comes from that too.")
(Set:$Strength += 1)
(set:$Subrace to "Heavy Armor")
(set:$Heavy_Armor to true)
[[Next|Your Race]](Set:$HP_Gained to "1d8+Constitution Modifier") (set:$Hit_Dice to "1d8")
(set:$Level_One_Features to "Alchemy: Starting at the first level, you can create bombs, 1 per hour, you carefully mix the ingredients in a fragile container, you create them to specifically deal Acid, cold, poison, or fire damage. It costs 1 gold piece for the vial, and 10 GP or 1 hour of searching for ingredients to create a bomb. Each bomb weighs a ½ pound. You must have alchemist supplies. The basic bomb does 1d10 to one 5ft square and 1d4 to each adjacent square of the damage.
Bomb toss: Starting at the first level as an action you can throw a bomb 20/60 ft as a ranged weapon attack. It deals the type of damage it was created to deal, acid, cold, poison, or fire. Creatures who are not targeted but, in the blast-zone can made a dexterity saving throw DC is 8 + your intelligence modifier + your proficiency bonus to avoid damage.
")(Set:$Level_Two_Features to "Chemistry: You can use your action to haphazardly mix chemicals together in the heat of battle, you must have alchemist supplies, you roll on the Alchemist Table to see what you mixed. The concoction you created is very unstable and will be rendered inert in 1 minute. On the turn you mix it you can use your bonus action to throw, drink, or give the mixture. You can spend 5 gold wherever ingredients are sold to replenish the ingredients you used. You gain this ability at the second level. A 0 or 00 on percentile rolls is a 0.
Trained body: Having practiced creating potions for all this time, you’ve built up the muscle memory you can add your intelligence modifier to the damage or healing of the mixture you throw. You gain this ability at the second level. ") (if:$Level is > 2) [(Set:$Level_Three_Features to "Master Mixer: You have advantage when trying to identify the chemical makeup of an item, object, or potion. You gain this ability at the 3rd level.
Field of Research")] (if:$Level is < 3) [(Set:$Level_Three_Features to "Master Mixer: You have advantage when trying to identify the chemical makeup of an item, object, or potion. You gain this ability at the 3rd level.
Choose a Field of Research: Sewing Life Alchemist, Explosion Alchemist, State Alchemist") ](set:$Level_Four_Features to "Ability Score Improvement")(Set:$Level_Five_Features to "R&D: You’ve invented a way to administer your concoctions at range by attaching them to your crossbow. You can attach any mixture to your crossbow and fire it, this includes bombs. Creatures in the blast zone of a bomb still get a dexterity saving throw against your Alchemist DC. You gain this ability at the 5th level.
Alchemy advancement: Deal 1d10 to 5ft target, 1d6 to the immediately surrounding area, and 1d4 to the area surrounding that. You gain this ability at the 5th level. ")(Set:$Level_Six_Features to "Trained mind: You almost don’t need to think any more about crafting your mixtures. You can add your proficiency bonus to the damage or healing of the mixture you throw, in addition to your intelligence modifier. You gain this ability at the 6th level.
Field Of Research Advancement")(Set:$Level_Seven_Features to "Quick Learner: Once you’ve identified the ingredients in a potion or item, you can recreate it if you acquire the same fundamental ingredients. You gain this ability at the 7th level.
Swift Alchemy: Creating alchemical mixtures will take half the normal time. You gain this ability at the 7th level. ")(Set:$Level_Eight_Features to "Abiliyt Score Improvement")(Set:$Level_Nine_Features to "Chemistry Advancement: You’re inherent mixing abilities give you a little more control over the mixtures you randomly throw together. You can roll a 1d6 and add or subtract up to that number from the rolled number for the chemistry table. You gain this ability at level 9
R&D Breakthrough: The potions you throw no longer needs to be consumed (if it previously did) by the recipient allowing them to take it through skin absorption or inhalation. You gain this ability at level 9")(Set:$Level_Ten_Features to "Alchemy advancement: Deal 1d10 to 5 ft target, 1d8 to the immediately surrounding area, 1d6 to the area surrounding that, and 1d4 to the area surrounding that. You gain this ability at level 10.
Field Of Research Advancement")(Set:$Level_Eleven_Features to "Potent: Your mixtures deal or heal 1 extra dice of effect. You gain this ability at level 11.
Trained soul: Your passion for your craft burns in your soul. You can add double you’re your proficiency bonus to the damage or healing of any mixture you throw in addition to your intelligence modifier. You gain this ability at level 11. ")(Set:$Level_Twelve_Features to "Ability Score Improvement")(set:$Level_Thirteen_Features to "Environmentally friendly: You know exactly how much of each ingredient is needed so you use ½ the amount of ingredients for each potion. You gain this ability at level 13. ")(Set:$Level_Fourteen_Features to "Field of Research Feature. ")(Set:$Level_Fifteen_Features to "Alchemy advancement: Deal 1d12 to 5ft area, 1d10 to the immediate surrounding area, 1d8 to the area around that, and 1d6 to the area around that, 1d4 to the area around that. You gain this ability at level 15.")(Set:$Level_Sixteen_Features to "Ability Score Improvement")(Set:$Level_Seventeen_Features to "Chemistry Advancement: You can make potions almost without thinking about what ingredients to throw together, roll 2d6 and add or subtract up to that number from your roll on the chemistry table. You gain this ability at level 17.
Zero Waste: You can rework old unused mixtures into new potions. Rework mixtures can only make up 25% of the new potion, reducing the cost of the new potion by up to 1/4. You gain this ability at level 17.")(Set:$Level_Eighteen_Features to "Dr. Banner. You’ve created an incredibly volatile mixture, it’s a combination of chemicals that only you know. It glows green your exposure to chemicals makes it have a strange effect on you. Roll 1d20 1-4 it injures you 1d6 poison, 5-9 it does nothing, 10-14- you feel stronger, you gain advantage on attack rolls for 1 minute, 15-19 it makes you stronger and your melee attacks deal 1d6 extra damage. 20 you feel an intense strength wash over you, and you can’t control your rage, you can only melee attack, but it deals 3d6 damage, you always attack the closet enemy, this lasts for 30 seconds then you regain control as the effects fade. You can only drink one volatile mixture per day. If you throw the volatile mixture at another creature it deals 3d6 poison damage. It takes 3 hours to preform the experiment of creating the volatile mixture, and costs 100 GP in ingredients. You gain this ability at level 18.")(Set:$Level_Nineteen_Features to "Ability Score Increase")(Set:$Level_Twenty_Features to "Mr. Hulk: You’ve built a resistance to chemicals others would die from, you can take one volatile mixture per day and turn into a huge creature. You become resistant to bludgeoning, piercing, slashing, cold, acid, fire, force, and lighting damage. Your unarmed strikes deal 6d6 bludgeoning damage. You are permanently immune to poison, and poison status effect. You gain this ability at level 20.")
(Set:$Light_Armor to true)(Set:$Herbalism_Kit to true)(Set:$Alchemist_Supplies to true)(Set:$ST to "Dexterity, Intelligence")
(set:$Class to "Alchemist")(set:$Alchemical_Bombs to true)(set:$Light_Crossbow to true)(set:$Dagger to true) (set:$Heavy_Crossbow to true)(set:$Quarterstaff to true)(Set:$Insight_Choice to true) (set:$Medicine_Choice to true) (Set:$Nature_Choice to true) (Set:$Perception_Choice to true) (Set:$Persuasion_Choice to true) (set:$History_Choice to true) (set:$Investigation_Choice to true) (Set:$Survival_Choice to true)(set:$Class_Skills += 3)
(go-to: "Alchemist 2")
(set:$Class to "Barbarian")
(Set:$Class_Chosen to true)
(Set:$HP_Gained to "1d12 + Constituition modifier")
(Set:$Hit_Dice to "1d12")
(Set:$Medium_Armor to true)
(Set:$light_Armor to true)
(set:$Shields to true)
(Set:$All_Weapons_Simple to true)
(set:$All_Weapons_Martial to true)
(Set:$ST to "Strength, Constitution")
(set:$Class_Skills += 2)
(Set:$Level_One_Features to "Rage: in battle you can enter a primal rage as a bonus action. If you aren’t wearing heavy armor you gain the following advantages: advantage on strength checks and saving throws. Melee attacks using strength deal bonus damage (+2) increasing as you gain levels. You are resistant to physical attacks. If you are able to cast spells you cannot cast them in rage. You rage for one minute or until you use a bonus action to end it. you can rage twice increasing as you level.
Unarmored Defense: While you are not wearing any armor your AC equals 10 + your dexterity modifier+ your constitution modifier. You can still use a shield. ")(Set:$Level_Two_Features to "Reckless Attack: Starting at the second level you throw aside all concerns for defense to attack with fierce desperation. When you make your first attack on your turn you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using strength during this turn but attack rolls against you have advantage until your next turn.
Danger Sense: At the second level you gain the uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against effects that you can see such as traps and spells. To gain this benefit you can’t be blinded, deafened, or incapacitated.
Rages: 2
Rage Damage: +2") (Set:$Level_Three_Features to "Primal Path: At the third level you choose a path that shapes the nature of your rage. Path of the Berserker, Path of the Totem Warrior, Path of the Swift, Path of the Reaver.
Rages: 3
Rage Damage: +2")(Set:$Level_Four_Features to "Ability Score Increase
Rages: 3
Rage Damage: +2") (Set:$Level_Five_Features to "Extra Attack: At the 5th level you can attack twice instead of once when you take the attack action.
Fast Movement: At the 5th level your movement speed increases by 10 ft while you aren’t wearing any armor.
Rages: 3
Rage Damage: +2")
(Set:$Level_Six_Features to "Path Feature
Rages: 4")(Set:$Level_Seven_Features to "Feral Instinct: By the 7th Level your instincts are so hones you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of the combat you aren’t incapacitated, you can act normally on your first turn but only if you enter rage before doing anything else on that turn.
Rages: 4
Rage Damage: +2")(Set:$Level_Eight_Features to "Ability Score Increase
Rages: 4
Rage Damage: +2")(Set:$Level_Nine_Features to "Brutal Critical: Beginning at the 9th Level you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack (or multiply by 3 instead of 2) this increases to 2 dice at the 13th level (or multiply by 4) and three at the 17th level (or multiply by 5)
Rages: 4
Rage Damage: +3")(Set:$Level_Ten_Features to "Path Feature
Rages: 4
Rage Damage: +3")(Set:$Level_Eleven_Features to "Relentless Rage: Starting at the 11th level your rage keeps you fighting despite grevious wounds. If you drop to 0 HP you can make a DC 10 Constitution saving throw, on a success dropping to 1 HP instead. Each time you use this feature after the first the DC increases by 5. After a long or short rest the DC resets to 10.
Rages: 4
Rage Damage: +3")(Set:$Level_Twelve_Features to "Ability Score Increase
Rages: 5
Rage Damage: +3")(Set:$Level_Thirteen_Features to "Brutal Critical 2 dice (multiply by 4)
Rages: 5
Rage Damage: +3")(Set:$Level_Fourteen_Features to "Path Feature
Rages: 5
Rage Damage: +3")(Set:$Level_Fifteen_Features to "Persistent Rage: At the 15th level your rage is so fierce that it ends early only if your fall unconscious or you choose to end it.
Rages: 5
Rage Damage: +3")(Set:$Level_Sixteen_Features to "Ability Score Improvement
Rages: 5
Rage Damage: +4")(Set:$Level_Seventeen_Features to "Brutal Critical 3 Dice (Multiply by 5)
Rages: 6
Rage Damage: +4")(Set:$Level_Eighteen_Features to "Indomitable Might: At the 18th level if your total Strength Check is less than your strength score you can use that score in place of the total.
Rages: 6
Rage Damage: +4")(Set:$Level_Nineteen_Features to "Ability Score Improvement
Rages: 6
Rage Damage: +4")(Set:$Level_Twenty_Features to "Primal Champion: At the 20th level you embody the power of the wilds. Your strength and constitution scores increase by 4 your max for those scores is now 24.
Rages: unlimited
Rage Damage: +4")(set:$Animal_Handling_Choice to true) (Set:$Athletics_Choice to true) (Set:$Intimidation_Choice to true) (Set:$Nature_Choice to true) (Set:$Perception_Choice to true) (Set:$Survival_Choice to true)(Set:$Special_Ability to "Rage") (set:$Special_Ability_Thing to "Damage +2")
(set:$Special_Ability_Uses += 2)
(if:$Level is > 2) [ (set:$Special_Ability_Uses += 1) ](if:$Level is > 8) [ (set:$Special_Ability_Thing to "Damage +3")](if:$Level is > 15) [ (set:$Special_Ability_Thing to "Damage +4")](if:$Level is > 5) [ (set:$Special_Ability_Uses += 1) ](if:$Level is > 11) [ (set:$Special_Ability_Uses += 1) ](if:$Level is > 16) [ (set:$Special_Ability_Uses += 1) ](if:$Level is 20) [ (set:$Special_Ability_Uses to "Unlimited")]
(if:$Level > 4)[ (set:$Walking_Speed += 10) ](if:$Level is > 19) [ (set:$Strength += 4) (Set:$Constitution += 4)]
(go-to: "Barbarian 2")
(Set:$Spellcasting to true)
(set:$Class to "Bard")
(Set: $Hit_Dice to "1d8")
(Set:$HP_Gained to "1d8 + Constitution")
(Set:$Light_Armor to true)
(set:$All_Weapons_Simple to true)
(Set:$Hand_Crossbow to true)
(set:$Longsword to true)
(set:$Rapier to true)
(set:$Shortsword to true)
(Set:$ST to "Dexterity, charisma")
(set:$Class_Skills += 3)
(set:$Level_One_Features to "Spellcasting: you learned to untangle and reshape the world in harmony with your wishes. You know two cantrips of your choice from the Bard spell list. You know 4 spells from the bard spell list, and have 2 level one spell slots. (the know spells must be leveled for the spell slots you have) Charisma is your spellcasting ability. Your spell casting modifier is your Charisma + proficiency. Your spell save DC is 8+ charisma + proficiency. You can replace your known spells when you level up. You regain all expended spell slots after a long rest.
Bardic inspiration: you can inspire others through stirring words or music to do so you use a bonus action on your turn to choose one creature other than yourself within 60 ft, that can hear you. The creature gains 1d6. once within the next 10 minutes the creature can roll the bardic inspiration die and add the number to an ability check, attack roll, or saving throw. it can be rolled before or after the D20 roll but before the dm rules it hits or fails. once the die is rolled it is lost. A creature can only have one bardic inspiration dice at a time. You can use this feature a number of times equal to your charisma modifier (a minimum of once) the dice upgrades as you level
Ritual Casting: You can cast any bard spell you know as a ritual if it has the ritual tag.
Spellcasting Focus: You can use a musical instrument as a spellcasting focus.")(Set:$Level_Two_Features to "Jack of All Trades: Starting at the 2nd level you can add half your proficiency bonus (rounded down) to any ability check you make that you aren’t already proficient in.
Song of Rest: Beginning at the 2nd level you use your soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hare your performance regain hit point at the end of a short rest by spending hit dice those creatures gain an extra 1d6 of HP.
Spellcasting: 2 Cantrips, know 5 spells, 3 1st Level Spell slots") (set:$Level_Three_Features to "Bard college: At the third level choose a bardic college, College of Lore, College of Valor, College of Hysteria, College of Heroes, College of the Wanderer, College of Worship.
Expertise: AT the 3rd level choose two of your skills that you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 10th Level you can choose another two skills. ")(Set:$Level_Four_Features to "Ability Score Increase") (Set:$Level_Five_Features to "Bardic Insperation die become d8s
Font of Inspiration: When you reach the 5th level you regain all of the expended uses of Bardic Inspiration when you finish a short or long rest.")(Set:$Level_Six_Features to "Countercharm: at the 6th Level you gain the ability to use your 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 ft 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 of you voluntarily end it no action required.
College feature")(Set:$Level_Seven_Features to " ")(Set:$Level_Eight_Features to "Ability Score Improvement")(Set:$Level_Nine_Features to "Song of rest dicce becomes a D8")(Set:$Level_Ten_Features to "Bardic Insperation Dice becomes d10
Expertise: Choose two skills (that do not already have this feature) your proficiency bonus is doubled for any abiliyt check using these skills
Magical Secrets: At the 10th level you have plundered the magical knowledge from a wide spectrum of disciplines. Choose 2 spells from any class including this one. A spell you choose must be of a level you can cast (have spell slots for). The Chosen spells count as bard spells for you and do not count against your total number of known spells. You learn 2 additional spells from any class at the 14th level, and again at the 18th level. ")(Set:$Level_Eleven_Features to " ")(Set:$Level_Twelve_Features to "Ability Score Improvement")(Set:$Level_Thirteen_Features to "Song of Rest dice becomes a d10")(Set:$Level_Fourteen_Features to "Magical Secrets: Choose 2 spells from any class including this one. A spell you choose must be of a level you can cast (have spell slots for). The Chosen spells count as bard spells for you and do not count against your total number of known spells.
College Feature")(Set:$Level_Fifteen_Features to "Bardc Insperation Dice becomes d12")(Set:$Level_Sixteen_Features to "Ability Score Improvement")(Set:$Level_Seventeen_Features to "Song of Rest dice becomes d12")(Set:$Level_Eighteen_Features to "Magical Secrets: Choose 2 spells from any class including this one. A spell you choose must be of a level you can cast (have spell slots for). The Chosen spells count as bard spells for you and do not count against your total number of known spells. ")(Set:$Level_Nineteen_Features to "Ability Score Improvment")(Set:$Level_Twenty_Features to "Superior Inspiration. At the 20th level when you roll for initiative and have no uses of bardic inspiration you retain one use. ")(set:$Spell_Grid to "Level 1: Cantrips-2 Spells-4 1st Slots-2
Level 2: Cantrips-2 Spells-5 1st Slots-3
Level 3: Cantrips-2 Spells-6 1st Slots-4 2nd-2
Level 4: Cantrips-3 Spells-7 1st Slots-4 2nd-3
Level 5: Cantrips-3 Spells-8 1st Slots-4 2nd-3 3rd-2
Level 6: Cantrips-3 Spells-9 1st Slots-4 2nd-3 3rd-3
Level 7: Cantrips-3 Spells-10 1st Slots-4 2nd-3 3rd-3 4th-1
Level 8: Cantrips-3 Spells-11 1st Slots-4 2nd-3 3rd-3 4th-2
Level 9: Cantrips-3 Spells-12 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 10: Cantrips-4 Spells-14 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 11: Cantrips-4 Spells-15 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 12: Cantrips-4 Spells-15 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 13: Cantrips-4 Spells-16 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 14: Cantrips-4 Spells-18 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 15: Cantrips-4 Spells-19 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 16: Cantrips-4 Spells-19 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 17: Cantrips-4 Spells-20 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1 9th-1
Level 18: Cantrips-4 Spells-22 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-1 7th- 1 8th-1 9th-1
Level 19: Cantrips-4 Spells-22 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th- 1 8th-1 9th-1
Level 20: Cantrips-4 Spells-22 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th-2 8th-1 9th-1")(Set:$Athletics_Choice to true) (set:$Acrobatics_Choice to true) (Set:$Slight_Of_Hand_Choice to true) (Set:$Stealth_Choice to true) (Set:$Arcana_Choice to true) (set:$History_Choice to true) (set:$Investigation_Choice to true) (Set:$Nature_Choice to true) (Set:$Religion_Choice to true) (set:$Animal_Handling_Choice to true) (Set:$Insight_Choice to true) (set:$Medicine_Choice to true) (Set:$Perception_Choice to true) (Set:$Survival_Choice to true) (Set:$Deception_Choice to true) (Set:$Intimidation_Choice to true) (Set:$Performance_Choice to true) (Set:$Persuasion_Choice to true)
(Set:$Blade_Ward_Choice to true)(Set:$Dancing_Lights_Choice to true) (set:$Friends_Choice to true) (Set:$Light_Choice to true)(Set:$Mage_Hand_Choice to true)(set:$Mending_Choice to true)(set:$Message_Choice to true) (set:$Minor_Illusion_Choice to true)(set:$Prestidigation_Choice to true)(set:$True_Strike_Choice to true)(set:$Vicious_Mockery_Choice to true)
(set:$Animal_Friendship_Choice to true)(set:$Bane_Choice to true)(set:$Charm_Person_Choice to true)(set:$Comprehend_Languages_Choice to true) (set:$Cure_Wounds_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Disguise_Self_Choice to true)(set:$Dissonant_Whispers_Choice to true) (set:$Faerie_Fire_Choice to true)(set:$Feather_Fall_Choice to true)(set:$Healing_Word_Choice to true)(set:$Heroism_Choice to true)(set:$Identify_Choice to true) (set:$Illusory_Script_Choice to true)(set:$Longstrider_Choice to true) (set:$Silent_Image_Choice to true)(set:$Sleep_Choice to true)(set:$Speak_With_Animals_Choice to true)(set:$Tashas_Hideous_Laughter_Choice to true) (set:$Thunderwave_Choice to true) (set:$Unseen_Servant_Choice to true) (set:$Earth_Tremor_Choice to true)(set:$Ghost_Writing_Choice to true)
(if:$Level is > 2) [(set:$Animal_Messenger_Choice to true) (Set:$Blindness_Deafness_Choice to true)(Set:$Calm_Emotions_Choice to true)(set:$Cloud_Of_Daggers_Choice to true)(set:$Crown_Of_Madness_Choice to true)(set:$Detect_Thoughts_Choice to true)(set:$Enhance_Ability_Choice to true)(set:$Enthrall_Choice to true)(set:$Heat_Metal_Choice to true)(set:$Hold_Person_Choice to true)(set:$Invisibility_Choice to true)(set:$Knock_Choice to true)(set:$Lesser_Restoration_Choice to true)(set:$Locate_Animals_Or_Plants_Choice to true)(set:$Locate_Object_Choice to true)(set:$Magic_Mouth_Choice to true)(set:$Phantasmal_Force_Choice to true)(set:$See_Invisibility_Choice to true)(set:$Shatter_Choice to true)(set:$Silence_Choice to true)(set:$Suggestion_Choice to true)(set:$Zone_Of_Truth_Choice to true)(Set:$Boomer_Choice to true)]
(if:$Level is > 4) [ (set:$Bestow_Curse_Choice to true) (set:$Clairvoyance_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Fear_Choice to true)(set:$Feign_Death_Choice to true)(set:$Glyph_Of_Warding_Choice to true)(set:$Hypnotic_Pattern_Choice to true)(set:$Leomunds_Tiny_Hut_Choice to true)(set:$Major_Image_Choice to true)(set:$Nondetection_Choice to true)(set:$Plant_Growth_Choice to true)(set:$Sending_Choice to true)(set:$Speak_With_Dead_Choice to true)(set:$Speak_With_Plants_Choice to true)(set:$Stinking_Cloud_Choice to true)(set:$Tongues_Choice to true)]
(if:$Level is > 6) [ (set:$Compulsion_Choice to true)(set:$Confusion_Choice to true)(set:$Dimension_Door_Choice to true)(set:$Freedom_Of_Movement_Choice to true)(set:$Greater_Invisibility_Choice to true)(set:$Hallucinatory_Terrain_Choice to true)(set:$Locate_Creature_Choice to true)(set:$Polymorph_Choice to true)]
(if:$Level is > 8) [ (Set:$Animate_Objects_Choice to true)(set:$Awaken_Choice to true)(set:$Dominate_Person_Choice to true)(set:$Dream_Choice to true)(set:$Geas_Choice to true)(set:$Greater_Restoration_Choice to true)(set:$Hold_Monster_Choice to true)(set:$Legend_Lore_Choice to true)(set:$Mass_Cure_Wounds_Choice to true)(set:$Mislead_Choice to true)(set:$Modify_Memory_Choice to true)(set:$Planar_Binding_Choice to true)(set:$Raise_Dead_Choice to true)(set:$Scrying_Choice to true)(set:$Seeming_Choice to true)(set:$Teleportation_Circle_Choice to true)(set:$Deface_Choice to true) ](if:$Level is > 10) [ (set:$Eyebite_Choice to true)(set:$Find_The_Path_Choice to true)(set:$Guards_And_Wards_Choice to true)(set:$Mass_Suggestion_Choice to true)(set:$Ottos_Irresistible_Dance_Choice to true)(set:$Programed_Illusion_Choice to true)(set:$True_Seeing_Choice to true) ](if:$Level is > 12) [ (set:$Etherealness_Choice to true)(set:$Forcecage_Choice to true)(set:$Mirage_Arcane_Choice to true)(set:$Mordenkainens_Magnificent_Mansion_Choice to true)(set:$Mordenkainens_Sword_Choice to true)(set:$Project_Image_Choice to true)(set:$Regenerate_Choice to true)(set:$Resurrection_Choice to true)(set:$Symbol_Choice to true)(set:$Teleport_Choice to true) ](if:$Level is > 14)[ (set:$Dominate_Monster_Choice to true)(set:$Feeblemind_Choice to true)(set:$Glibness_Choice to true)(set:$Mind_Blank_Choice to true)(set:$Power_Word_Stun_Choice to true) ](if:$Level is > 16) [(set:$Foresight_Choice to true)(set:$Power_Word_Heal_Choice to true)(set:$Power_Word_Kill_Choice to true)(set:$True_Polymorph_Choice to true) ]
(set:$Known_Cantrips += 2)
(Set:$Spellcasting to true) (set:$Known_Spells += 4)
(set:$Number_Of_Cantrips += 2)
(set:$Number_Of_Spells += 4)
(set:$Spellcasting_Ability to "Charisma")
(set:$Spell_Save_DC to "8 + your proficiency bonus + your charisma modifier")
(Set:$Spell_Attack_Modifier to "Your proficiency bonus + your charisma modifier")(Set:$Special_Ability to "Bardic Inspiration") (set:$Special_Ability_Thing to "1d6")
(set:$Special_Ability_Uses += 1)
(if:$Level is > 4) [ (set:$Special_Ability_Thing to "1d8") ]
(if:$Level is > 9) [ (set:$Special_Ability_Thing to "1d10") ]
(if:$Level is > 14) [ (set:$Special_Ability_Thing to "1d12") ]
(if:$Level is > 1) [ (set:$Known_Spells += 1)]
(if:$Level is > 2) [ (set:$Known_Spells += 1)]
(if:$Level is > 3) [ (set:$Known_Spells += 1)]
(if:$Level is > 4) [ (set:$Known_Spells += 1)]
(if:$Level is > 5) [ (set:$Known_Spells += 1)]
(if:$Level is > 6) [ (set:$Known_Spells += 1)]
(if:$Level is > 7) [ (set:$Known_Spells += 1)]
(if:$Level is > 8) [ (set:$Known_Spells += 1)]
(if:$Level is > 9) [ (set:$Known_Spells += 1)]
(if:$Level is > 12) [ (set:$Known_Spells += 1)]
(if:$Level is > 13) [ (set:$Known_Spells += 2)]
(if:$Level is > 14) [ (set:$Known_Spells += 1)]
(if:$Level is > 16) [ (set:$Known_Spells += 1)]
(if:$Level is > 17) [ (set:$Known_Spells += 2)](if:$Level is > 3) [ (set:$Known_Cantrips += 1)]
(if:$Level is > 9) [ (set:$Known_Cantrips += 1)]
(if:$Level is > 3) [(set:$Number_Of_Cantrips += 1)] (if:$Level is > 9)[(set:$Number_Of_Cantrips += 1)]
(if:$Level is > 1) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 2) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 4) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 5) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 6) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 7) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 8) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 9) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 12) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 13) [ (set:$Number_Of_Spells += 2)]
(if:$Level is > 14) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 16) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 17) [ (set:$Number_Of_Spells += 2)] (set:$Musical += 3)
(go-to: "Bard 2")
(set:$Class to "Cleric")(set:$HP_Gained to "1d8 + Constitution modifier")(set:$Hit_Dice to "1d8" )(Set:$Light_Armor to true)(set:$Medium_Armor to true)(set:$Shields to true) (Set:$All_Weapons_Simple to true)(Set:$ST to "Wisdom, Charisma")(Set:$Spellcasting to true)
(Set:$Level_One_Features to "Spellcasting: a divine power imbues you with magical energy. You know 3 cantrips, and have 2 level 1 spell slots, Your number of known spells is your cleric level + your wisdom modifier (minimum of one spell). Spells known are from the cleric spell list. You can choose spells from the cleric spell list. Your spellcasting ability is wisdom. Your spell attack modifier is Wisdom modifier + proficiency, your spell save dc is 8+ wisdom + proficiency. You can change your list of known spells after a long rest. You can cast ritual tagged spells as a ritual, and use a holy symbol as a spellcasting focus. You regain all expended spell slots at the end of a long rest") (Set:$Level_Two_Features to "Channel Divinity: At the 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 level as noted in the domain descriptions. when you use your Channel Divinely you choose what effect to create you must finish a short of long rest to use your channel divinity again. Some channel divinity options require a saving throw, when you sue such an effect the DC equals your cleric Spell Save DC.
Channel Divinity, Turn Undead: As an action you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 ft must make a Wisdom Saving Throw. If it fails the throw, it must spend its turns trying to move as afar from you as it can. I Channel Divinity: At the 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 level as noted in the domain descriptions. when you use your Channel Divinely you choose what effect to create you must finish a short of long rest to use your channel divinity again. Some channel divinity options require a saving throw, when you sue such an effect the DC equals your cleric Spell Save DC. It can’t willing move with 30 ft of you. It can’t take reactions, and the only action it can take is to dash, or escape an effect that is preventing it from moving, if there is no where for it to go it can use the dodge action. ")(set:$Level_Three_Features to "none")(Set:$Level_Four_Features to "Ability Score Increase")(set:$Level_Five_Features to "
Starting at the 5th level when an undead fails its saving throw against your turn undead feature the creature is instantly destroyed if its challenge rating is at or below a certain threshold. If your cleric level is 5, the undead’s challenge rating must be at or below ½ this increases as you level up. ")(set:$Level_Six_Features to "Channel Divinity two times per long/short rest.")(set:$Level_Seven_Features to "Divine Domain Spells ")(set:$Level_Eight_Features to " Ability Score Improvement. Destroy Undead Cr 1, Divine Domain Feature")(set:$Level_nine_Features to " Divine Domain Spells")(set:$Level_Ten_Features to "Divine Intervention: Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring 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 DM chooses the Nature of the intervention; the Effect of any Cleric spell or Cleric domain spell would be appropriate. If 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.
At 20th level, your call for intervention succeeds automatically, no roll required.")(set:$Level_Eleven_Features to " Destroy Undead CR 2")(set:$Level_Twelve_Features to " Ability Score Improvement. ")(set:$Level_Thirteen_Features to " ")(set:$Level_Fourteen_Features to "Destroy Undead CR 3 ")(set:$Level_Fifteen_Features to " ")(set:$Level_Sixteen_Features to "Ability Score Improvement. ")(set:$Level_Seventeen_Features to " Destroy Undead CR 4, Divine Domain Feature")(set:$Level_Eighteen_Features to " Channel Divinity 3 times per long/short rest. ")(set:$Level_Nineteen_Features to "Ability Score Improvement. ")(set:$Level_Twenty_Features to "Divine Intervention Improvement ")
(Set:$Spell_Grid to "
$Prepared_Spells
Spell Slots
Level 1: Cantrips-3 1st Slots-2
Level 2: Cantrips-3 1st Slots-3
Level 3: Cantrips-3 1st Slots-4 2nd-2
Level 4: Cantrips-4 1st Slots-4 2nd-3
Level 5: Cantrips-4 1st Slots-4 2nd-3 3rd-2
Level 6: Cantrips-4 1st Slots-4 2nd-3 3rd-3
Level 7: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-1
Level 8: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-2
Level 9: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 10: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 11: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 12: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 13: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 14: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 15: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 16: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 17: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1 9th-1
Level 18: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-1 7th- 1 8th-1 9th-1
Level 19: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th- 1 8th-1 9th-1
Level 20: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th-2 8th-1 9th-1")
(set:$Spellcasting_Ability to "Wisdom")
(set:$Spell_Save_DC to "Wisdom Modifier + Proficiency Bonus + 8" )
(set:$Spell_Attack_Modifier to "Wisdom Modifier + Proficiency Bonus") (set:$Number_Of_Cantrips += 3)
(set:$Known_Cantrips += 3)
(set:$History_Choice to true) (Set:$Insight_Choice to true) (set:$Medicine_Choice to true) (Set:$Persuasion_Choice to true) (Set:$Religion_Choice to true)
(set:$Class_Skills += 2)
(set:$Divine_Domain_Skills to false)
(set:$Druid_Cantrip_Chosen to false)(set:$Guidance_Choice to true)(set:$Light_Choice to true)(set:$Mending_Choice to true)(set:$Resistance_Choice to true) (set:$Sacred_Flame_Choice to true) (set:$Spare_The_Dying_Choice to true) (set:$Thaumaturgy_Choice to true) (set:$Toll_The_Dead_Choice to true)(set:$Hallowed_Hands_Choice to true)
(if:$Level is > 2)[(Set:$Aid_Choice to true)(set:$Augury_Choice to true)(Set:$Blindness_Deafness_Choice to true)(Set:$Calm_Emotions_Choice to true)(set:$Continual_Flame_Choice to true)(set:$Enhance_Anility_Choice to true)(set:$Find_Traps_Choice to true)(set:$Gentle_Repose_Choice to true)(set:$Hold_Person_Choice to true)(set:$Lesser_Restoration_Choice to true)(set:$Locate_Object_Choice to true)(set:$Prayer_Of_Healing_Choice to true)(set:$Protection_From_Poison_Choice to true)(set:$Silence_Choice to true)(set:$Spiritual_Weapon_Choice to true)(set:$Warding_Bond_Choice to true)(set:$Zone_Of_Truth_Choice to true) (set:$Infuse_Blood_Choice to true)]
(if:$Level is > 4) [ (Set:$Animate_Dead_Choice to true)(set:$Beacon_Of_Hope_Choice to true)(set:$Bestow_Curse_Choice to true)(set:$Clairvoyance_Choice to true)(Set:$Create_Food_And_Water_Choice to true)(set:$Daylight_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Feign_Death_Choice to true)(set:$Glyph_Of_Warding_Choice to true)(set:$Magic_Circle_Choice to true)(set:$Mass_Healing_Word_Choice to true)(set:$Meld_Into_Stone_Choice to true)(set:$Protection_From_Energy_Choice to true)(set:$Remove_Curse_Choice to true)(set:$Revivify_Choice to true)(set:$Sending_Choice to true)(set:$Speak_With_Dead_Choice to true)(set:$Spirit_Guardians_Choice to true) (set:$Tongues_Choice to true)(set:$Water_Walk_Choice to true) ]
(if:$Level is > 6) [ (Set:$Banishment_Choice to true)(Set:$Control_Water_Choice to true)(set:$Death_Ward_Choice to true)(set:$Divination_Choice to true)(set:$Freedom_Of_Movement_Choice to true)(set:$Guardian_Of_Faith_Choice to true)(set:$Locate_Creature_Choice to true)(set:$Stone_Shape_Choice to true)(set:$Hemorrhage_Choice to true) ]
(if:$Level is > 8) [ (set:$Commune_Choice to true) (Set:$Contagion_Choice to true) (set:$Dispel_Evil_And_Good_Choice to true)(set:$Flame_Strike_Choice to true)(set:$Geas_Choice to true)(set:$Greater_Restoration_Choice to true)(set:$Hallow_Choice to true)(set:$Insect_Plague_Choice to true)(set:$Legend_Lore_Choice to true)(set:$Mass_Cure_Wounds_Choice to true)(set:$Planar_Binding_Choice to true)(set:$Raise_Dead_Choice to true)(set:$Scrying_Choice to true)]
(if:$Level is > 10) [ (set:$Blade_Barrier_Choice to true)(set:$Create_Undead_Choice to true)(set:$Find_The_Path_Choice to true)(set:$Forbiddance_Choice to true)(set:$Harm_Choice to true)(set:$Heal_Choice to true)(set:$Heroes_Feast_Choice to true)(set:$Planar_Ally_Choice to true)(set:$True_Seeing_Choice to true)(set:$Word_Of_Recall_Choice to true)]
(if:$Level is > 12) [ (set:$Conjure_Celestial_Choice to true)(set:$Divine_Word_Choice to true)(set:$Etherealness_Choice to true)(set:$Fire_Storm_Choice to true)(set:$Plane_Shift_Choice to true)(set:$Regenerate_Choice to true)(set:$Resurection_Choice to true)(set:$Symbol_Choice to true) ]
(if:$Level is > 14) [ (set:$Antimagic_Field_Choice to true) (set:$Control_Weather_Choice to true)(set:$Earthquake_Choice to true)(set:$Holy_Aura_Choice to true) ]
(if:$Level is > 16) [ (Set:$Astral_Projection_Choice to true)(set:$Gate_Choice to true)(set:$Mass_Heal_Choice to true)(set:$True_Resurrection_Choice to true)]
(set:$Bane_Choice to true) (set:$Bless_Choice to true)(set:$Command_Choice to true) (set:$Create_Or_Destroy_Water_Choice to true)(set:$Cure_Wounds_Choice to true) (set:$Detect_Evil_And_Good_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Detect_Poison_And_Disease_Choice to true)(set:$Guiding_Bolt_Choice to true) (set:$Healing_Word_Choice to true) (set:$Inflict_Wounds_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true)(set:$Purify_Food_And_Drink_Choice to true) (set:$Sanctuary_Choice to true) (set:$Shield_Of_Faith_Choice to true)
(go-to:"Cleric 2")
(Set:$Spellcasting to true)
(Set:$Class to "Druid" )
(set:$HP_Gained to "1d8 + Constitution Modifier")
(set:$Hit_Dice to "1d8")
(set:$Level_One_Features to "Spellcasting: You draw power from nature itself, and cast spells to shape it to your will. You know 2 cantrips from the druid spell list. You have 2 level one spell slots. You can prepare a number of spells equal to your wisdom modifier + your druid level from the Druid spell list. Your spellcasting ability is wisdom. Your spell attack modifier is wisdom modifier + proficiency. Your spell save DC is 8+ wisdom modifier + proficiency. You can cast ritual tagged spells as a ritual and use a druidic focus. You can changed your prepared spells after a long rest. You regain all expended spell slots after a long rest.
")(set:$Level_Two_Features to "Wild Shape: At the 2nd level you can use your action to magically assume the shape of a beast that you have seen before. You can sue this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beat you can transform into. At the 2nd level you can transform into a beast with a CR of ¼ or lower, that has no flying or swimming speed. You can stay in beast shape for a number of hours equal to half your druid level rounded down. You revert to your normal form unless you expend another use of this feature you can revert to your normal form early by using a bonus action on your turn. You automatically revert if you call unconscious, drop to 0 hp or die. The following rules apply
Your game stats become the stats of the creature you transform into. You retain your alignment, personality intelligence, wisdom, and charisma scores. You also retain all your skills and proficiencies, in addition to those of the creature. If the creature has the same proficiency as you and the bonus is in its start block is higher than yours use the creature’s bonus. If the creature has any legendary or lair action you can’t use them.
When you transform you assume the creatures HP and Hit Dice. When you revert to your normal form you return to the number of HP you had before you transformed. However, if you revert as a result of dropping to 0 HP any excess damage carries over to your normal form. For example if you take 10 damage in animal form and have 9 HP you revert and take 1 damage. As long as the excess damage doesn’t reduce your normal form to 0 HP you aren’t knocked unconscious.
You can’t cast spells, your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast however or pervert you from taking actions that are part of a spell such as calling lightning you’ve already cast.
You retain the benefits of any features from your class race or other sources and can use them if the new form is physically capable of doing do. You can’t use any of your special senses such as darkvision unless your new form as that sense.
You choose whether your equipment is transformed with your new form, drops to your feet, or is worn by it. Worn equipment functions as normal but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creatures shape and shape. Your equipment doesn’t change size or shape to match your new form. Any equipment that the new form cant wear must either fall to the ground or be merged with your form. Equipment that merges with the form ahs no effect until you leave the form.
Druid Circle: At the 2nd level you choose a druid circle, Circle of the Land, Circle of the Moon, Circle of the Shaman")(Set:$Level_Four_Features to "
At the 4th you can transform into a creature with a CR of ½ or less, that has no flying speed.
Ability score improvement. ")
(set:$Light_Armor to true)
(Set:$Medium_Armor to true)
(set:$Shields to true)
(Set:$Club to true)
(set:$Dagger to true)
(Set:$Dart to true)
(Set:$Javelin to true)
(set:$Rapier to true)
(Set:$Mace to true)
(Set:$Quarterstaff to true)
(Set:$Scimitar to true)
(Set:$Sickle to true)
(Set:$Sling to true)
(Set:$Spear to true)
(set:$Herbalism_Kit to true)
(Set:$ST to "Intelligence, Wisdom")
(set:$Class_Skills += 2)
(Set:$Dridic to true) (set:$Level_Three_Features to " ")(set:$Level_Five_Features to " ")
(set:$Level_Six_Features to " Druid Circle Feature")(set:$Level_Seven_Features to " ")(set:$Level_Eight_Features to " Wild Shape Improvement, Ability Score Improvement ")(set:$Level_Nine_Features to " ")(set:$Level_Ten_Features to " Druid Circle Feature")(set:$Level_Eleven_Features to " ")(set:$Level_Twelve_Features to "Ability Score Improvement ")(set:$Level_Thirteen_Features to " ")(set:$Level_Fourteen_Features to "Druid Circle Feature ")(set:$Level_Fifteen_Features to " ")(set:$Level_Sixteen_Features to "Ability Score Improvement ")(set:$Level_Seventeen_Features to " ")(set:$Level_Eighteen_Features to "Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your Druid Spells in any shape you assume using Wild Shape. You can perform the somatic and verbal Components of a druid spell while in a beast shape, but you aren't able to provide material Components.
")(set:$Level_Nineteen_Features to "Ability Score Improvement ")(set:$Level_Twenty_Features to " Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic Components of your Druid Spells, as well as any material Components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
")(Set:$Spell_Grid to "
$Prepared_Spells
Spell Slots
Level 1: Cantrips-2 1st Slots-2
Level 2: Cantrips-2 1st Slots-3
Level 3: Cantrips-2 1st Slots-4 2nd-2
Level 4: Cantrips-3 1st Slots-4 2nd-3
Level 5: Cantrips-3 1st Slots-4 2nd-3 3rd-2
Level 6: Cantrips-3 1st Slots-4 2nd-3 3rd-3
Level 7: Cantrips-3 1st Slots-4 2nd-3 3rd-3 4th-1
Level 8: Cantrips-3 1st Slots-4 2nd-3 3rd-3 4th-2
Level 9: Cantrips-3 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 10: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 11: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 12: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 13: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 14: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 15: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 16: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 17: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1 9th-1
Level 18: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-1 7th- 1 8th-1 9th-1
Level 19: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th- 1 8th-1 9th-1
Level 20: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th-2 8th-1 9th-1")
(Set:$Spellcasting to true)
(set:$Number_Of_Cantrips to 2) (set:$Known_Spells to 1)
(set:$Known_Cantrips to 2)
(set:$Spellcasting_Ability to "Wisdom")
(set:$Spell_Save_DC to "8 + your proficiency bonus + your wisdom modifier")
(Set:$Spell_Attack_Modifier to "Your proficiency bonus + your wisdom modifier")
(Set:$Arcana_Choice to true) (set:$Animal_Handling_Choice to true) (Set:$Insight_Choice to true) (set:$Medicine_Choice to true) (Set:$Nature_Choice to true) (Set:$Perception_Choice to true) (Set:$Religion_Choice to true) (Set:$Survival_Choice to true)
(set:$Druidcraft_Choice to true) (set:$Guidance_Choice to true) (set:$Mending_Choice to true)(Set:$Mold_Earth_Choice to true)(set:$Poison_Spray_Choice to true) (set:$Produce_Flame_Choice to true) (set:$Resistance_Choice to true) (set:$Shillelagh_Choice to true) (set:$Thorn_Whip_Choice to true)(Set:$Savagery_Choice to true)(Set:$Lancing_Bolt_Choice to true)
(set:$Animal_Friendship_Choice to true) (set:$Charm_Person_Choice to true) (set:$Create_Or_Destroy_Water_Choice to true)(set:$Cure_Wounds_Choice to true)(set:$Detect_Magic_Choice to true) (set:$Detect_Poison_And_Disease_Choice to true) (set:$Entangle_Choice to true) (set:$Faerie_Fire_Choice to true) (set:$Fog_Cloud_Choice to true)(set:$Goodberry_Choice to true) (set:$Healing_Word_Choice to true)(set:$Jump_Choice to true) (set:$Longstrider_Choice to true) (set:$Purify_Food_And_Drink_Choice to true) (Set:$Earth_Tremor_Choice to true)(set:$Speak_With_Animals_Choice to true)(set:$Thunderwave_Choice to true)
(if:$Level is > 2) [(set:$Animal_Messenger_Choice to true) (set:$Barkskin_Choice to true) (Set:$Beast_Sense_Choice to true)(set:$Darkvision_Choice to true)(set:$Enhanse_Ability_Choice to true)(set:$Find_Traps_Choice to true)(set:$Flame_Blade_Choice to true)(set:$Flaming_Sphere_Choice to true)(set:$Gust_Of_Wind_Choice to true)(set:$Heat_Metal_Choice to true)(set:$Hold_Person_Choice to true)(set:$Lesser_Restoration_Choice to true)(set:$Locate_Animals_Or_Plants_Choice to true)(set:$Locate_Object_Choice to true)(set:$Moonbeam_Choice to true)(set:$Pass_Without_A_Trace_Choice to true)(set:$Protection_From_Poison_Choice to true)(set:$Spike_Growth_Choice to true)]
(if:$Level is > 4) [ (set:$Call_Lightning_Choice to true)(set:$Conjure_Animals_Choice to true)(set:$Daylight_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Feign_Death_Choice to true)(set:$Meld_Into_Stone_Choice to true)(set:$Plant_Growth_Choice to true)(set:$Protection_From_Energy_Choice to true)(set:$Sleet_Storm_Choice to true)(set:$Speak_With_Plants_Choice to true)(set:$Water_Breathing_Choice to true)(set:$Water_Walk_Choice to true)(set:$Wind_Wall_Choice to true)]
(if:$Level is > 6) [ (Set:$Blight_Choice to true) (Set:$Confusion_Choice to true) (set:$Conjure_Minor_Elementals_Choice to true) (Set:$Conjure_Woodland_Beings_Choie to true)(Set:$Control_Water_Choice to true)(set:$Dominate_Beast_Choice to true)(set:$Freedom_Of_Movement_Choice to true)(set:$Giant_Insect_Choice to true)(set:$Grasping_Vine_Choice to true)(set:$Hallucinatory_Terrain_Choice to true)(set:$Ice_Storm_Choice to true)(set:$Locate_Creature_Choice to true)(set:$Polymorph_Choice to true)(set:$Stone_Shape_Choice to true)(set:$Stoneskin_Choice to true)(set:$Wall_Of_Fire_Choice to true)]
(If:$Level is > 8)[ (Set:$Anitlife_Shell_Choice to true)(set:$Awaken_Choice to true) (Set:$Commune_With_Nature_Choice to true)(set:$Conjure_Elemental_Choice to true)(Set:$Contagion_Choice to true)(set:$Geas_Choice to true)(set:$Greater_Restoration_Choice to true)(set:$Insect_Plague_Choice to true)(set:$Mass_Cure_Wounds_Choice to true)(set:$Planar_Binding_Choice to true)(set:$Reincarnate_Choice to true)(set:$Scrying_Choice to true)(set:$Tree_Stride_Choice to true)(set:$Wall_Of_Stone_Choice to true)]
(if:$Level is > 10) [ (set:$Conjure_Fey_Choice to true)(set:$Find_The_Path_Choice to true)(set:$Heal_Choice to true)(set:$Heroes_Feast_Choice to true)(set:$Move_Earth_Choice to true)(set:$Sunbeam_Choice to true)(set:$Transport_Via_Plants_Choice to true)(set:$Wall_Of_Thorns_Choice to true)(set:$Wind_Walk_Choice to true)]
(if:$Level is > 12) [ (set:$Fire_Storm_Choice to true)(set:$Mirage_Arcane_Choice to true)(set:$Plane_Shift_Choice to true)(set:$Regenerate_Choice to true)(set:$Reverse_Gravity_Choice to true)]
(if:$Level is > 14) [ (Set:$Animal_Shapes_Choice to true) (Set:$Antipathy_Sympathy_Choice to true)(set:$Control_Weather_Choice to true)(set:$Earthquake_Choice to true)(set:$Feeblemind_Choice to true)(set:$Sunburst_Choice to true)(set:$Tsunami_Choice to true)] (if:$Level is > 16) [(set:$Foresight_Choice to true)(set:$Shapechange_Choice to true)(set:$Storm_Of_Vengeance_Choice to true)(set:$True_Resurrection_Choice to true) ]
(Go-to: "Druid 2")(set:$Class to "Fighter")
(set:$HP_Gained to "1d10 + Constitution modifier")
(set:$Hit_Dice to "1d10")
(set:$Level_Two_Features to "Action Surge: Starting at the 2nd level you can push yourself beyond your normal limits for a moment. On your turn you can take an additional action on top of your regular action and possible bonus action. Once you use this feature you must complete a short or long rest before you can use it again. ")(set:$Level_Three_Features to "At the third level you can choose a martial Archetype that you srive to emulate in your combat styles and technique.") (set:$Level_Four_Features to "Ability Score Incresase")(set:$Level_Five_Features to "Extra Attack: Starting at the 5th level when you take the attack action you can take a second attack instead of just once. ") (set:$Level_Six_Features to " Ability Score Increase ")(set:$Level_Seven_Features to " Martial Archetype Feature ")(set:$Level_Eight_Features to "Ability Score Increase ")(set:$Level_Nine_Features to " Indomitable: Beginning at the 9th Level you can reroll a saving throw that you fail. If you do so you must use the new roll and you can’t use this feature until you finish a long rest. You can use this feature twice between long rests at the 13th level, and three times between long rests at the 17th level. ")(set:$Level_Ten_Features to " Martial Archetype Feature ")(set:$Level_Eleven_Features to " Extra Attack (2) ")(set:$Level_Twelve_Features to " Ability Score Increase ")(set:$Level_Thirteen_Features to " Indomitable 2 uses ")(set:$Level_Fourteen_Features to " Ability Score Increase ")(set:$Level_Fifteen_Features to " Martial Archetype Feature ")(set:$Level_Sixteen_Features to " Ability Score Increase ")(set:$Level_Seventeen_Features to " Action Surge two uses, Indomitable three uses ")(set:$Level_Eighteen_Features to " Martial Archetype Feature ")(set:$Level_Nineteen_Features to " Ability Score Increase ")(set:$Level_Twenty_Features to " Extra Attack (3) ")
(set:$Light_Armor to true)
(set:$Medium_Armor to true)
(Set:$Heavy_Armor to true)
(set:$All_Weapons_Martial to true)
(set:$All_Weapons_Simple to true)
(set:$Shields to true)
(set:$ST to "Strength and Constitution")
(set:$Class_Skills += 2)
(set:$Acrobatics_Choice to true) (set:$Animal_Handling_Choice to true) (Set:$Athletics_Choice to true) (set:$History_Choice to true) (Set:$Insight_Choice to true) (Set:$Intimidation_Choice to true) (Set:$Perception_Choice to true) (Set:$Survival_Choice to true)
(If:$Level is > 5) [ (Set:$Pick_Ability += 2)] (If:$Level is > 13) [ (Set:$Pick_Ability += 2)]
(set:$Hit_Dice to "1d8")
(set:$HP_Gained to "1d8 + Constitution Modifier")
(set:$Level_One_Features to "Unarmored Defense: If you are wearing no armor, an not wielding a shield, your AC= 10 + your dexterity modifier + your wisdom modifier
Martial Arts: Your martial arts training gives you mastery of combat styles that use unarmed strikes and monk weapons (short swords, and simple melee weapons that are not 2 handed, or heavy.) While unarmored and not wielding a shield you gain the following benefits: you can use dexterity instead of strength for the attack and damage rolls of your unarmored strikes and monk weapons. You can use 1d4 in place of your unarmed or monk weapons, this changes as you gain monk levels. When you use the attack action with an unarmed strike or monk weapons on your turn you can make and unarmed strike as a bonus action, as long as you haven't used a bonus action already. ")(Set:$Level_Two_Features to "Ki: Starting at the 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, determined by your monk level. You 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. You regain all spent Ki points during a long or short rest. You must spend at least 30 minutes meditating to regain your Ki points. Some features ask for a saving throw, the DC is 8 + your proficiency + your wisdom modifier. You have the same number or Ki Points as your Monk Level.
Flurry of Blows: Immediately after you take the attack action on your turn you can spend 1 Ki point to make two unarmored strikes as a bonus action.
Patient Defense: You can spend 1 Ki Point and take the dodge action as a bonus action on your turn.
Step of the Wind: You 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 your turn.
Unarmored Movement: Starting at the 2nd Level your speed increases by 10 ft while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels. ")(Set:$Level_Three_Features to "Monastic Tradition: At the 3rd Level you commit yourself to a monastic tradition, the Way of the Open Hand, Way of the Shadow, Way of the Four Elements, Way of the Wind, Way of the Frozen Fist.
Deflect Missiles: Starting at the 3rd Level you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so the damage you take from the attack is reduced by 1d10+your dexterity modifier + your monk level. If you reduce the damage to 0 you can catch the missile if it is small enough to fit in your hand, and you have at least one free hand. If you catch the missile this way you can spend 1 Ki point to make a range attack with the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency regardless of your weapon proficiencies, the middle counts as a monk weapon for the attack which as a normal range of 20/60. ")(Set:$Level_Four_Features to "Ability Score Improvement
Slow Fall: At the 4th level you can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your monk level. ")(Set:$Level_Five_Features to "Extra Attack: Beginning at the 5th level you can attack twice instead of once whenever you take the attack action on your turn.
Stunning Strike: Starting at the 5th Level you can interfere with the flow of KI in an opponent’s body. When you hit another creature with a melee weapon attack you can spend 1 Ki point to attempt a stunning strike the target must succeed a constitution saving throw or be stunned until the end of your next turn. ")(Set:$Level_Six_Features to "Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Monastic Tradition feature ")(Set:$Level_Seven_Features to "Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.")(Set:$Level_Eight_Features to "Ability Score Improvement ")(Set:$Level_Nine_Features to " Unarmored Movement improvement: At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.")(Set:$Level_Ten_Features to "Purity of Body: At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. ")(Set:$Level_Eleven_Features to "Monastic Tradition feature ")(Set:$Level_Twelve_Features to "Ability Score Improvement ")(Set:$Level_Thirteen_Features to "Tongue of the Sun and Moon: Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. ")(Set:$Level_Fourteen_Features to "Diamond Soul: Beginning at 14th level, your mastery o f ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. ")(Set:$Level_Fifteen_Features to "Timeless Body: At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. ")(Set:$Level_Sixteen_Features to "Ability Score Improvement")(Set:$Level_Seventeen_Features to "Monastic Tradition feature")(Set:$Level_Eighteen_Features to "Empty Body: 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. Additionally, 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.")(Set:$Level_Nineteen_Features to "Ability Score Improvement ")(Set:$Level_Twenty_Features to " Perfect Self: At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.")
(set:$Acrobatics_Choice to true) (Set:$Athletics_Choice to true) (set:$History_Choice to true) (Set:$Insight_Choice to true) (Set:$Religion_Choice to true) (Set:$Stealth_Choice to true)
(Set:$ST to "Strength and Dexterity")
(set:$All_Weapons_Simple to true)
(set:$Shortsword to true)
(set:$Class_Skills += 2)
(Set:$One_Artisan_Tool_Needed to true)
(Set:$Class to "Monk")
(go-to: "Monk 2")(set:$Spellcasting to true)](set:$Class to "Paladin")
(Set:$HP_Gained to "1d10 + Constitution Modifier")
(set:$Hit_Dice to "1d10" )
(Set:$Level_One_Features to " Divine Sense: The presence of evil registers on your senses like a noxious order and powerful good rings in your ears like heavenly music in your ears. As an action you can use your senses to detect good and evil, you can tell the location of any celestial fiend or undead within 60 feet of you. You can tell the type of being who's presence you sense but not its identity. You can detect the presence of fouled or consecrated objects in that range. You can use this feature equal to 1+ your charisma modifier. A long rest restores all expended uses.
Lay on hands: Your blessed touch can heal wounds. You have a pool of healing powers that replenishes when you take a long rest. With that pool you can restore a total of hit points equal to your paladin level x 5. As an action you can touch a creature and draw power from the pool to restore the number of hit points to that creature up to the max amount of remaining in your pool. Alternatively, you can expend 5 points to heal the target of one disease or neutralize one poison affecting it. You can cure multiple illnesses at the same time expending 5 points for each illness cured. This has no effect on undead an constructs. " ) (set:$Level_Two_Features to "Fighting Style: At the 2nd Level you can chose a fighting style as your specialty. You can only take a fighting style once, select a different one if you gain this feature again. Defense, Dueling, Great Weapon Fighting, Protection.
Spellcasting: At the 2nd level you learn to draw on the divine magics through meditation and prayer to cast spells as a cleric does. You have two first level spell slots, and can prepare a number of spells equal to your charisma modifier + half your paladin level (rounded down with a minimum of 1 spell). The spell must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest, by meditating for at least a minute per level of spell on each spell you wish to change. Your spellcasting modifier is charisma. Your spell save DC is 8 + your proficiency bonus + your charisma modifier. Your spell attack modifier is your charisma modifier + your proficiency. You can use a spellcasting focus, your holy symbol.
Divine Smite: Starting at the 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 weapons damage. The extra damage is 2d8 for a first level spell slot, and 1d8 for every spell slot above the first to a max of 5d8. The damage increases by 1d8 if the creature is undead or a fiend. ") (Set:$Level_Three_Features to "Divine Health: Starting at the 3rd level you are immune to disease.
Sacred Oath: When you reach the 3rd level you swear the oath that binds you as a paladin forever. Up to this time you have been in the preparatory stage, committed to the bath but not yet sworn to it. Choose the oath of devotion, oath of the ancients, oath of vengeance, Oath of the Unyielding, Oath of Love, Oath of Death, Oath of the Drowned, Oath of the Grave, Oath of Temperance, Oath of the Protector
Oath Spells: You gain access to oath spells, they do not count against your total number of prepared spells and you always have them prepared.
Channel Divinity: When you use your channel divinity you choose the option you use, then you must finish a short or long rest to use your channel divinity again. Some require saving throws, use your paladin spell save DC. ") (set:$Level_Four_Features to "Ability Score Increase") (set:$Level_Five_Features to "Extra Attack: At the 5th level you can attack a second time when you take the attack action on your turn. ")
(set:$Light_Armor to true)
(set:$Heavy_Armor to true)
(set:$Medium_Armor to true)
(Set:$Shields to true)
(set:$All_Weapons_Martial to true)
(set:$All_Weapons_Simple to true)
(set:$ST To "Wisdom, Charisma")
(set:$Class_Skills += 2)
(set:$Spell_Grid to "Level 2: 1st Slots-2
Level 3: 1st Slots-3
Level 4: 1st Slots-3
Level 5: 1st Slots-4 2nd-2
Level 6: 1st Slots-4 2nd-2
Level 7: 1st Slots-4 2nd-3
Level 8: 1st Slots-4 2nd-3
Level 9: 1st Slots-4 2nd-3 3rd-2
Level 10: 1st Slots-4 2nd-3 3rd-2
Level 11: 1st Slots-4 2nd-3 3rd-3
Level 12: 1st Slots-4 2nd-3 3rd-3
Level 13: 1st Slots-4 2nd-3 3rd-3 4th-1
Level 14: 1st Slots-4 2nd-3 3rd-3 4th-1
Level 15: 1st Slots-4 2nd-3 3rd-3 4th-2
Level 16: 1st Slots-4 2nd-3 3rd-3 4th-2
Level 17: 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 18: 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 19: 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 20: 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2")
(set:$Level_Six_Features to "
Aura Of Protection: At the 6th Level whenever you or a friendly creature within 10 ft of you make a saving throw the creature gains a bonus to the saving throw equal to your Charisma Modifier with a Min of +1. You must be conscious to grant this bonus. At the 18th level the range increases to 30 ft.
")(set:$Level_Seven_Features to " Sacred Oath Feature ")(set:$Level_Eight_Features to "
Ability Score Improvement
")(set:$Level_Nine_Features to " ")(set:$Level_Ten_Features to " Aura Of Courage: At the 10th Level you and friendly creatures within 10 ft of you can’t be frightened while you are conscious, at the 18th level this increases to 30 ft. ")(set:$Level_Eleven_Features to " Improved Divine Smite: At the 11th Level you are 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. ")(set:$Level_Twelve_Features to " Ability Score Improvement ")(set:$Level_Thirteen_Features to " ")(set:$Level_Fourteen_Features to " Cleansing Touch: Beginning at the 14th level you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your charisma modifier. You regain all expended uses at the end of a long rest. ")(set:$Level_Fifteen_Features to " Sacred Oath Feature ")(set:$Level_Sixteen_Features to " Ability Score Improvement ")(set:$Level_Seventeen_Features to " ")(set:$Level_Eighteen_Features to " Aura improvements")(set:$Level_Nineteen_Features to "Ability Score Improvement ")(set:$Level_Twenty_Features to " Sacred Oath Feature ")
(Set:$Athletics_Choice to true) (Set:$Insight_Choice to true) (Set:$Intimidation_Choice to true) (Set:$Persuasion_Choice to true) (Set:$Religion_Choice to true) (set:$Medicine_Choice to true) ]
(if:$Level is > 1) [ (set:$Bless_Choice to true)(set:$Command_Choice to true)(Set:$Compelled_Duel_Choice to true)(set:$Cure_Wounds_Choice to true)(set:$Detect_Evil_And_Good_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Detect_Poison_And_Disease_Choice to true)(set:$Divine_Favor_Choice to true)(set:$Heroism_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true)(set:$Searing_Smite_Choice to true)(set:$Shield_Of_Faith_Choice to true)(set:$Thunderous_Smite_Choice to true)(set:$Warthful_Smite_Choice to true)]
(if:$Level is > 4)[(Set:$Aid_Choice to true)(set:$Branding_Smite_Choice to true)(set:$Find_Steed_Choice to true)(set:$Lesser_Restoration_Choice to true)(set:$Locate_Object_Choice to true)(set:$Magic_Weapon_Choice to true)(set:$Protection_From_Poison_Choice to true)(set:$Zone_Of_Truth_Choice to true)(set:$Infuse_Blood_Choice to true)]
(if:$Level is > 8) [ (Set:$Aura_Of_Vitality_Choice to true)(set:$Blinding_Smite_Choice to true)(set:$Create_Food_And_Water_Choice to true)(Set:$Crusaders_Mantle_Choice to true)(set:$Daylight_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Elemental_Weapon_Choice to true)(set:$Magic_Circle_Choice to true)(set:$Remove_Curse_Choice to true)(set:$Revivify_Choice to true)]
(If:$Level is > 12)[(Set:$Aura_Of_Life_Choice to true)(Set:$Aura_Of_Purity_Choice to true)(Set:$Banishment_Choice to true) (set:$Death_Ward_Choice to true)(set:$Locate_Creature_Choice to true)(set:$Staggering_Smite_Choice to true)]
(If:$Level is > 16)[(set:$Banishing_Smite_Choice to true)(set:$Circle_Of_Power_Choice to true)(set:$Destructive_Wave_Choice to true)(set:$Dispel_Evil_And_Good_Choice to true)(set:$Geas_Choice to true)(set:$Raise_Dead_Choice to true)]
(go-to: "Paladin 2")(Set:$Class to "Ranger")
(set:$HP_Gained to "1d10 +Constitution Modifier")
(set:$Hit_Dice to "1d10")
(set:$Level_One_Features to "Favored Enemy: You have significant experience with hunting, tracking, or even talking to a particular enemy. Choose one type of aberrations, beasts, celestial, constructs, Dragons, elementals fey, fiends, giants, monstrosities, oozes, plants, or undead, or two humanoid (such as gnolls and orcs) as favored enemies. You have advantage on wisdom (Survival) checks to track them and intelligence checks to recall information on them. You learn the language (if they have one) of your favored enemy.
Natural Explorer: You have spent significant time in a particular terrain. Choose one type of favored terrain, artic, coast, desert, forest, grassland, mountain, swamp, or underdark. When you make an intelligence or wisdom check related to your favored terrain you double your proficiency bonus if you are proficient in that skill. While traveling for more than an hour in your favored terrain you gain the following benefits. Difficult terrain doesn't slow the groups travel. Your group can't become lost except by magic. Even when you are engaged in another activity, you remain alert to danger. If you are traveling alone you travel at normal speed while traveling stealthily. When you forage you find twice as much food as you normally would. While tracking you know the time the creature passed, the number of creatures, and their size.
")(set:$Level_Two_Features to "Fighting Style: at the second level you can choose a Fighting style Archery, Defense, Dueling, Two weapon fighting.
Spellcasting: By the time you reach the 2nd level you’ve learned to cast spells. You know two spells and have 2 spell slots, wisdom is your spellcasting ability. " )(set:$Level_Three_Features to "You can choose a ranger archetype at the 3rd level. Hunter, beast master, Trapper, Spell Seeker, Shadow Walker, Marksman, Battle Scout, Commando
Primeval Awareness Starting at the 3rd level you can use your action and expend one range spell slot to focus your awareness on a region around you for one minute per level of spell slot you expend you can sense whether the following types of creatures are present within 1 mile of your or up to 6 miles for your favored enemy, or favored terrain, aberrations, celestials, dragons, elementals, fey, fiends, and undead. The feature doesn’t reveal the creatures location or number. ")(set:$Level_Four_Features to "Ability Score Improvement") (set:$Level_Five_Features to "Extra Attack: Starting at the 5th level when you take the attack action you can take a second attack instead of just once. ")(Set:$Level_Six_Features to " Favored Enemy (You choose one additional favored enemy, as well as an associated language) and Natural Explorer Improvements (You choose additional an favored terrain type)")(Set:$Level_Seven_Features to "Ranger Archetype Feature ")(Set:$Level_Eight_Features to "Ability Score Improvement, and Land’s Stride: 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. In 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. ")(Set:$Level_Nine_Features to " ")(Set:$Level_Ten_Features to "Natural Explorer Improvement (You choose an additional favored terrain type) and Hide in Plain Sight:
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. Once 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. ")(Set:$Level_Eleven_Features to " Ranger Archetype Feature")(Set:$Level_Twelve_Features to "Ability Score Improvement ")(Set:$Level_Thirteen_Features to " ")(Set:$Level_Fourteen_Features to "Favored Enemy Improvement(You choose one additional favored enemy, as well as an associated language), and Vanish: 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. ")(Set:$Level_Fifteen_Features to "Ranger Archetype Feature")(Set:$Level_Sixteen_Features to "Ability Score Improvement")(Set:$Level_Seventeen_Features to " ")(Set:$Level_Eighteen_Features to "Feral Senses: 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.
You 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.")(Set:$Level_Nineteen_Features to "Ability Score Improvement")(Set:$Level_Twenty_Features to "Foe Slayer: 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. ")
(set:$Light_Armor to true)
(set:$Medium_Armor to true)
(set:$Shields to true)
(Set:$All_Weapons_Simple to true)
(set:$All_Weapons_Martial to true)
(set:$ST to " Strength, Dexterity ")
(set:$Class_Skills += 3)(Set:$Spellscasting to true)
(Set:$Spell_Grid to "Level 2: Spells-2 1st Slots-2
Level 3: Spells-3 1st Slots-3
Level 4: Spells-3 1st Slots-3
Level 5: Spells-4 1st Slots-4 2nd-2
Level 6: Spells-4 1st Slots-4 2nd-2
Level 7: Spells-5 1st Slots-4 2nd-3
Level 8: Spells-5 1st Slots-4 2nd-3
Level 9: Spells-6 1st Slots-4 2nd-3 3rd-2
Level 10: Spells-6 1st Slots-4 2nd-3 3rd-2
Level 11: Spells-7 1st Slots-4 2nd-3 3rd-3
Level 12: Spells-7 1st Slots-4 2nd-3 3rd-3
Level 13: Spells-8 1st Slots-4 2nd-3 3rd-3 4th-1
Level 14: Spells-8 1st Slots-4 2nd-3 3rd-3 4th-1
Level 15: Spells-9 1st Slots-4 2nd-3 3rd-3 4th-2
Level 16: Spells-9 1st Slots-4 2nd-3 3rd-3 4th-2
Level 17: Spells-10 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 18: Spells-10 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 19: Spells-11 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 20: Spells-11 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2")
(Set:$Spellcasting to true)
(if:$Level is > 1)[ (set:$Alarm_Choice to true) (Set:$Animal_Friendship to true) (set:$Cure_Wounds_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Detect_Poison_And_Disease_Choice to true)(set:$Ensnaring_Strike_Choice to true)(set:$Fog_Cloud_Choice to true)(set:$Goodberry_Choice to true)(set:$Hail_Of_Thorns_Choice to true)(set:$Hunters_Mark_Choice to true)(set:$Jump_Choice to true)(set:$Longstrider_Choice to true)(set:$Speak_With_Animals_Choice to true)]
(if:$Level is > 4) [(set:$Animal_Messenger_Choice to true)
(set:$Barkskin_Choice to true) (set:$Beast_Sense_Choice to true) (Set:$Cordon_Of_Arrows_Choice to true)(set:$Darkvision_Choice to true)(set:$Find_Traps_Choice to true)(set:$Lesser_Restoration_Choice to true)(set:$Locate_Animals_And_Plants_Choice to true)(set:$Locate_Object_Choice to true)(set:$Pass_Without_A_Trace_Choice to true)(set:$Protection_From_Poison_Choice to true)(set:$Silence_Choice to true)(set:$Spike_Growth_Choice to true)]
(if:$Level is > 8) [ (set:$Conjure_Animals_Choice to true)(Set:$Conjure_Barrage_Choice to true)(set:$Daylight_Choice to true)(set:$Lightning_Arrow_Choice to true)(set:$Nondetection_Choice to true)(set:$Plant_Growth_Choice to true)(set:$Protection_From_Energy_Choice to true)(set:$Speak_With_Plants_Choice to true)(set:$Water_Breathing_Choice to true)(set:$Water_Walk_Choice to true)(set:$Wind_Wall_Choice to true)]
(if:$Level is > 12) [(set:$Conjure_Woodland_Beings_Choice to true) (set:$Freedom_Of_Movement_Choice to true)(set:$Grasping_Vine_Choice to true)(set:$Locate_Creature_Choice to true)(set:$Stoneskin_Choice to true)]
(If:$Level is > 16) [ (set:$Commune_With_Nature_Choice to true) (set:$Conjure_Volley_Choice to true)(set:$Swift_Quiver_Choice to true)(set:$Tree_Stride_Choice to true)]
(set:$Animal_Handling_Choice to true) (Set:$Athletics_Choice to true) (Set:$Insight_Choice to true) (set:$Investigation_Choice to true) (Set:$Nature_Choice to true) (Set:$Perception_Choice to true) (Set:$Stealth_Choice to true) (Set:$Survival_Choice to true)](if:$Level is > 1) [ (set:$Known_Spells += 2)]
(if:$Level is > 2) [ (set:$Known_Spells += 1)]
(if:$Level is > 4) [ (set:$Known_Spells += 1)]
(if:$Level is > 6) [ (set:$Known_Spells += 1)]
(if:$Level is > 8) [ (set:$Known_Spells += 1)]
(if:$Level is > 10) [ (set:$Known_Spells += 1)]
(if:$Level is > 12) [ (set:$Known_Spells += 1)]
(if:$Level is > 14) [ (set:$Known_Spells += 1)]
(if:$Level is > 16) [ (set:$Known_Spells += 1)]
(if:$Level is > 18) [ (set:$Known_Spells += 1)]
(if:$Level is > 1) [ (set:$Number_Of_Spells += 2)]
(if:$Level is > 2) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 4) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 6) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 8) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 10) [ (set:$Known_Spells += 1)]
(if:$Level is > 12) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 14) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 16) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 18) [ (set:$Number_Of_Spells += 1)]
(go-to: "Ranger 2")(set:$Class to "Rogue")
(set:$HP_Gained to "1d8+ Constitution Modifier")
(set:$Hit_Dice to "1d8")
(set:$Light_Armor to true)
(set:$All_Weapons_Simple to true)
(set:$Hand_Crossbow to true)
(set:$Longsword to true)
(set:$Shortsword to true)
(set:$Rapier to true)
(set:$Theives_Tools to true)
(set:$ST to "Dexterity, Intelligence")
(set:$Class_Skills += 4)
(set:$Level_One_Features to "Expertise: Choose two skill you are proficient in (or your thieves tools and one other skill) and double your proficiency bonus for those skills.
Sneak attack: You know how to strike subtilty, and exploit a foes distraction. Once per turn you can deal and extra 1d6 damage you hit with an attack roll if you have the advantage on the attack roll the attack must use a finesse or ranged weapon. You don’t need advantage if the target has an enemy within 5 feet that isn't incapacitated and you don't have the disadvantage.
Thieves cant: you learned the thieves cant, a secret language composed of jargon, dialect, 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 as long to convey such a message than it does to speak the same idea plainly. In addition you also understand the series of secret signs and symbols used to convey a short simple message, like the area is dangerous, or mark the territory, nearby loot, or an easy mark, or save house.
") (set:$Level_Two_Features to "Cunning Action: You use your quick thinking and agility to allow you to move and act quickly you can take a bonus action each of your turns to dish disengage or hide.")(set:$Level_Three_Features to "Roguish Archetype: At the 3rd level you can choose a roguish archetype, Thief, Assassin, Arcane Trickster, Outlaw, Sniper, Shadow, Marksman")(set:$Level_Four_Features to "Ability Score Increase")(Set:$Level_Five_Features to "Uncanny Dodge: When an attacker that you can see hits you with an attack you can use your reaction to halve the attacks damage against you. ")(Set:$Level_Six_Features to "Expertise: choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. ")(Set:$Level_Seven_Features to "Evasion: 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. ")(Set:$Level_Eight_Features to " Ability Score Improvement")(Set:$Level_Nine_Features to "Roguish Archetype feature ")(Set:$Level_Ten_Features to "Ability Score Improvement ")(Set:$Level_Eleven_Features to " Reliable Talent: 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. ")(Set:$Level_Twelve_Features to " Ability Score Improvement")(Set:$Level_Thirteen_Features to "Roguish Archetype feature ")(Set:$Level_Fourteen_Features to " Blindsense: Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.")(Set:$Level_Fifteen_Features to "Slippery Mind: By 15th level, you have acquired greater mental
strength. You gain proficiency in Wisdom saving throws. ")(Set:$Level_Sixteen_Features to " Ability Score Improvement")(Set:$Level_Seventeen_Features to "Roguish Archetype feature ")(Set:$Level_Eighteen_Features to "Elusive: Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No
attack roll has advantage against you while you aren’t incapacitated. ")(Set:$Level_Nineteen_Features to "Ability Score Improvement ")(Set:$Level_Twenty_Features to "Stroke of Luck: At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. ")
(set:$Cant to true) (set:$Acrobatics_Choice to true) (Set:$Athletics_Choice to true) (Set:$Deception_Choice to true) (Set:$Insight_Choice to true) (Set:$Intimidation_Choice to true) (set:$Investigation_Choice to true) (Set:$Perception_Choice to true) (Set:$Performance_Choice to true) (Set:$Persuasion_Choice to true) (Set:$Slight_Of_Hand_Choice to true) (Set:$Stealth_Choice to true)
(If:$Level is > 9) [ (Set:$Pick_Ability += 2)]
(go-to: "Rogue 2")(Set:$Class to "Sorcerer") (set:$HP_Gained to "1d6 + Constituiton Modifier") (set:$Hit_Dice to "1d6" ) (Set:$Dagger to true)(Set:$Dart to true)(set:$Sling to true)(set:$Quarterstaff to true) (Set:$Light_Crossbow to true)(set:$ST to "Constitution, Charisma")(set:$Class_Skills += 2)
(Set:$Spellcasting to true)
(Set:$Level_One_Features to "Spellcasting: An ancestor or parent, or some event in your past as infused you with arcane magic. This font of magic fuels your spells. You know four cantrips from the Sorcerer spell list. You know two spells from the sorcerer spell list and have two first level spell slots. Your spellcasting ability is Charisma, your spell attack modifier is your charisma modifier + your proficiency. Your spell save DC is 8 + your charisma modifier + your proficiency. You can use a wizard spellcasting focus. ") (Set:$Level_Two_Features to "Font of magic: At the second level you can tap deep into the wellspring of magic within yourself. This is represented in sorcery points. You have 2 sorcery points. You regain all expended sorcery points with a long rest.
Flexible Casting: You can use a level one spell slot to make 2 Sorcery points, or use 2 Sorcery points to make 1 level one spell slot. 3 Sorcery points are gained from a level 2 spell slot and it takes 3 Sorcery points to create 1 level two spell slot. You gain 5 Sorcery points from a 3rd level spell slot, and it take 5 Sorcery points to create a level 3 spell slot. You gain 6 Sorcery points from a level 4 spell slot, and it takes 6 to create a level 4 spell slot. You gain 7 from a level 5 spell slot, and it takes 7 to create a level 5 spell slot.
")(Set:$Level_Three_Features to "Metamagic: Starting at the 3rd level you gain the ability to twist your spells to suit your needs, you gain two of the following metamagic options of your choice. You can only use one matamagic option on a spell unless otherwise stated.
Careful spell: you can protect some of the creatures from the spell’s full force you spend 1 sorcery point and choose a number of creatures up to your charisma modifier (min 1) to protect. They automatically succeed their saving throw.
Distant Spell: With a spell with a range of 5 ft or more you spend 1 sorcery point and double the range of the spell. If it has the range of touch you spend 1 sorcery point and make that range 30 ft.
Empowered Spell: When you roll damage for a spell you can spend 1 sorcery point and reroll a number of damage dice up to your charisma modifier (min of 1) you must use the new rolls. You can use empowered spell even if you have already used a different metamagic potion during the casting of the spell.
Extended Spell: you double the duration of a spell for 1 sorcery point, if it has a casting time of 1 minute or more, to a max of 24 hours.
Heightened Spell: When you cast a spell you can make a saving throw to resist its effect you can spend 3 sorcery points to give the target disadvantage on the first saving throw made against the spell.
Quickened Spell: When you cast a spell that has a casting time of 1 action you can spend 2 sorcery points and change the casting time to 1 bonus action for this casting.
Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self you can spend a number of sorcery points equal to the spell’s level to target a second creature within I range with the spell (min of 1 sorcery point for a cantrip) the spell must be incapable of targeting more than one creature at the spells current level.")(Set:$Level_Four_Features to "Ability Score Increase")(set:$Level_Five_Features to " ")(Set:$Level_Six_Features to "Sorcerous Origin feature ")(Set:$Level_Seven_Features to " ")(Set:$Level_Eight_Features to " Ability Score Improvement ")(Set:$Level_Nine_Features to " ")(Set:$Level_Ten_Features to " Metamagic ")(Set:$Level_Eleven_Features to " ")(Set:$Level_Twelve_Features to "Ability Score Improvement ")(Set:$Level_Thirteen_Features to " ")(Set:$Level_Fourteen_Features to "Sorcerous Origin feature ")(Set:$Level_Fifteen_Features to " ")(Set:$Level_Sixteen_Features to "Ability Score Improvement ")(Set:$Level_Seventeen_Features to " Metamagic ")(Set:$Level_Eighteen_Features to "Sorcerous Origin feature ")(Set:$Level_Nineteen_Features to "Ability Score Improvement ")(Set:$Level_Twenty_Features to "Sorcerous Restoration: At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.")
(Set:$Spell_Grid to "Level 1: Cantrips-4 Spells-2 1st Slots-2
Level 2: Cantrips-4 Spells-3 1st Slots-3
Level 3: Cantrips-4 Spells-4 1st Slots-4 2nd-2
Level 4: Cantrips-5 Spells-5 1st Slots-4 2nd-3
Level 5: Cantrips-5 Spells-6 1st Slots-4 2nd-3 3rd-2
Level 6: Cantrips-5 Spells-7 1st Slots-4 2nd-3 3rd-3
Level 7: Cantrips-5 Spells-8 1st Slots-4 2nd-3 3rd-3 4th-1
Level 8: Cantrips-5 Spells-9 1st Slots-4 2nd-3 3rd-3 4th-2
Level 9: Cantrips-5 Spells-10 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 10: Cantrips-6 Spells-11 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 11: Cantrips-6 Spells-12 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 12: Cantrips-6 Spells-12 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 13: Cantrips-6 Spells-13 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 14: Cantrips-6 Spells-13 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 15: Cantrips-6 Spells-14 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 16: Cantrips-6 Spells-14 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 17: Cantrips-6 Spells-15 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1 9th-1
Level 18: Cantrips-6 Spells-15 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-1 7th- 1 8th-1 9th-1
Level 19: Cantrips-6 Spells-15 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th- 1 8th-1 9th-1
Level 20: Cantrips-6 Spells-15 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th-2 8th-1 9th-1")(Set:$Arcana_Choice to true) (Set:$Deception_Choice to true) (Set:$Insight_Choice to true) (Set:$Intimidation_Choice to true) (Set:$Persuasion_Choice to true) (Set:$Religion_Choice to true)
(set:$Acid_Splash_Choice to true) (set:$Blade_Ward_Choice to true)(set:$Chill_Touch_Choice to true)(set:$Dancing_Lights_Choice to true)(Set:$Fire_Bolt_Choice to true)(set:$Friends_Choice to true) (set:$Light_Choice to true) (Set:$Mage_Hand_Choice to true) (Set:$Mending_Choice to true) (set:$Message_Choice to true)(set:$Minor_Illusion_Choice to true) (Set:$Mold_Earth_Choice to true)(Set:$Lancing_Bolt_Choice to true)
(set:$Burning_Hands_Choice to true) (set:$Charm_Person_Choice to true)(set:$Chromatic_Orb_Choice to true) (set:$Color_Spray_Choice to true)(set:$Comprehend_Languages_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Disguise_Self_Choice to true) (set:$Expeditious_Retreat_Choice to true)(set:$False_Life_Choice to true) (set:$Feather_Fall_Choice to true)(set:$Fog_Cloud_Choice to true) (set:$Jump_Choice to true) (set:$Mage_Armor_Choice to true) (set:$Magic_Missile_Choice to true) (set:$Ray_Of_Sickness_Choice to true) (set:$Shield_Choice to true) (set:$Silent_Image_Choice to true)(set:$Sleep_Choice to true) (set:$Thunderwave_Choice to true) (set:$Witch_Bolt_Choice to true) (set:$Earth_Tremor_Choice to true)(set:$Ghost_Writing_Choice to true)
(if:$Level is > 2) [ (set:$Alter_Self_Choice to true)(Set:$Blindness_Deafness_Choice to true)(Set:$Blur_Choice to true)(set:$Cloud_Of_Daggers_Choice to true)(set:$Crown_Of_Madness_Choice to true)(Set:$Darkness_Choice to true)(set:$Darkvision_Choice to true)(set:$Detect_Thoughts_Choice to true)(set:$Enhance_Ability_Choice to true)(set:$Enlarge_Reduce_Choice to true)(set:$Gust_Of_Wind_Choice to true)(set:$Hold_Person_Choice to true)(set:$Invisibility_Choice to true)(set:$Knock_Choice to true)(set:$Levitate_Choice to true)(set:$Mirror_Image_Choice to true)(set:$Misty_Step_Choice to true)(set:$Phantasmal_Force_Choice to true)(set:$Scorching_Ray_Choice to true)(set:$See_Invisibility_Choice to true)(set:$Shatter_Choice to true)(set:$Spider_Climb_Choice to true)(set:$Suggestion_Choice to true)(set:$Web_Choice to true) (set:$Living_Bomb_Choice to true)(set:$Infuse_Blood_Choice to true)(set:$Carnage_Blast_Choice to true)(Set:$Boomer_Choice to true)]
(if:$Level is > 4) [ (set:$Blink_Choice to true)(set:$Clairvoyance_Choice to true)(Set:$Counterspell_Choice to true)(set:$Daylight_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Fear_Choice to true)(set:$Fireball_Choice to true)(set:$Fly_Choice to true)(set:$Gaseous_Form_Choice to true)(set:$Haste_Choice to true)(set:$Hypnotic_Pattern_Choice to true)(set:$Lightning_Bolt_Choice to true)(set:$Major_Image_Choice to true)(set:$Protection_From_Energy_Choice to true)(set:$Sleet_Storm_Choice to true)(set:$Slow_Choice to true)(set:$Stinking_Cloud_Choice to true)(set:$Tongues_Choice to true)(set:$Water_Breathing_Choice to true)(set:$Water_Walk_Choice to true)(set:$Scorch_Bolt_Choice to true)]
(if:$Level is > 6) [ (Set:$Banishment_Choice to true)(Set:$Blight_Choice to true)(Set:$Confusion_Choice to true)(set:$Dimension_Door_Choice to true)(set:$Dominate_Beast_Choice to true)(set:$Greater_Invisibility_Choice to true)(set:$Ice_Storm_Choice to true)(set:$Polymorph_Choice to true)(set:$Stoneskin_Choice to true)(set:$Wall_Of_Fire_Choice to true)(set:$Hemorrhage_Choice to true) ]
(if:$Level is > 8) [(Set:$Animate_Objects_Choice to true)(set:$Cloudkill_Choice to true) (set:$Cone_Of_Cold_Choice to true)(set:$Creation_Choice to true)(set:$Dominate_Person_Choice to true)(set:$Hold_Monster_Choice to true)(set:$Insect_Plague_Choice to true)(set:$Seeming_Choice to true)(set:$Telekinesis_Choice to true)(set:$Teleportation_Circle_Choice to true)(set:$Wall_Of_Stone_Choice to true)(set:$Deface_Choice to true) ]
(if:$Level is > 10) [ (set:$Arcane_Gate_Choice to true)(set:$Chain_Lightning_Choice to true)(set:$Circle_Of_Death_Choice to true)(set:$Disintegrate_Choice to true)(set:$Eyebite_Choice to true)(set:$Globe_Of_Invulnerability_Choice to true)(set:$Mass_Suggestion_Choice to true)(set:$Move_earth_Choice to true)(set:$Sunbeam_Choice to true)(set:$True_Seeing_Choice to true)](if:$Level is > 12) [(set:$Delayed_Blast_Fireball_Choice to true)(set:$Etherealness_Choice to true)(set:$Finger_Of_Death_Choice to true)(set:$Fire_Storm_Choice to true)(set:$Plane_Shift_Choice to true)(set:$Prismatic_Spray_Choice to true)(set:$Reverse_Gravity_Choice to true)(set:$Teleport_Choice to true)](if:$Level is > 14) [(set:$Dominate_Monster_Choice to true)(set:$Earthquake_Choice to true)(set:$Incendiary_Cloud_Choice to true)(set:$Power_Word_Stun_Choice to true)(set:$Sunburst_Choice to true) ](if:$Level is > 16) [(set:$Gate_Choice to true)(set:$Meteor_Swarm_Choice to true)(set:$Power_Word_Kill_Choice to true)(set:$Time_Stop_Choice to true)(set:$Wish_Choice to true) ]
(Set:$Spellcasting to true)
(set:$Number_Of_Cantrips += 4)
(set:$Number_Of_Spells += 2)(set:$Known_Spells += 2)
(set:$Known_Cantrips += 4)
(set:$Spellcasting_Ability to "Charisma")
(set:$Spell_Save_DC to "8 + your proficiency bonus + your charisma modifier")
(Set:$Spell_Attack_Modifier to "Your proficiency bonus + your charisma modifier") (if:$Level is > 1) [ (set:$Known_Spells += 1)]
(if:$Level is > 2) [ (set:$Known_Spells += 1)]
(if:$Level is > 3) [ (set:$Known_Spells += 1)]
(if:$Level is > 4) [ (set:$Known_Spells += 1)]
(if:$Level is > 5) [ (set:$Known_Spells += 1)]
(if:$Level is > 6) [ (set:$Known_Spells += 1)]
(if:$Level is > 7) [ (set:$Known_Spells += 1)]
(if:$Level is > 8) [ (set:$Known_Spells += 1)]
(if:$Level is > 9) [ (set:$Known_Spells += 1)]
(if:$Level is > 10) [ (set:$Known_Spells += 1)]
(if:$Level is > 12) [ (set:$Known_Spells += 1)]
(if:$Level is > 14) [ (set:$Known_Spells += 1)]
(if:$Level is > 16) [ (set:$Known_Spells += 1)]
(if:$Level is > 1) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 2) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 4) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 5) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 6) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 7) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 8) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 9) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 10) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 12) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 14) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 16) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (set:$Known_Cantrips += 1)]
(if:$Level is > 9) [ (set:$Known_Cantrips += 1)]
(if:$Level is > 3) [(set:$Number_Of_Cantrips += 1)] (if:$Level is > 9)[(set:$Number_Of_Cantrips += 1)]
(go-to: "Sorcerer 2")(Set:$Spellcasting to true)
(set:$Class to "Warlock")
(Set:$Hit_Dice to "1d8")
(set:$HP_Gained to "1d8 + Constitution Modifier")
(set:$Level_One_Features to "Otherworldly Patron: You have made a bargain with an otherworldly creature. Each patron gives you specific extended spells and abilities.
Spellcasting: you draw power from your patron, you know 2 cantrips and 2 spells from the warlock spell list. You have one spell slot. You regain spell slots with a long rest. You can change your known spells when you level up. Your spellcasting ability is Charisma, your spell attack modifier is charisma modifier + proficiency. Your spell save DC is 8 + your charisma modifier + proficiency bonus. You can use an arcane focus. you recover spellslots after a long or short rest.
") (set:$Level_Two_Features to "Eldritch Invocations: In your study of the occult you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At the second level you gain 2 eldritch invocations When you gain certain warlock levels you gain additional invocations of your choice. Additionally, when you level up with this class you can choose one of the invocations you know and replace it with another that you could learn at that level. ")(Set:$Level_Three_Features to "
Pact Boon: At the 3rd level your other worldly patron bestows a gift upon you for your loyal service. You can choose one of the following pact boon choices, Pact of the Chain, Pact of the Blade, Pact of the Tome, Pact of the Deck.")(Set:$Level_Four_Features to "Ability Score Improvement")(Set:$Level_Five_Features to " ")(Set:$Level_Six_Features to "Otherworldly Patron feature ")(Set:$Level_Seven_Features to " ")(Set:$Level_Eight_Features to "Ability Score Improvement ")(Set:$Level_Nine_Features to " ")(Set:$Level_Ten_Features to "Otherworldly Patron feature ")(Set:$Level_Eleven_Features to "Mystic Arcanum (6th level): At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. ")(Set:$Level_Twelve_Features to "Ability Score Improvement ")(Set:$Level_Thirteen_Features to "Mystic Arcanum (7th level) You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level")(Set:$Level_Fourteen_Features to "Otherworldly Patron feature ")(Set:$Level_Fifteen_Features to "Mystic Arcanum (8th level) one 8th-level spell at 15th level ")(Set:$Level_Sixteen_Features to "Ability Score Improvement ")(Set:$Level_Seventeen_Features to " Mystic Arcanum (9th level) one 9th-level spell at 17th level")(Set:$Level_Eighteen_Features to " ")(Set:$Level_Nineteen_Features to "Ability Score Improvement ")(Set:$Level_Twenty_Features to "Eldritch Master: 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. ")
(Set:$ST to "Wisdom, Charisma")
(Set:$Light_Armor to true)
(set:$All_Weapons_Simple to true)
(set:$Class_Skills += 2)
(Set:$Spellcasting to true)
(set:$Number_Of_Cantrips += 2)
(set:$Number_Of_Spells += 2)(set:$Known_Spells += 2)
(set:$Known_Cantrips += 2)
(set:$Spellcasting_Ability to "Charisma")
(set:$Spell_Save_DC to "8 + your proficiency bonus + your charisma modifier")
(Set:$Spell_Attack_Modifier to "Your proficiency bonus + your charisma modifier")
(set:$Spell_Grid to "Level 1: Cantrips-2 Spells-2 spell slots-1 slot level-1st
Level 2: Cantrips-2 Spells-3 spell slots-2 slot level-1st Invocations-2
Level 3: Cantrips-2 Spells-4 spell slots-2 slot level-2nd Invocations-2
Level 4: Cantrips-3 Spells-5 spell slots-2 slot level-2nd Invocations-2
Level 5: Cantrips-3 Spells-6 spell slots-2 slot level-3rd Invocations-3
Level 6: Cantrips-3 Spells-7 spell slots-2 slot level-3rd Invocations-3
Level 7: Cantrips-3 Spells-8 spell slots-2 slot level-4th Invocations-4
Level 8: Cantrips-3 Spells-9 spell slots-2 slot level-4th Invocations-4
Level 9: Cantrips-3 Spells-10 spell slots-2 slot level-5th Invocations-5
Level 10: Cantrips-4 Spells-10 spell slots-2 slot level-5th Invocations-5
Level 11: Cantrips-4 Spells-11 spell slots-3 slot level-5th Invocations-5
Level 12: Cantrips-4 Spells-11 spell slots-3 slot level-5th Invocations-6
Level 13: Cantrips-4 Spells-12 spell slots-3 slot level-5th Invocations-6
Level 14: Cantrips-4 Spells-12 spell slots-3 slot level-5th Invocations-6
Level 15: Cantrips-4 Spells-13 spell slots-3 slot level-5th Invocations-7
Level 16: Cantrips-4 Spells-13 spell slots-3 slot level-5th Invocations-7
Level 17: Cantrips-4 Spells-14 spell slots-3 slot level-5th Invocations-7
Level 18: Cantrips-4 Spells-14 spell slots-3 slot level-5th Invocations-7
Level 19: Cantrips-4 Spells-15 spell slots-3 slot level-5th Invocations-8
Level 20: Cantrips-4 Spells-15 spell slots-3 slot level-5th Invocations-8")(Set:$Arcana_Choice to true) (Set:$Deception_Choice to true) (set:$History_Choice to true) (Set:$Intimidation_Choice to true) (set:$Investigation_Choice to true) (Set:$Nature_Choice to true) (Set:$Religion_Choice to true)
(Set:$Blade_Ward_Choice to true) (Set:$Chill_Touch_Choice to true)(Set:$Eldritch_Blast_Choice to true) (Set:$Friends_Choice to true) (set:$Mage_Hand_Choice to true)(Set:$Minor_Illusion_Choice to true)(Set:$Poison_Spray_Choice to true)(Set:$Prestidigitation_Choice to true)(set:$True_Strike_Choice to true)(Set:$Toll_The_Dead_Choice to true)
(set:$Armor_Of_Agathys_Choice to true) (set:$Arms_Of_Hadar_Choice to true) (set:$Charm_Person_Choice to true)(set:$Comprehend_Languages_Choice to true)(set:$Expeditious_Retreat_Choice to true) (set:$Hellish_Rebuke_Choice to true) (set:$Hex_Choice to true)(set:$Illusory_Script_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true) (set:$Ghost_Writing_Choice to true)(set:$Unseen_Servant_Choice to true) (set:$Witch_Bolt_Choice to true)
(if:$Level is > 2) [ (set:$Cloud_Of_Daggers_Choice to true)(Set:$Crown_Of_Madness_Choice to true)(Set:$Darkness_Choice to true)(Set:$Enthrall_Choice to true)(Set:$Hold_Person_Choice to true)(Set:$Invisibility_Choice to true)(Set:$Mirror_Image_Choice to true)(Set:$Misty_Step_Choice to true)(Set:$Ray_Of_Enfeeblement_Choice to true)(Set:$Shatter_Choice to true)(Set:$Spider_Climb_Choice to true)(Set:$Suggestion_Choice to true)(set:$Carnage_Blast_Choice to true)]
(if:$Level is > 4) [ (set:$Counterspell_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Fear_Choice to true)(set:$Fly_Choice to true)(set:$Gaseous_Form_Choice to true)(set:$Hunger_Of_Hadar_Choice to true)(set:$Hypnotic_Pattern_Choice to true)(set:$Magic_Circle_Choice to true)(set:$Major_Image_Choice to true)(set:$Remove_Curse_Choice to true)(set:$Tongues_Choice to true)(set:$Vampiric_Touch_Choice to true)]
(if:$Level is > 6) [ (Set:$Banishment_Choice to true)(Set:$Blight_Choice to true)(Set:$Dimension_Door_Choice to true)(Set:$Hallucinatory_Terrain_Choice to true)(set:$Hemorrhage_Choice to true) ]
(if:$Level is > 8) [ (Set:$Contact_Other_Plane_Choice to true)(Set:$Dream_Choice to true)(Set:$Hold_Monster_Choice to true)(Set:$Scrying_Choice to true)(set:$Deface_Choice to true) ]
(if:$Level is > 1) [ (set:$Known_Spells += 1)]
(if:$Level is > 2) [ (set:$Known_Spells += 1)]
(if:$Level is > 3) [ (set:$Known_Spells += 1)]
(if:$Level is > 4) [ (set:$Known_Spells += 1)]
(if:$Level is > 5) [ (set:$Known_Spells += 1)]
(if:$Level is > 6) [ (set:$Known_Spells += 1)]
(if:$Level is > 7) [ (set:$Known_Spells += 1)]
(if:$Level is > 8) [ (set:$Known_Spells += 1)]
(if:$Level is > 10) [ (set:$Known_Spells += 1)]
(if:$Level is > 12) [ (set:$Known_Spells += 1)]
(if:$Level is > 14) [ (set:$Known_Spells += 1)]
(if:$Level is > 16) [ (set:$Known_Spells += 1)]
(if:$Level is > 18) [ (set:$Known_Spells += 1)]
(if:$Level is > 1) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 2) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 4) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 5) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 6) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 7) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 8) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 10) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 12) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 14) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 16) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 18) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (set:$Known_Cantrips += 1)]
(if:$Level is > 9) [ (set:$Known_Cantrips += 1)]
(if:$Level is > 3) [(set:$Number_Of_Cantrips += 1)] (if:$Level is > 9)[(set:$Number_Of_Cantrips += 1)]
(if:$Level is > 1) [ (Set:$Class_Extra += 2)] (if:$Level is > 4) [ (Set:$Class_Extra += 1)](if:$Level is > 6) [ (Set:$Class_Extra += 1)] (if:$Level is > 8) [(Set:$Class_Extra += 1)](if:$Level is > 11) [(Set:$Class_Extra += 1)] (if:$Level is > 14) [ (Set:$Class_Extra += 1)] (if:$Level is > 17) [(Set:$Class_Extra += 1)]
(Go-to: "Warlock 2")(Set:$Spellcasting to true)
(set:$Class to "Wizard")
(set:$HP_Gained to "1d6 + Constitution Modifier")
(set:$Hit_Dice to "1d6")
(set:$Level_One_Features to " Spellcasting: As a student of the arcane, you have a spell book filled with the first glimmerings of the potential of magic. You spell book contains 6 level one spells from the wizard spell list. You can add two spells to your spell book for free every time you level up. If you find a spell adventuring you can add it to your spell book for 2 hours an 50 GP.
If you lose your spell book you can copy the spell you have prepared, but will have to use 2 hours and 50 GP to replace the spells as you find them again. You can make a copy of any of the spells in your spell book while you have your spell book for 1 hour and 10 GP, it is advised to have a second copy of your spell book.
You can prepare a number of spells equal to your intelligence modifier + your wizard level from your spell book.
You have 2 level one spell slots. You know three cantrips from the wizards spell list, you do not need to write cantrips down in your spell book. You can change prepared spells and after a long rest.
Your spell attack modifier is your Intelligence modifier + your proficiency. Your spell save DC is 8 + your intelligence modifier + your proficiency. You can cast spells with the ritual tag as rituals, and do not need to prepare them instead you read them directly from your spellbook. You can use an arcane focus. Spells you add to your book need to be of the level your have spell slots for. You recover all spent spell slots after a long rest.
Arcane Recovery: You can recover spell slots during a short rest. You can recover slots equal to or less than half of your wizard level rounded up. None of the slots can be of the sixth level or higher.")(set:$Level_Two_Features to "Arcane Tradition: When you reach the second level you can choose an arcane tradition through one of the eight schools of magic, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.
" )(Set:$Level_Three_Features to "")(Set:$Level_Four_Features to "Ability score increase
")(Set:$Level_Five_Features to "")(Set:$Level_Six_Features to " Arcane Tradition feature ")(Set:$Level_Seven_Features to " ")(Set:$Level_Eight_Features to "Ability Score Improvement ")(Set:$Level_Nine_Features to " ")(Set:$Level_Ten_Features to "Arcane Tradition feature ")(Set:$Level_Eleven_Features to " ")(Set:$Level_Twelve_Features to "Ability Score Improvement ")(Set:$Level_Thirteen_Features to " ")(Set:$Level_Fourteen_Features to "Arcane Tradition feature ")(Set:$Level_Fifteen_Features to " ")(Set:$Level_Sixteen_Features to "Ability Score Improvement ")(Set:$Level_Seventeen_Features to " ")(Set:$Level_Eighteen_Features to "Spell Mastery: At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level w izard spell and a 2nd-level w izard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both o f the spells you chose for different spells of the same levels. ")(Set:$Level_Nineteen_Features to " Ability Score Improvement ")(Set:$Level_Twenty_Features to "Signature Spell: When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number o f spells you have prepared, and you can cast each o f them once at 3rd level without expending a spell slot. W hen you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. ")
(set:$ST to "Intelligence, Wisdom" )
(set:$Class_Skills += 2)
(set:$Dart to true)
(Set:$Dagger to true)
(set:$Sling to true)
(set:$Quarterstaff to true)
(set:$Light_Crossbow to true)
(Set:$Arcana_Choice to true) (set:$History_Choice to true) (Set:$Insight_Choice to true) (set:$Investigation_Choice to true) (set:$Medicine_Choice to true) (Set:$Religion_Choice to true)
(set:$Acid_Splash_Choice to true) (set:$Blade_Ward_Choice to true)(set:$Chill_Touch_Choice to true)(set:$Dancing_Lights_Choice to true)(set:$Fire_Bolt_Choice to true) (set:$Friends_Choice to true)(set:$Light_Choice to true) (set:$Mage_Hand_Choice to true)(set:$Mending_Choice to true)(set:$Message_Choice to true)(set:$Minor_Illusion_Choice to true)(Set:$Mold_Earth_Choice to true)(set:$Poison_Spray_Choice to true) (set:$Prestidigitation_Choice to true) (set:$Ray_Of_Frost_Choice to true) (set:$Shocking_Grasp_Choice to true) (set:$True_Strike_Choice to true) (set:$Toll_The_Dead_Choice to true)(Set:$Lancing_Bolt_Choice to true)
(set:$Alarm_Choice to true)(set:$Burning_Hands_Choice to true)(set:$Charm_Person_Choice to true)(set:$Chromatic_Orb_Choice to true)(set:$Color_Spray_Choice to true)(set:$Comprehend_Languages_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Disguise_Self_Choice to true)(set:$Expeditious_Retreat_Choice to true) (set:$False_Life_Choice to true)(set:$Feather_Fall_Choice to true)(set:$Find_Familiar_Choice to true)(set:$Fog_Cloud_Choice to true)(set:$Grease_Choice to true)(set:$Identify_Choice to true)(set:$Illusory_Script_Choice to true)(set:$Jump_Choice to true)(set:$Longstrider_Choice to true)(set:$Mage_Armor_Choice to true)(set:$Magic_Missile_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true)(set:$Ray_Of_Sickness_Choice to true)(set:$Shield_Choice to true)(set:$Silent_Image_Choice to true)(set:$Sleep_Choice to true)(set:$Tashas_Hideous_Laughte _Choice to true)(set:$Tensers_Floating_Disk_Choice to true)(set:$Thunderwave_Choice to true)(set:$Unseen_Servant_Choice to true)(set:$Witch_Bolt_Choice to true)
(set:$No_Pets_For_You_Choice to true)(Set:$Earth_Tremor_Choice to true)
(if:$Level is > 2) [ (set:$Alter_Self_Choice to true)(Set:$Arcane_Lock_Choice to true)(Set:$Blindness_Deafness_Choice to true)(Set:$Blur_Choice to true)(set:$Cloud_Of_Daggers_Choice to true)(Set:$Continual_Flame_Choice to true) (Set:$Crown_Of_Madness_Choice to true)(set:$Darkness_Choice to true)(set:$Darkvision_Choice to true)(set:$Detect_Thoughts_Choice to true)(set:$Enlarge_Reduce_Choice to true)(set:$Flaming_Sphere_Choice to true)(set:$Gentle_Repose_Choice to true)(set:$Gust_Of_Wind_Choice to true)(set:$Hold_Person_Choice to true)(set:$Invisibility_Choice to true)(set:$Knock_Choice to true)(set:$Levitate_Choice to true)(set:$Locate_Object_Choice to true)(set:$Magic_Mouth_Choice to true)(set:$Magic_Weapon_Choice to true)(set:$Melfs_Acid_Arrow_Choice to true)(set:$Mirror_Image_Choice to true)(set:$Misty_Step_Choice to true)(set:$Nystuls_Magic_Aura_Choice to true)(set:$Phantasmal_Force_Choice to true)(set:$Ray_Of_Enfeeblement_Choice to true)(set:$Rope_Trick_Choice to true)(set:$Scorching_Ray_Choice to true)(set:$See_Invisibility_Choice to true)(set:$Shatter_Choice to true)(set:$Spider_Climb_Choice to true)(set:$Suggestion_Choice to true)(set:$Web_Choice to true)(set:$Living_Bomb_Choice to true)(set:$Infuse_Blood_Choice to true)(set:$Carnage_Blast_Choice to true)(Set:$Boomer_Choice to true)]
(If:$Level is > 4) [ (set:$Animate_Dead_Choice to true)(set:$Besstow_Curse_Choice to true)(set:$Blink_Choice to true)(Set:$Clairvoyance_Choice to true)(set:$Counterspell_Choice to true)(set:$Dispel_Magic_Choice to true)(set:$Fear_Choice to true)(set:$Feign_Death_Choice to true)(set:$Fireball_Choice to true)(set:$Fly_Choice to true)(set:$Gaseous_Form_Choice to true)(set:$Glyph_Of_Warding_Choice to true)(set:$Haste_Choice to true)(set:$Hypnotic_Pattern_Choice to true)(set:$Leomunds_Tiny_Hut_Choice to true)(set:$Lightning_Bolt_Choice to true)(set:$Magic_Circle_Choice to true)(set:$Major_Image_Choice to true)(set:$Nondetection_Choice to true)(set:$Phantom_Steed_Choice to true)(set:$Protection_From_Energy_Choice to true)(set:$Remove_Curse_Choice to true)(set:$Sending_Choice to true)(set:$Sleet_Storm_Choice to true)(set:$Slow_Choice to true)(set:$Stinking_Cloud_Choice to true)(set:$Tongues_Choice to true)(set:$Vampiric_Touch_Choice to true)(set:$Water_Breathing_Choice to true)(set:$Scorch_Bolt_Choice to true)]
(if:$Level is > 6) [ (Set:$Arcane_Eye_Choice to true) (Set:$Banishment_Choice to true)(Set:$Blight_Choice to true)(Set:$Confusion_Choice to true)(Set:$Conjure_Minor_Elementals_Choice to true)(set:$Control_Water_Choice to true)(Set:$Dimension_Door_Choice to true)(Set:$Evards_Black_Tentacles_Choice to true)(Set:$Fabricate_Choice to true)(Set:$Fire_Shield_Choice to true)(Set:$Greater_Invisibility_Choice to true)(Set:$Hallucinatory_Terrain_Choice to true)(Set:$Ice_Storm_Choice to true)(Set:$Leomunds_Secret_Chest_Choice to true)(Set:$Locate_Creature_Choice to true)(Set:$Mordenkainens_Faithful_Hound_Choice to true)(Set:$Mordenkainens_Private_Sanctum_Choice to true)(Set:$Otilukes_Resilient_Sphere_Choice to true)(Set:$Phantasmal_Killer_Choice to true)(Set:$Polymorph_Choice to true)(Set:$Stone_Shape_Choice to true)(Set:$Stoneskin_Choice to true)(Set:$Wall_Of_Fire_Choice to true)(set:$Hemorrhage_Choice to true) ]
(if:$Level is > 8) [(Set:$Animate_Objects_Choice to true)(Set:$Bigbys_Hand_Choice to true)(set:$Cloudkill_Choice to true)(set:$Cone_Of_Cold_Choice to true) (set:$Conjure_Elemental_Choice to true)(Set:$Contact_Other_Plane_Choice to true)(Set:$Creation_Choice to true)(Set:$Dominate_Person_Choice to true)(Set:$Dream_Choice to true)(Set:$Geas_Choice to true)(Set:$Hold_Monster_Choice to true)(Set:$Legend_Lore_Choice to true)(Set:$Mislead_Choice to true)(Set:$Modify_Memory_Choice to true)(Set:$Passwall_Choice to true)(Set:$Planar_Binding_Choice to true)(Set:$Rarys_Telepathic_Bond_Choice to true)(Set:$Scrying_Choice to true)(Set:$Seeming_Choice to true)(Set:$Telekinesis_Choice to true)(Set:$Teleportation_Circle_Choice to true)(Set:$Wall_Of_Force_Choice to true)(Set:$Wall_Of_Stone_Choice to true)(set:$Deface_Choice to true) ]
(if:$Level is > 10) [ (set:$Arcane_Gate_Choice to true)(set:$Chain_Lightning_Choice to true)(set:$Circle_Of_Death_Choice to true) (set:$Contingency_Choice to true)(Set:$Create_Undead_Choice to true)(set:$Disintegrate_Choice to true)(set:$Drawmijs_Instant_Summons_Choice to true)(set:$Eyebite_Choice to true)(set:$Flesh_To_Stone_Choice to true)(set:$Globe_Of_Invulnerability_Choice to true)(set:$Guards_And_Wards_Choice to true)(set:$Magic_Jar_Choice to true)(set:$Mass_Suggestion_Choice to true)(set:$Move_Earth_Choice to true)(set:$Otilukes_Freezing_Sphere_Choice to true)(set:$Ottos_Irresistible_Dance_Choice to true)(set:$Programmed_Illusion_Choice to true)(set:$Sunbeam_Choice to true)(set:$True_Seeing_Choice to true)(set:$Wall_Of_Ice_Choice to true)]
(if:$Level is > 14) [ (set:$Antimagic_Field_Choice to true) (set:$Antipathy_Sympathy_Choice to true)(Set:$Clone_Choice to true)(set:$Control_Weather_Choice to true)(Set:$Demiplane_Choice to true)(Set:$Dominate_Monster_Choice to true)(Set:$Feeblemind_Choice to true)(Set:$Incendiary_Cloud_Choice to true)(Set:$Maze_Choice to true)(Set:$Mind_Blank_Choice to true)(Set:$Power_Word_Stun_Choice to true)(Set:$Sunburst_Choice to true)(Set:$Telepathy_Choice to true)]
(if:$Level is > 16) [ (Set:$Astral_Projection_Choice to true) (Set:$Foresight_Choice to true)(Set:$Gate_Choice to true)(Set:$Imprisonment_Choice to true)(Set:$Meteor_Storm_Choice to true)(Set:$Power_Word_Kill_Choice to true)(Set:$Prismatic_Wall_Choice to true)(Set:$Shapechange_Choice to true)(Set:$Time_Stop_Choice to true)(Set:$True_Polymorph_Choice to true)(Set:$Weird_Choice to true)(Set:$Wish_Choice to true)]
(set:$Spell_Grid to "Spell Slots
Level 1: Cantrips-3 1st Slots-2
Level 2: Cantrips-3 1st Slots-3
Level 3: Cantrips-3 1st Slots-4 2nd-2
Level 4: Cantrips-4 1st Slots-4 2nd-3
Level 5: Cantrips-4 1st Slots-4 2nd-3 3rd-2
Level 6: Cantrips-4 1st Slots-4 2nd-3 3rd-3
Level 7: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-1
Level 8: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-2
Level 9: Cantrips-4 1st Slots-4 2nd-3 3rd-3 4th-3 5th-1
Level 10: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2
Level 11: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 12: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1
Level 13: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 14: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1
Level 15: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 16: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1
Level 17: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-2 6th-1 7th- 1 8th-1 9th-1
Level 18: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-1 7th- 1 8th-1 9th-1
Level 19: Cantrips-5 1st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th- 1 8th-1 9th-1
Level 20: Cantrips-51st Slots-4 2nd-3 3rd-3 4th-3 5th-3 6th-2 7th-2 8th-1 9th-1")
(set:$Spellcasting to true)
(set:$Number_Of_Spells += 6)
(set:$Number_Of_Cantrips += 3) (set:$Known_Spells += 6)
(set:$Known_Cantrips += 3)
(set:$Spellcasting_Ability to "Intelligence")
(set:$Spell_Save_DC to "8 + your proficiency bonus + your Intelligence modifier")
(Set:$Spell_Attack_Modifier to "Your proficiency bonus + your Intelligence modifier") (if:$Level is > 1) [ (set:$Known_Spells += 2)]
(if:$Level is > 2) [ (set:$Known_Spells += 2)]
(if:$Level is > 3) [ (set:$Known_Spells += 2)(Set:$Known_Cantrips += 1) (set:$Number_Of_Cantrips += 1)]
(if:$Level is > 4) [ (set:$Known_Spells += 2)]
(if:$Level is > 5) [ (set:$Known_Spells += 2)]
(if:$Level is > 6) [ (set:$Known_Spells += 2)]
(if:$Level is > 7) [ (set:$Known_Spells += 2)]
(if:$Level is > 8) [ (set:$Known_Spells += 2)]
(if:$Level is > 9) [ (set:$Known_Spells += 2)(Set:$Known_Cantrips += 1) (set:$Number_Of_Cantrips += 1)]
(if:$Level is > 10) [ (set:$Known_Spells += 2)]
(if:$Level is > 11) [ (set:$Known_Spells += 2)]
(if:$Level is > 12) [ (set:$Known_Spells += 2)]
(if:$Level is > 13) [ (set:$Known_Spells += 2)]
(if:$Level is > 14) [ (set:$Known_Spells += 1)]
(if:$Level is > 15) [ (set:$Known_Spells += 2)]
(if:$Level is > 16) [ (set:$Known_Spells += 2)]
(if:$Level is > 17) [ (set:$Known_Spells += 2)]
(if:$Level is > 18) [ (set:$Number_Of_Spells += 2)]
(if:$Level is > 19) [ (set:$Known_Spells += 2)]
(if:$Level is > 20) [ (set:$Known_Spells += 2)]
(Go-to: "Wizard 2")(set:$Musical += 1)
(Set:$Hit_Dice to "1d6")
(Set:$HP_Gained to "1d6 + Constitution Modifier")
(Set:$Class to "Princess")
(Set:$Level_One_Features to "Royal inspiration: Your royal demeanor and leadership abilities inspire your companions, with your words or a princess song, you select one creature within 60 ft that can hear you and within the next 10 minutes can add a 1d6 inspiration dice to an ability check, attack roll, or saving throw, can decide to use the dice before or after the d20 roll, but must do so before they tell their number to the dm. Once its rolled its lost. You can use this feature a number of times equal to your charisma modifier (min 1 time)") (Set:$Level_Two_Features to "Call for Aid:Your sweet princess voice calls animals to help you out of trouble, you draw 1d6 regional beasts to your area. You can give them simple commands in the from of song. ")(Set:$Level_Three_Features to "Princess Type Feature ") (Set:$Level_Four_Features to " Ability Score Improvement " )(Set:$Level_Five_Features to "Royal Inspiration (become d8), Companion: Princesses rarely travel alone, the world is wide and dangerous. Your kingdom may have sent along a brave knight to protect you from danger. You may have secreted out at night with your lady in waiting to help care for your princess needs. Perhaps you have a feisty raccoon who eats the biscuits out of everyone bags or a pseudodragon who corrects everyone that he is a dragon, not a lizard, your animal companion warns you of trouble. You can choose a companion, a Guardian, a Maiden, or an animal to accompany you on your journey. You are responsible for their food, and lodging. You can choose to give them a portion of the xp you earn to level them up. You can only have one of each type of humanoid companion, but multiple animal companions. ")(Set:$Level_Six_Features to " Princess Feature")(Set:$Level_Seven_Features to "Call for aid Improvement (2d6) ")(Set:$Level_Eight_Features to "Ability score Improvement ")(Set:$Level_Nine_Features to "Princess Type Feature ")(Set:$Level_Ten_Features to " Royal Inspiration Improvement (d10) ")(Set:$Level_Eleven_Features to "Call for aid improvement(2d8), princess feature. ")(Set:$Level_Twelve_Features to " Ability score improvement")(Set:$Level_Thirteen_Features to " Companion")(Set:$Level_Fourteen_Features to "Princess Type Feature ")(Set:$Level_Fifteen_Features to "Royal Inspiration Improvement (d12) ")(Set:$Level_Sixteen_Features to "Ability Score Improvement ")(Set:$Level_Seventeen_Features to " Call for Aid Improvement 2d10 ")(Set:$Level_Eighteen_Features to "Majestic Beauty ")(Set:$Level_Nineteen_Features to "Ability Score Improvement ")(Set:$Level_Twenty_Features to "Princess Type Feature ")
(set:$Dagger to true)
(set:$Light_Crossbow to true)
(Set:$Rapier to true)
(set:$Dart to true)
(Set:$Sling to true)
(set:$Class_Skills += 3)
(set:$ST to " Dexterity, charisma" ) (set:$Animal_Handling_Choice to true) (Set:$Deception_Choice to true) (Set:$Insight_Choice to true) (Set:$Persuasion_Choice to true) (Set:$Performance_Choice to true) (Set:$Persuasion_Choice to true)
(go-to: "Princess 2")Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Smith’s tools include a hammer, tongs, an apron, flux, and gloves. You must find a forge to make armor or weapons.
(set:$Smith_Tools to true)
[[Hill Dwarf]]: Hailing from the hills they have deep wisdom and intuition.
[[Mountain Dwarf]]: Hailing from the mountains, your strong and hardy accustomed to difficult life deep underground.
[[Duergar]]: Hailing from the underdark operating as slavers, they are vicious and stealthy and sell their victims to other races in the underdark.
[[Coastal Dwarf]] A very select few live on the rocky rough coasts learning to master the seas, and collect the riches of the seas as capable captains and sailors.
[[Seacliff Dwarf]] Strong swimmers and athletic dwarves that make their homes on inhospitable cliffsides.
[[Road Dwarf]] Naturally Swift charismatic travelersProficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Brewer’s supplies include a boil kettle, a mortar and pestle, and a mash tin. You can use this to create ale, wine, and liquor, but you must have access to heat. Storing a ale, wine, and liquor will require bottles, or barrels, or casks.
(set:$Brewer_Supplies to true)
[[Hill Dwarf]]: Hailing from the hills they have deep wisdom and intuition.
[[Mountain Dwarf]]: Hailing from the mountains, your strong and hardy accustomed to difficult life deep underground.
[[Duergar]]: Hailing from the underdark operating as slavers, they are vicious and stealthy and sell their victims to other races in the underdark.
[[Coastal Dwarf]] A very select few live on the rocky rough coasts learning to master the seas, and collect the riches of the seas as capable captains and sailors.
[[Seacliff Dwarf]] Strong swimmers and athletic dwarves that make their homes on inhospitable cliffsides.
[[Road Dwarf]] Naturally Swift charismatic travelersProficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Mason’s tools are used for building and brick laying. This set of tools includes a mason’s hammer, a chisel, a level, a saw, and a spade. You can use the tools to also make statues as well as repair masonry and stonework.
(Set:$Mason_Tools to true)
[[Hill Dwarf]]: Hailing from the hills they have deep wisdom and intuition.
[[Mountain Dwarf]]: Hailing from the mountains, your strong and hardy accustomed to difficult life deep underground.
[[Duergar]]: Hailing from the underdark operating as slavers, they are vicious and stealthy and sell their victims to other races in the underdark.
[[Coastal Dwarf]] A very select few live on the rocky rough coasts learning to master the seas, and collect the riches of the seas as capable captains and sailors.
[[Seacliff Dwarf]] Strong swimmers and athletic dwarves that make their homes on inhospitable cliffsides.
[[Road Dwarf]] Naturally Swift charismatic travelers.Class: $Class
(if:$Subclass is true) [ $Secondary_Class ]
Hit dice: $Hit_Dice
Hp gained at level Up: $HP_Gained
Class Features: $Level_One_Features
(If:$Subclass is true )[(if:$Subclass_Features_For_Level_1 is true)[ $Subclass_Features] ]
[[Let's Go!]](if:$Acrobatics is false)[ (if:$Acrobatics_Choice is true)[ [[acrobatics]]
]](if:$Animal_Handling is false) [ (if:$Animal_Handling_Choice is true)[ [[animal handling]]
]] (if:$Arcana is false) [ (if:$Arcana_Choice is true) [ [[arcana]]
]] (if:$Athletics is false) [ (if:$Athletics_Choice is true) [ [[athletics]]
]] (if:$Deception is false) [ (if:$Deception_Choice is true) [ [[deception]]
]] (if:$History is false)[ (if:$History_Choice is true) [ [[history]]
]] (if:$Insight is false) [ (if:$Insight_Choice is true)[ [[insight]]
]] (if:$Intimidation is false) [ (if:$Intimidation_Choice is true) [ [[intimidation]]
]] (if:$Investigation is false) [ (if:$Investigation_Choice is true) [ [[investigation]]
]] (if:$Medicine is false) [ (if:$Medicine_Choice is true) [ [[medicine]]
]] (if:$Nature is false)[ (if:$Nature_Choice is true) [ [[nature]]
]] (if:$Perception is false)[ (if:$Perception_Choice is true) [ [[perception]]
]] (if:$Performance is false) [ (if:$Performance_Choice is true) [ [[performance]]
]] (if:$Persuasion is false) [ (if:$Persuasion_Choice is true)[ [[persuasion]]
]] (if:$Religion is false)[ (if:$Religion_Choice is true)[ [[religion]]
]] (if:$Slight_Of_Hand is false) [(if:$Slight_Of_Hand_Choice is true) [ [[slight of hand]]
]] (if:$Stealth is false)[ (if:$Stealth_Choice is true)[ [[stealth]]
]] (if:$Survival is false) [ (if:$Survival_Choice is true)[ [[survival]] ] ]
(set:$Insight to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](set:$Medicine to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](set:$Nature to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](Set:$Perception to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](set:$Persuasion to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](Set:$History to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](set:$Investigation to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](Set:$Survival to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](If:$Class is "Alchemist") [ (Dropdown: bind $Equip_1, "Dagger", "Quarterstaff")
(Dropdown: bind $Equip_2, "Heavy Crossbow with 20 bolts", "Light Crossbow with 20 bolts")
(Dropdown: bind $Equip_3, "Scholars Pack: backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.", "Diplomats Pack: chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.")
(set:$Equip_4 to "None") (set:$Fixed_Equipment to "Leather armor, alchemical supplies, 20gp")](If:$Class is "Barbarian") [ (Dropdown: bind $Equip_1, "Greataxe", "Battleaxe", "Flail", "Glaive", "Greatsword", "Halberd", "Lance", "Longsword", "Maul", "Morningstar", "Pike", "Rapier", "Scimitar", "Shortsword", "Trident", "War Pick", "Warhammer", "Whip", "Blowgun", "Hand Crossbow", "Heavy Crossbow", "Longbow", "Net" )
(Dropdown: bind $Equip_2, "2 hand axes", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Light Crossbow", "Dart", "Shortbow", "Sling")
(Set:$Equip_3 to "none")
(set:$Equip_4 to "None")(Set:$Fixed_Equipment to "An Explorer’s pack and 4 javelins.")](If:$Class is "Bard") [(Dropdown: bind $Equip_1, "Rapier", "Shortsword", "Light Crossbow", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Dart", "Shortbow", "Sling")
(Dropdown: bind $Equip_2, "Entertainers pack: Backpack, bedroll, costume (2), candle (5), rations (5), waterskin, disguise kit", "Diplomats pack: chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.")
(Dropdown: bind $Equip_3, "Lute", "Bagpipes", "Drum", "Dulcimer", "Flute", "Horn", "Lyre", "Pan Flute", "Shawm", "Viol")
(set:$Equip_4 to "None")(Set:$Fixed_Equipment to "Leather Armor, and a Dagger")](if:$Class is "Cleric") [(Dropdown: bind $Equip_1, "Mace","Warhammer")
(Dropdown: bind $Equip_2, "Scale Mail", "Leather Armor", "Chain Mail")
(Dropdown: bind $Equip_3, "Light crossbow and 20 bolts", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Light Crossbow", "Dart", "Shortbow", "Sling")
(Dropdown: bind $Equip_4, "Priest’s Pack: backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.", "diplomat’s pack: chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.")(set:$Fixed_Equipment to "A shield and a holy symbol") ](if:$Class is "Druid") [(Dropdown: bind $Equip_1, "Wooden shield", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Light Crossbow", "Dart", "Shortbow", "Sling")
(Dropdown: bind $Equip_2, "Scimitar", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear")
(Set:$Equip_3 to "none")
(set:$Equip_4 to "None")(Set:$Fixed_Equipment to " Leather Armor, an explorer's pack")](if:$Class is "Fighter") [(Dropdown: bind $Equip_1, "Chain Mail", "leather armor, longbow, and 20 arrows")
(Dropdown: bind $Equip_2, "Battleaxe and a shield", "Flail and a shield", "Glaive and a shield", "Greataxe and a shield", "Greatsword and a shield", "Halberd and a shield", "Lance and a shield", "Longsword and a shield", "Maul and a shield", "Morningstar and a shield", "Pike and a shield", "Rapier and a shield", "Scimitar and a shield", "Shortsword and a shield", "Trident and a shield", "War Pick and a shield", "Warhammer and a shield", "Whip and a shield", "Blowgun and a shield", "Hand Crossbow and a shield", "Heavy Crossbow and a shield", "Longbow and a shield", "Net and a shield", "2 Battleaxes", "2 Flails", "2 Glaives", "2 Greataxes", "2 Greatswords", "2 Halberds", "2 Lances", "2 Longswords", "2 Mauls", "2 Morningstars", "2 Pikes", "2 Rapiers", "2 Scimitars", "2 Shortswords", "2 Tridents", "2 War Picks", "2 Warhammers", "2 Whips", "2 Blowguns", "2 Hand Crossbows", "2 Heavy Crossbows", "2 Longbows", "2 Nets", "Battleaxe and Flail", "Battleaxe and Glaive", "Battleaxe and Greataxe", "Battleaxe and Greatsword", "Battleaxe and Halberd", "Battleaxe and Lance", "Battleaxe and Longsword", "Battleaxe and Maul", "Battleaxe and Morningstar", "Battleaxe and pike", "Battleaxe and Rapier", "Battleaxe and Scimitar", "Battleaxe and Shortsword", "Battleaxe and Trident", "Battleaxe and War Pick", "Battleaxe and Warhammer", "Battleaxe and Whip", "Battleaxe and Blowgun", "Battleaxe and Hand Crossbow", "Battleaxe and Heavy Crossbow", "Battleaxe and Longbow", "Battleaxe and Net", "Flail and Glaive", "Flail and Greataxe", "Flail and Greatsword", "Flail and Halberd", "Flail and Lance", "Flail and Longsword", "Flail and Maul", "Flail and Morningstar", "Flail and Pike", "Flail and Rapier", "Flail and Scimitar", "Flail and Shortsword", "Flail and Trident", "Flail and War Pick", "Flail and Warhammer", "Flail and Whip", "Flail and Blowgun", "Flail and Hand Crossbow", "Flail and Heavy Crossbow", "Flail and Longbow", "Flail and Net", "Glaive and Greataxe", "Glaive and Greatsword", "Glaive and Halberd", "Glaive and Lance", "Glaive and Longsword", "Glaive and Maul", "Glaive and Morningstar", "Glaive and Pike", "Glaive and Rapier", "Glaive and Scimitar", "Glaive and Shortsword", "Glaive and Trident", "Glaive and War Pick", "Glaive and Warhammer", "Glaive and Whip", "Glaive and Blowgun", "Glaive and Hand Crossbow", "Glaive and Heavy Crossbow", "Glaive and Longbow", "Glaive and Net", "Greataxe and Greatsword", "Greataxe and Halberd", "Greataxe and Lance", "Greataxe and Longsword", "Greataxe and Maul", "Greataxe and Morningstar", "Greataxe and Pike", "Greataxe and Rapier", "Greataxe and Scmitar", "Greataxe and Shortsword", "Greataxe and Trident", "Greataxe and War Pick", "Greataxe and Warhammer", "Greataxe and Whip", "Greataxe and Blowgun", "Greataxe and Hand Crossbow", "Greataxe and Heavy Crossbow", "Greataxe and Longbow", "Greataxe and Net", "Greatsword and Halberd", "Greatsword and Lance", "Greatsword and Longsword", "Greatsword and Maul", "Greatsword and Morningstar", "Greatsword and Pike", "Greatsword and Rapier", "Greatsword and Scimitar", "Greatsword and Shortsword", "Greatsword and Trident", "Greatsword and War Pick", "Greatsword and Warhammer", "Greatsword and Whip", "Greatsword and Blowgun", "Greatsword and Hand Crossbow", "Greatsword and Heavy Crossbow", "Greatsword and Longbow", "Greatsword and Net", "Halberd and Lance", "Halberd and Longsword", "Halberd and Maul", "Halberd and Morningstar", "Halberd and Pike", "Halberd and Rapier", "Halberd and Scimitar", "Halberd and Shortsword", "Halberd and Trident", "Halberd and War Pick", "Halberd and Warhammer", "Halberd and Whip", "Halberd and Blowgun", "Halberd and Hand Crossbow", "Halberd and Heavy Crossbow", "Halberd and longbow", "Halberd and net", "Lance and Longsword", "Lance and Maul", "Lance and Morningstar", "Lance and Pike", "Lance and Rapier", "Lance and Scimitar", "Lance and Shortsword", "Lance and Trident", "Lance and War Pick", "Lance and Warhammer", "Lance and Whip", "Lance and Blowgun", "Lance and Hand Crossbow", "Lance and Heavy Crossbow", "Lance and Longbow", "Lance and Net", "Longsword and Maul", "Longsword and Morningstar", "Longsword and Pike", "Longsword and Rapier", "Longsword and Scimitar", "Longsword and Shortsword", "Longsword and Trident", "Longsword and War Pick", "Longsword and Warhammer", "Longsword and Whip", "Longsword and Blowgun", "Longsword and Hand Crossbow", "Longsword and Heavy Crossbow", "Longsword and Longbow", "Longsword and Net", "Maul and Morningstar", "Maul and Pike", "Maul and Rapier", "Maul and Scimitar", "Maul and Shortsword", "Maul and Trident", "Maul and War Pick", "Maul and Warhammer", "Maul and Whip", "Maul and Blowgun", "Maul and Hand Crossbow", "Maul and Heavy Crossbow", "Maul and Longbow", "Maul and Net", "Morningstar and Pike", "Morningstar and Rapier", "Morningstar and Scimitar", "Morningstar and Shortsword", "Morningstar and Trident", "Morningstar and War Pick", "Morningstar and Warhammer", "Morningstar and Whip", "Morningstar and Blowgun", "Morningstar and Hand Crossbow", "Morningstar and Heavy Crossbow", "Morningstar and Longbow", "Morningstar and net", "Pike and Rapier", "Pike and Scimitar", "Pike and Shortsword", "Pike and Trident", "Pike and War Pick", "Pike and Warhammer", "Pike and Whip", "Pike and Blowgun", "Pike and Hand Crossbow", "Pike and Heavy Crossbow", "Pike and longbow", "Pike and Net", "Rapier and Scimitar", "Rapier and Shortsword", "Rapier and Trident", "Rapier and War Pick", "Rapier and Warhammer", "Rapier and Whip", "Rapier and Blowgun", "Rapier and Hand Crossbow", "Rapier and Heavy Crossbow", "Rapier and Longbow", "Rapier and Net", "Scimitar and Shortsword", "Scimitar and Trident", "Scimitar and War Pick", "Scimitar and Warhammer", "Scimitar and Whip", "Scimitar and Blowgun", "Scimitar and Hand Crossbow", "Scimitar and Heavy Crossbow", "Scimitar and Longbow", "Scimitar and Net", "Shortsword and Trident", "Shortsword and War Pick", "Shortsword and Warhammer", "Shortsword and Whip", "Shortsword and Blowgun", "Shortsword and Hand Crossbow", "Shortsword and Heavy Crossbow", "Shortsword and Longbow", "Shortsword and Net", "Trident and War Pick", "Trident and Warhammer", "Trident and Whip", "Trident and Blowgun", "Trident and Hand Crossbow", "Trident and Heavy Crossbow", "Trident and Longbow", "Trident and Net", "War Pick and Warhammer", "War Pick and Whip", "War Pick and Blowgun", "War Pick and Hand Crossbow", "War Pick and Heavy Crossbow", "War Pick and Longbow", "War Pick and Net", "Warhammer and Whip", "Warhammer and Blowgun", "Warhammer and Hand Crossbow", "Warhammer and Heavy Crossbow", "Warhammer and Longbow", "Warhammer and Net", "Whip and Blowgun", "Whip and Hand Crossbow", "Whip and Heavy Crossbow", "Whip and Longbow", "Whip and Net", "Blowgun and Hand Crossbow ", "Blowgun and Heavy Crossbow", "Blowgun and Longbow", "Blowgun and Net", "Hand Crossbow and Heavy Crossbow", "Hand Crossbow and Longbow", "Hand Crossbow and Net", "Heavy Crossbow and Longbow", "Heavy Crossbow and Net", "Longbow and net")
(Dropdown: bind $Equip_3, "Light crossbow and 20 bolts", "2 Handaxes")
(Dropdown: bind $Equip_4, "A Dungeoneer’s Pack: backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Explorer’s Pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")(set:$Fixed_Equipment to "None") ] (if:$Class is "Monk") [ (Dropdown: bind $Equip_1, "Shortsword", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Light Crossbow", "Dart", "Shortbow", "Sling")
(Dropdown: bind $Equip_2, "Dungeoneer's pack: a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Explorer's pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(Set:$Equip_3 to "none")
(set:$Equip_4 to "None")(set:$Fixed_Equipment to "10 Darts") ](if:$Class is "Paladin") [(Dropdown: bind $Equip_1, "Battleaxe and a shield", "Flail and a shield", "Glaive and a shield", "Greataxe and a shield", "Greatsword and a shield", "Halberd and a shield", "Lance and a shield", "Longsword and a shield", "Maul and a shield", "Morningstar and a shield", "Pike and a shield", "Rapier and a shield", "Scimitar and a shield", "Shortsword and a shield", "Trident and a shield", "War Pick and a shield", "Warhammer and a shield", "Whip and a shield", "Blowgun and a shield", "Hand Crossbow and a shield", "Heavy Crossbow and a shield", "Longbow and a shield", "Net and a shield", "2 Battleaxes", "2 Flails", "2 Glaives", "2 Greataxes", "2 Greatswords", "2 Halberds", "2 Lances", "2 Longswords", "2 Mauls", "2 Morningstars", "2 Pikes", "2 Rapiers", "2 Scimitars", "2 Shortswords", "2 Tridents", "2 War Picks", "2 Warhammers", "2 Whips", "2 Blowguns", "2 Hand Crossbows", "2 Heavy Crossbows", "2 Longbows", "2 Nets", "Battleaxe and Flail", "Battleaxe and Glaive", "Battleaxe and Greataxe", "Battleaxe and Greatsword", "Battleaxe and Halberd", "Battleaxe and Lance", "Battleaxe and Longsword", "Battleaxe and Maul", "Battleaxe and Morningstar", "Battleaxe and pike", "Battleaxe and Rapier", "Battleaxe and Scimitar", "Battleaxe and Shortsword", "Battleaxe and Trident", "Battleaxe and War Pick", "Battleaxe and Warhammer", "Battleaxe and Whip", "Battleaxe and Blowgun", "Battleaxe and Hand Crossbow", "Battleaxe and Heavy Crossbow", "Battleaxe and Longbow", "Battleaxe and Net", "Flail and Glaive", "Flail and Greataxe", "Flail and Greatsword", "Flail and Halberd", "Flail and Lance", "Flail and Longsword", "Flail and Maul", "Flail and Morningstar", "Flail and Pike", "Flail and Rapier", "Flail and Scimitar", "Flail and Shortsword", "Flail and Trident", "Flail and War Pick", "Flail and Warhammer", "Flail and Whip", "Flail and Blowgun", "Flail and Hand Crossbow", "Flail and Heavy Crossbow", "Flail and Longbow", "Flail and Net", "Glaive and Greataxe", "Glaive and Greatsword", "Glaive and Halberd", "Glaive and Lance", "Glaive and Longsword", "Glaive and Maul", "Glaive and Morningstar", "Glaive and Pike", "Glaive and Rapier", "Glaive and Scimitar", "Glaive and Shortsword", "Glaive and Trident", "Glaive and War Pick", "Glaive and Warhammer", "Glaive and Whip", "Glaive and Blowgun", "Glaive and Hand Crossbow", "Glaive and Heavy Crossbow", "Glaive and Longbow", "Glaive and Net", "Greataxe and Greatsword", "Greataxe and Halberd", "Greataxe and Lance", "Greataxe and Longsword", "Greataxe and Maul", "Greataxe and Morningstar", "Greataxe and Pike", "Greataxe and Rapier", "Greataxe and Scmitar", "Greataxe and Shortsword", "Greataxe and Trident", "Greataxe and War Pick", "Greataxe and Warhammer", "Greataxe and Whip", "Greataxe and Blowgun", "Greataxe and Hand Crossbow", "Greataxe and Heavy Crossbow", "Greataxe and Longbow", "Greataxe and Net", "Greatsword and Halberd", "Greatsword and Lance", "Greatsword and Longsword", "Greatsword and Maul", "Greatsword and Morningstar", "Greatsword and Pike", "Greatsword and Rapier", "Greatsword and Scimitar", "Greatsword and Shortsword", "Greatsword and Trident", "Greatsword and War Pick", "Greatsword and Warhammer", "Greatsword and Whip", "Greatsword and Blowgun", "Greatsword and Hand Crossbow", "Greatsword and Heavy Crossbow", "Greatsword and Longbow", "Greatsword and Net", "Halberd and Lance", "Halberd and Longsword", "Halberd and Maul", "Halberd and Morningstar", "Halberd and Pike", "Halberd and Rapier", "Halberd and Scimitar", "Halberd and Shortsword", "Halberd and Trident", "Halberd and War Pick", "Halberd and Warhammer", "Halberd and Whip", "Halberd and Blowgun", "Halberd and Hand Crossbow", "Halberd and Heavy Crossbow", "Halberd and longbow", "Halberd and net", "Lance and Longsword", "Lance and Maul", "Lance and Morningstar", "Lance and Pike", "Lance and Rapier", "Lance and Scimitar", "Lance and Shortsword", "Lance and Trident", "Lance and War Pick", "Lance and Warhammer", "Lance and Whip", "Lance and Blowgun", "Lance and Hand Crossbow", "Lance and Heavy Crossbow", "Lance and Longbow", "Lance and Net", "Longsword and Maul", "Longsword and Morningstar", "Longsword and Pike", "Longsword and Rapier", "Longsword and Scimitar", "Longsword and Shortsword", "Longsword and Trident", "Longsword and War Pick", "Longsword and Warhammer", "Longsword and Whip", "Longsword and Blowgun", "Longsword and Hand Crossbow", "Longsword and Heavy Crossbow", "Longsword and Longbow", "Longsword and Net", "Maul and Morningstar", "Maul and Pike", "Maul and Rapier", "Maul and Scimitar", "Maul and Shortsword", "Maul and Trident", "Maul and War Pick", "Maul and Warhammer", "Maul and Whip", "Maul and Blowgun", "Maul and Hand Crossbow", "Maul and Heavy Crossbow", "Maul and Longbow", "Maul and Net", "Morningstar and Pike", "Morningstar and Rapier", "Morningstar and Scimitar", "Morningstar and Shortsword", "Morningstar and Trident", "Morningstar and War Pick", "Morningstar and Warhammer", "Morningstar and Whip", "Morningstar and Blowgun", "Morningstar and Hand Crossbow", "Morningstar and Heavy Crossbow", "Morningstar and Longbow", "Morningstar and net", "Pike and Rapier", "Pike and Scimitar", "Pike and Shortsword", "Pike and Trident", "Pike and War Pick", "Pike and Warhammer", "Pike and Whip", "Pike and Blowgun", "Pike and Hand Crossbow", "Pike and Heavy Crossbow", "Pike and longbow", "Pike and Net", "Rapier and Scimitar", "Rapier and Shortsword", "Rapier and Trident", "Rapier and War Pick", "Rapier and Warhammer", "Rapier and Whip", "Rapier and Blowgun", "Rapier and Hand Crossbow", "Rapier and Heavy Crossbow", "Rapier and Longbow", "Rapier and Net", "Scimitar and Shortsword", "Scimitar and Trident", "Scimitar and War Pick", "Scimitar and Warhammer", "Scimitar and Whip", "Scimitar and Blowgun", "Scimitar and Hand Crossbow", "Scimitar and Heavy Crossbow", "Scimitar and Longbow", "Scimitar and Net", "Shortsword and Trident", "Shortsword and War Pick", "Shortsword and Warhammer", "Shortsword and Whip", "Shortsword and Blowgun", "Shortsword and Hand Crossbow", "Shortsword and Heavy Crossbow", "Shortsword and Longbow", "Shortsword and Net", "Trident and War Pick", "Trident and Warhammer", "Trident and Whip", "Trident and Blowgun", "Trident and Hand Crossbow", "Trident and Heavy Crossbow", "Trident and Longbow", "Trident and Net", "War Pick and Warhammer", "War Pick and Whip", "War Pick and Blowgun", "War Pick and Hand Crossbow", "War Pick and Heavy Crossbow", "War Pick and Longbow", "War Pick and Net", "Warhammer and Whip", "Warhammer and Blowgun", "Warhammer and Hand Crossbow", "Warhammer and Heavy Crossbow", "Warhammer and Longbow", "Warhammer and Net", "Whip and Blowgun", "Whip and Hand Crossbow", "Whip and Heavy Crossbow", "Whip and Longbow", "Whip and Net", "Blowgun and Hand Crossbow ", "Blowgun and Heavy Crossbow", "Blowgun and Longbow", "Blowgun and Net", "Hand Crossbow and Heavy Crossbow", "Hand Crossbow and Longbow", "Hand Crossbow and Net", "Heavy Crossbow and Longbow", "Heavy Crossbow and Net", "Longbow and net")
(Dropdown: bind $Equip_2, "5 javelins", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear")
(Dropdown: bind $Equip_3, "Priests pack: backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.", "Explorers pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(set:$Equip_4 to "None")(Set:$Fixed_Equipment to "chain mail and a holy symbol")](if:$Class is "Rogue") [ (Dropdown: bind $Equip_1, "Rapier", "Shortsword")
(Dropdown: bind $Equip_2, "Shortbow and quiver of 20 arrows", "Shortsword")
(Dropdown: bind $Equip_3, "Burglar's pack: backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Dungeoneer’s pack: backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Explorer’s Pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(set:$Equip_4 to "None") (Set:$Fixed_Equipment to "Leather armor, two daggers, and thieves tools.")](if:$Class is "Ranger") [ (Dropdown: bind $Equip_1, "Scale Mail", "Leather Armor")
(Dropdown: bind $Equip_2, "Two Shortswords", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear")
(Dropdown: bind $Equip_3, "Dungeoneer's pack: backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Explorers pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(set:$Equip_4 to "None")(Set:$Fixed_Equipment to " A long bow 20 arrows and a quiver")](if:$Class is "Sorcerer") [ (Dropdown: bind $Equip_1, "Light Crossbow and 20 bolts", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Dart", "Shortbow", "Sling")
(Dropdown: bind $Equip_2, "a component pouch", "arcane focus")
(Dropdown: bind $Equip_3, "Dungeoneer's pack: backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Explorers pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(set:$Equip_4 to "None")(set:$Fixed_Equipment to "Two Daggers")](if:$Class is "Warlock") [ (Dropdown: bind $Equip_1, "Light Crossbow and 20 bolts", "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Dart", "Shortbow", "Sling")
(Dropdown: bind $Equip_2, "component pouch", "arcane focus")
(Dropdown: bind $Equip_3, "Scholars pack: backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.", "Dungeoneer's pack: backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(Dropdown: bind $Equip_4, "Club", "Dagger", "Greatclub", "Handaxe", "Javelin", "Light Hammer", "Mace", "Quarterstaff", "Sickle", "Spear", "Light Crossbow", "Dart", "Shortbow", "Sling")(Set:$Fixed_Equipment to "Leather armor, and two daggers") ](if:$Class is "Wizard") [ (Dropdown: bind $Equip_1, "Quarterstaff", "Dagger")
(Dropdown: bind $Equip_2, "component pouch", "arcane focus")
(dropdown: bind $Equip_3, "Scholar's Pack: backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.", "Explorer's Pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(set:$Equip_4 to "None")(Set:$Fixed_Equipment to "A Spellbook")](if:$Class is "Princess") [ (Dropdown: bind $Equip_1, "Rapier", "Dagger")
(Dropdown: bind $Equip_2, "Diplomats pack: Chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.", "Scholars pack: backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife." "Explorers Pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(Dropdown: bind $Equip_3, "Lute", "Bagpipes", "Drum", "Dulcimer", "Flute", "Horn", "Lyre", "Pan Flute", "Shawm", "Viol")
(Dropdown: bind $Equip_4, "Set of fine clothes, a diary, a tiara", "A horse") (Set:$Fixed_Equipment to "a signet ring, documentation to prove you are a princess, a trinket from your prince charming")](if:$Class is "Gunslinger")[ (Dropdown: bind $Equip_1, "Pistol", "Musket", "Scattergun")
(Dropdown: bind $Equip_2, "Explorer’s pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.", "Dungeoneer’s pack: backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.")
(set:$Equip_3 to "None")
(set:$Equip_4 to "None")(set:$Fixed_Equipment to "Leather armor and a Set of tinkerer’s tools.")](if:$Class is "Witcher")[(Dropdown: bind $Equip_1, "Leather Armor", "Chain Mail")
(Dropdown: bind $Equip_2, "Longsword", "2 Handaxes", "Greatclub")
(Dropdown: bind $Equip_3, "Hand Crossbow", "2 Daggers")
(set:$Equip_4 to "None")(set:$Fixed_Equipment to "An explorers pack, a journal, a witcher’s medallion")]
(Set:$Equiped to true)
[[Loading Endgame Equipment]]
(set:$Animal_Handling to true)(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](set:$Athletics to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](If:$Bagpipes is false)[ [[Bagpipes]] ]
(if:$Drums is false) [ [[Drums]] ]
(if:$Dulcimer is false) [ [[Dulcimer]] ]
(if:$Flute is false) [ [[Flute]] ]
(if:$Lute is false) [ [[Lute]] ]
(if:$Lyre is false) [ [[Lyre]] ]
(if:$Horn is false) [ [[Horn]] ]
(if:$Pan_Flute is false) [ [[Pan Flute]] ]
(if:$Shawm is false) [ [[Shawm]] ]
(if:$Viol is false) [ [[Viol]] ]
(If:$Musical_3 is true) [(Set:$Musical_2 to true)]
(set:$Royal_Education_Instrument_Chosen to true)(set:$Bagpipes to true)
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ](set:$Drums to true)a percussion instrument sounded by being struck with sticks or the hands, typically cylindrical, barrel-shaped, or bowl-shaped, with a taut membrane over one or both ends.
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ]
(set:$Dulcimer to true)
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ]
(set:$Flute to true)a wind instrument made from a tube with holes along it that are stopped by the fingers or keys, held vertically or horizontally so that the player's breath strikes a narrow edge.
(Set:$Musical -= 1)
(if:$Musical > 0) [ (Go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ]
(Set:$Lute to true)
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ]
(set:$Lyre to true)a stringed instrument like a small U-shaped harp with strings fixed to a crossbar.
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ](set:$Horn to true)A horn is any of a family of musical instruments made of a tube, usually made of metal and often curved in various ways, with one narrow end into which the musician blows, and a wide end from which sound emerges.
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ]
(set:$Pan_Flute to true)Pan Flute (also known as panpipes or syrinx) is a musical instruments based on the principle of the closed tube, consisting of multiple pipes of gradually increasing length
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (Go-to: "Chosen Instruments") ]
(set:$Shawm to true)forerunner of the oboe, with a double reed enclosed in a wooden mouthpiece, and having a penetrating tone.
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ](set:$Viol to true) typically six-stringed, held vertically and played with a bow.
(Set:$Musical -= 1)
(if:$Musical > 0) [ (go-to: "Choose Musical Instrument") ]
(if:$Musical is 0) [ (go-to: "Chosen Instruments") ]
(Set:$Religion to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ]//Benjamin had studied across the continent, collecting memoirs and stories. He had thought of becoming a bard until Oghma called to him to help her spread her knowledge across the lands. She sent him to collect lost and forgotten tomes in deep and dangerous crypts. Adding to libraries in every city he visited, donating to scribes to transcribe more copies of rare books to distribute.//
(set:$Divine_Domain to "Knowledge Domain")
The gods of knowledge value learning and understanding above all. Some teach that knowledge should be shared or promote craft, some hoard knowledge, others promise tremendous power if they unlock the secrets of the multiverse. Followers study esoteric lore, collect old tomes and delve into secret places to learn all they can.
Knowledge: You follow the gods of knowledge, you gain the spells command, and identify, they do not count against your known spell total, but do cost spell slots to cast.
Blessing of Knowledge: you learn 2 languages of your choice and become proficient in 2 of the following skills: arcana, nature , history, or religion
Channel Divinity: Knowledge Of The Ages: Starting at the 2nd level you can use your channel Divinity to tap into a divine well of knowledge. As an action you choose one skill or tool. For 10 minutes you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts: At the 6th Level you can use your channel Divinity to read a creature’s thoughts. You can use your access to the creature’s mind to command it. As an action choose one creature that you can see within 60 ft of you. The creature must make a wisdom saving throw, on a success you can’t use this feature again until you finish a long rest. If the creature fails, you can read its surface thoughts (those at the forefront of its mind, current emotions, what it’s actively thinking about) this effect lasts for one minute. During that time, you can use your action to end this effect and cast suggestion on the creature without expending a spell slot. The target automatically fails the saving throw against the spell.
Potent Spellcasting: Starting at the 8th Level you can add your wisdom modifier to the damage you deal with any cleric cantrip.
Visions Of The Past: Starting at the 17th Level you call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least one minute in meditation and prayer then receive a dreamlike shadowy glimpse of recent events. You can meditate this way for a number of minutes equal to your Wisdom Modifier and must maintain concentration during this time as if you were casting a spell. Once you use this feature you cannot use it again until you finish a long or short rest.
Object Reading: Holding an object as you meditate you see visions of the object’s previous owners. After 1 minute you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner/ If the object was owned by another creature in the recent past (within a number of days equal to your wisdom score) you can spend 1 additional minute for each owner to learn the same information for each owner.
Area Reading: As you meditate you see visions of recent events in your immediate vicinity (A room, a street, tunnel, clearing, or the like up to a 50 ft cube) Going back a number of days equal to your wisdom score. For each minute you meditate you learn about one significant event beginning with the most recent. Significant events usually involve strong emotions such as battles betrayals, marriages, murders, births, and funerals, however they may also include more mundane events that are nevertheless important to your current situation.
(set:$Divine_Domain_Chosen to true)
(Set:$Subclass to true)
(set:$Class_Skills += 2)
(Set:$Secondary_Class to "Knowledge Domain")
[[Cleric|Cleric 2]]
(set:$Command to true)
(set:$Identify to true)
(set:$language += 2)
(Set:$Subclass_Features to "Knowledge: You follow the gods of knowledge, you gain the spells command, and identify, they do not count against your known spell total, but do cost spell slots to cast. Level 1 spells command, identify. 3rd level spells auguary, suggestion. 5h level spells Nondetection, speak with the dead. 7th arcane eye, confusion. 9th legend lore, scrying") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Knowledge Of The Ages: Starting at the 2nd level you can use your channel Divinity to tap into a divine well of knowledge. As an action you choose one skill or tool. For 10 minutes you have proficiency with the chosen skill or tool. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Augury, suggestion")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Nondetection, Speak With The Dead")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Channel Divinity: Read Thoughts: At the 6th Level you can use your channel Divinity to read a creature’s thoughts. You can use your access to the creature’s mind to command it. As an action choose one creature that you can see within 60 ft of you. The creature must make a wisdom saving throw, on a success you can’t use this feature again until you finish a long rest. If the creature fails, you can read its surface thoughts (those at the forefront of its mind, current emotions, what it’s actively thinking about) this effect lasts for one minute. During that time, you can use your action to end this effect and cast suggestion on the creature without expending a spell slot. The target automatically fails the saving throw against the spell. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Arcane Eye, Confusion")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Potent Spellcasting: Starting at the 8th Level you can add your wisdom modifier to the damage you deal with any cleric cantrip. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Legend Lore, Scrying")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Seventeenth_Level_Features to "Visions Of The Past: Starting at the 17th Level you call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least one minute in meditation and prayer then receive a dreamlike shadowy glimpse of recent events. You can meditate this way for a number of minutes equal to your Wisdom Modifier and must maintain concentration during this time as if you were casting a spell. Once you use this feature you cannot use it again until you finish a long or short rest.
Object Reading: Holding an object as you meditate you see visions of the object’s previous owners. After 1 minute you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner/ If the object was owned by another creature in the recent past (within a number of days equal to your wisdom score) you can spend 1 additional minute for each owner to learn the same information for each owner.
Area Reading: As you meditate you see visions of recent events in your immediate vicinity (A room, a street, tunnel, clearing, or the like up to a 50 ft cube) Going back a number of days equal to your wisdom score. For each minute you meditate you learn about one significant event beginning with the most recent. Significant events usually involve strong emotions such as battles betrayals, marriages, murders, births, and funerals, however they may also include more mundane events that are nevertheless important to your current situation. ")(set:$Subclass_Features_For_Level_17 to true)(Set:$Arcana_Choice to true) (Set:$Nature_Choice to true) (set:$History_Choice to true) (Set:$Religion_Choice to true)(if:$Level is > 2) [(Set:$Augury to true)(Set:$Suggestion to true)](if:$Level is > 4)[(Set:$Nondetection to true)(Set:$Speak_With_Dead to true) ](if:$Level is > 6) [ (Set:$Arcane_Eye to true)(Set:$Confusion to true)](if:$Level is > 8) [ (set:$Legend_Lore to true)(Set:$Scrying to true)]
//Theotimus invoked the name of Lithander, channeling the divinity through the holy symbol that hung around his neck as he touched his companion. The grievous wound knitted back together, his companion choked on blood and spit it out as the internal wounds closed. They sat up shakily, putting a firm hand on Theotimus’s shoulder, a silent thanks as they steadied themselves.//
Life: You follow the gods of life, vibrant and positive. You gain bless and cure wounds spells, they do not count against your known spells, but do cost spell slots to cast. You gain proficiency with Heavy Armor. You also have more effective healing, the creature gains an additional spell level + your cleric level of healing.
Life: You follow the gods of life, vibrant and positive. You gain bless and cure wounds spells, they do not count against your known spells, but do cost spell slots to cast.
You gain proficiency with Heavy Armor.
You also have more effective healing, the creature gains an additional spell level + 2 of healing
Channel Divinity: Preserve Life: Starting at the 2nd Level you can use your Channel Divinity to heal the badly injured. As an action you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 times your cleric level. Choose any creatures within 30 ft of you and divide those points among them. This feature can restore a creature to no more than half its HP Max. You can’t use this feature on undead or constructs.
Blessed Healer: at the 6th level your healing spells you cast on others, heal you as well. When you cast a spell of the 1st Level or higher that restores HP to a creature other than you, you regain HP equal to 2 + the spells level.
Divine Strike: At the 8th level you gain the ability to infuse your weapon with strikes of 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 radiant damage to the target. At the 14th level the extra damage increases to 2d8.
Supreme Healing: Starting at the 17th level when you would normally roll one or more dice to restore HP with a spell you instead use the highest possible number for each die. For example, instead of restoring 2d6 you restore 12 HP.
[[Cleric|Cleric 2]]
(set:$Divine_Domain to "Life Domain")
(set:$Subclass to true)
(set:$Secondary_Class to "Life Domain" )
(set:$Heavy_Armor to true)
(set:$Bless to true)
(set:$Cure_Wounds to true)
(Set:$Divine_Domain_Chosen to true)
(set:$Subclass_Features to "Life: You follow the gods of life, vibrant and positive. You gain bless and cure wounds spells, they do not count against your known spells, but do cost spell slots to cast.
You gain proficiency with Heavy Armor.
You also have more effective healing, the creature gains an additional spell level + 2 of healing.") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Preserve Life: Starting at the 2nd Level you can use your Channel Divinity to heal the badly injured. As an action you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 times your cleric level. Choose any creatures within 30 ft of you and divide those points among them. This feature can restore a creature to no more than half its HP Max. You can’t use this feature on undead or constructs. ")
(set:$Subclass_Third_Level_Features to "Domain Spells: Lesser Restoration, Spiritual Weapon")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Domain Spells: Beacon Of Hope, Revivify")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Blessed Healer: at the 6th level your healing spells you cast on others, heal you as well. When you cast a spell of the 1st Level or higher that restores HP to a creature other than you, you regain HP equal to 2 + the spells level. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Domain Spells: Death Ward, Guardian of Faith")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Divine Strike: At the 8th level you gain the ability to infuse your weapon with strikes of divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 radiant damage to the target. At the 14th level the extra damage increases to 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain spells: Mass Cure Wounds, Raise Dead")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to "Devine Strike deals 2d8")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Supreme Healing: Starting at the 17th level when you would normally roll one or more dice to restore HP with a spell you instead use the highest possible number for each die. For example, instead of restoring 2d6 you restore 12 HP. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Lesser_Restoration to true)(Set:$Spiritual_Weapon to true)](if:$Level is > 4)[(Set:$Beacon_Of_Hope to true)(Set:$Revivify to true) ](if:$Level is > 6) [ (Set:$Death_Ward to true)(Set:$Guardian_Of_Faith to true)](if:$Level is > 8) [ (set:$Mass_Cure_Wounds to true)(Set:$Raise_Dead to true)]
//Elias was tired. They had been fighting all through the night, without sleep for days, under the constant onslaught of evil and darkness at he gates of his city. The lights of the torches were beginning to be snuffed out as their carries fell. He cast light on his sword. Using the last spell he had to heal his companion who had been fighting along side him all night. He prayed for the sun to rise soon, as he blocked another surge of attacks with his shield.//
Gods of light promote the ideals of rebirth and renewal. Truth, vigilance and beauty. Tireless sentinels against the darkness, seeing through every shadow and deception. Teaching others to see beauty and artistry as vehicles for the soul’s improvement. These clerics are charged with chasing away lies and burning away darkness.
Light: You follow the gods of light, you gain the spells burning hands, and faerie fire, they do not count against your known spells, but do cost spell slots to cast. You gain the light cantrip.
Warding Flare: you can interpose divine light between you and an attacking enemy. When you are attacked by a creature within 30 ft of you that you can see you can use your reaction to impose disadvantage on it before it hits or misses an attacker immune to blinding is immune to this feature. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) a long rest replenishes all expended uses.
Light: You follow the gods of light, you gain the spells burning hands, and faerie fire, they do not count against your known spells, but do cost spell slots to cast.
You gain the light cantrip.
Warding Flare: you can interpose divine light between you and an attacking enemy. When you are attacked by a creature within 30 ft of you that you can see you can use your reaction to impose disadvantage on it before it hits or misses an attacker immune to blinding is immune to this feature. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) a long rest replenishes all expended uses.
Channel Divinity: Radiance Of The Dawn: Starting at the 2nd level you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action you present your holy symbol and any magical darkness within 30 ft of you is dispelled.
Additionally, any hostile creature within 30 ft of you must make a constitution saving throw. A creature takes radiant Damage equal to 2d10 + your cleric level on a failed save and half as much on a success. A creature with total cover is not affected.
Potent Spellcasting: Starting at the 8th Level you add your wisdom modifier to any damage dealt with a cleric cantrip.
Corona Of Light: Starting at the 17th level you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it as an action. You emit a bright light in a 60 ft radius and dim light 30 ft beyond that. Your enemies in bright light have disadvantage on saving throws against any spells that deals fire or radiant damage.
(set:$Divine_Domain to "Light Domain")
(set:$Subclass to true)
(set:$Secondary_Class to "Light Domain")
(set:$Light to true)
(set:$Burning_Hands to true)
(set:$Faerie_Fire to true)
(set:$Divine_Domain_Chosen to true)
[[Cleric|Cleric 2]]
(set:$Subclass_Features to "Light: You follow the gods of light, you gain the spells burning hands, and faerie fire, they do not count against your known spells, but do cost spell slots to cast.
You gain the light cantrip.
Warding Flare: you can interpose divine light between you and an attacking enemy. When you are attacked by a creature within 30 ft of you that you can see you can use your reaction to impose disadvantage on it before it hits or misses an attacker immune to blinding is immune to this feature. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) a long rest replenishes all expended uses.")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Radiance Of The Dawn: Starting at the 2nd level you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action you present your holy symbol and any magical darkness within 30 ft of you is dispelled. Additionally, any hostile creature within 30 ft of you must make a constitution saving throw. A creature takes radiant Damage equal to 2d10 + your cleric level on a failed save and half as much on a success. A creature with total cover is not affected. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Flaming Sphere, Scorching Ray") (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Daylight, Fireball")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Improved flare: At the 6th Level you can use your Warding Flare feature when a creature you can see within 30 ft of you attacks a creature other than yourself. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Guardian of Faith, Wall of Fire")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Potent Spellcasting: Starting at the 8th Level you add your wisdom modifier to any damage dealt with a cleric cantrip. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Flame Strike, Scrying")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Seventeenth_Level_Features to "Corona Of Light: Starting at the 17th level you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it as an action. You emit a bright light in a 60 ft radius and dim light 30 ft beyond that. Your enemies in bright light have disadvantage on saving throws against any spells that deals fire or radiant damage. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Flaiming_Sphere to true)(Set:$Scorching_Ray to true)](if:$Level is > 4)[(Set:$Daylight to true)(Set:$Fireball to true) ](if:$Level is > 6) [ (Set:$Wall_Of_Fire to true)(Set:$Guardian_Of_Faith to true)](if:$Level is > 8) [ (set:$Flame_Strike to true)(Set:$Scrying to true)]
//Joakim was a lifelong follower of Silvanus, protecting the elven forests was his mission. He worked closely with the druids in the region, while they did not worship Silvanus, their goals aligned. He confronted their enemies head on, soaking up blows to protect the lightly armored casters.//
Gods of nature are as varied as the natural world itself. Druids revere these deities, but many gods have their own clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evils that despoil the woodlands, or bless the harvests of the faithful, or wither the crops of those who anger the gods.
Nature: You follow a god or goddess of nature, which are as varied as nature itself. You learn animal friendship, and speak with animals spells, they do not count against you known spells, but do cost spell slots to cast.
Acolyte of nature: You learn one druid cantrip of your choice, and gain proficiency with one of the following skills Animal Handling, Nature, survival.
You are also proficient with heavy armor
Channel Divinity: Charm Animals and Plants: Starting at the 2nd Level you can use your channel Divinity to charm pants and animals, as an action you present your holy symbol and invoke the name of you deity. Each beast or plant creature that can see you within 30 ft of you must make a wisdom saving throw. If the creature fails the saving throw it is charmed for 1 minute or until it takes damage. While it is charmed by you it is friendly to you an any other creatures you designate.
Dampen Elements: Starting at the 6th Level when you or a creature within 30 ft of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature to that type of damage.
Divine Strike: At the 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 cold, fire, or lighting (your choice) damage. When you reach the 14th level the extra damage increases to 2d8.
Master of Nature: at the 17th level you gain the ability to command animals and plant creatures. While creatures are charmed by your charm Animals and Plants feature you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Choose your [[Druid Cantrip]]
(set:$Divine_Domain to "Nature Domain")
(set:$Secondary_Class to "Nature Domain")
(set:$Subclass to true)
(Set:$Heavy_Armor to true)
(set:$Class_Skills += 1)
(set:$Animal_Friendship to true)
(set:$Speak_With_Animals to true)
(Set:$Divine_Domain_Chosen to true)
(set:$Subclass_Features to "Nature: You follow a god or goddess of nature, which are as varied as nature itself. You learn animal friendship, and speak with animals spells, they do not count against you known spells, but do cost spell slots to cast.
You are also proficient with heavy armor")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to " Channel Divinity: Charm Animals and Plants: Starting at the 2nd Level you can use your channel Divinity to charm pants and animals, as an action you present your holy symbol and invoke the name of you deity. Each beast or plant creature that can see you within 30 ft of you must make a wisdom saving throw. If the creature fails the saving throw it is charmed for 1 minute or until it takes damage. While it is charmed by you it is friendly to you an any other creatures you designate. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Barkskin, Spike Growth ")(if:$Level > 2)[(Set:$Barkskin to true)(set:$Spike_Growth to true) ](set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Plant Growth, Wind Wall ") (if:$Level > 4) [ (Set:$Plant_Growth to true)(set:$Wind_Wall to true)](set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to " Dampen Elements: Starting at the 6th Level when you or a creature within 30 ft of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature to that type of damage. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Dominate Beast, Grasping Vine ")(if:$Level is > 6)[(set:$Dominate_Beast to true)(Set:$Grasping_Vine to true)](set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to " Divine Strike: At the 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 cold, fire, or lighting (your choice) damage. When you reach the 14th level the extra damage increases to 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to " Divine Domain Spells: Insect Plague, Tree Stride")(if:$Level is > 8)[(set:$Insect_Plague to true) (Set:$Tree_Stride to true)](set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to " Divine Strike deals 2d8 damage. ")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Master of Nature: at the 17th level you gain the ability to command animals and plant creatures. While creatures are charmed by your charm Animals and Plants feature you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. ")(set:$Subclass_Features_For_Level_17 to true)(set:$Animal_Handling_Choice to true) (Set:$Nature_Choice to true) (Set:$Survival_Choice to true)
//Moran looked at the sky, it looked like rain. He knew this was a sign from his god that he was on the right path. The way forward was always into the storm, he beckoned his companions to follow him. The horses balked the crash of distant thunder, Moran quieted his mount and continued untroubled.//
Gods the govern the sea, storms, and the sky. Gods of lightning, thunder, earthquakes, and fire. Gods of violence, physical strength, and courage.
Tempest: you follow god that govern the sea and storms. You gain fog cloud, and thunderwave spells they do not count against your known spells, but do cost spell slots to cast.
You gain proficiency with martial weapons, and heavy armor.
Wrath of the Storm: You can thunderously rebuke an attacker. When an enemy is within 5 ft of you and can hit you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw. The creature takes 2d8 lighting or thunder (player choice) damage on a failed save and half as much on a success. you can use this feature a number of times equal to you wisdom modifier (minimum of 1 time).
Channel Divinity: Destructive Wave: Starting at the second level you can use your channel divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage you can use your channel divinity to deal the max damage instead of rolling.
Thunderbolt Strike: At the 6th level when you deal lightning or thunder damage to a Large or smaller creature you can push them 10 ft away from you.
Divine Strike: At the 8th Level you gain the ability to infuse your weapon strikes with divine energy. Once on year of your turns when you hit a creature with a weapon attack you can cause the attack to deal 1D8 Thunder damage to the target. When you reach the 14th level the extra damage increases to 2d8.
Stormborn: At the 17th Level you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
(set:$Fog_Cloud to true)
(set:$Thunderwave to true)
(Set:$Divine_Domain_Chosen to true)
[[Cleric|Cleric 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Tempest Domain")
(set:$Divine_Domain to "Tempest Domain")
(set:$Heavy_Armor to true)
(set:$All_Weapons_Martial to true)
(set:$Subclass_Features to "Tempest: you follow god that govern the sea and storms. You gain fog cloud, and thunderwave spells they do not count against your known spells, but do cost spell slots to cast.
Wrath of the Storm: You can thunderously rebuke an attacker. When an enemy is within 5 ft of you and can hit you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw. The creature takes 2d8 lighting or thunder (player choice) damage on a failed save and half as much on a success. you can use this feature a number of times equal to you wisdom modifier (minimum of 1 time). ") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Destructive Wave: Starting at the second level you can use your channel divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage you can use your channel divinity to deal the max damage instead of rolling.")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Gust of Wind, Shatter")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Divine Domain Spells: Call Lightning, Sleet Storm")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Thunderbolt Strike: At the 6th level when you deal lightning or thunder damage to a Large or smaller creature you can push them 10 ft away from you. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Control Water, Ice Storm")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Divine Strike: At the 8th Level you gain the ability to infuse your weapon strikes with divine energy. Once on year of your turns when you hit a creature with a weapon attack you can cause the attack to deal 1D8 Thunder damage to the target. When you reach the 14th level the extra damage increases to 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to " Divine Domain Spell: Destructive Wave, Insect Plague")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to "Divine Strike deals 2d8 damage")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Stormborn: At the 17th Level you have a flying speed equal to your current walking speed whenever you are not underground or indoors. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Gust_Of_Wind to true)(Set:$Shatter to true)](if:$Level is > 4)[(Set:$Call_Lightning to true)(Set:$Sleet_Storm to true) ](if:$Level is > 6) [ (Set:$Control_Water to true)(Set:$Ice_Storm to true)](if:$Level is > 8) [ (set:$Destructive_Wave to true)(Set:$Insect_Plague to true)]
//Krishna disguised herself as she walked through the gambling hall, she knew Tymora enjoyed watching fortunes rise and fall. She spotted a few friends from her days as a criminal, she knew they had a few tricks up their sleeve, and the lady of luck enjoyed watching fortunes rise and fall. She sat down and gave one of them the blessing of the trickster, playing a few hands and engaging in idol chatter.//
Trickery: You follow the gods of tricks and mischief. You learn charm person, and disguise self spells, they do not count against you known spells, but do cost spell slots to cast.
Blessing of the trickster: You can touch a willing creature and give it advantage on Dexterity (Stealth) checks. The blessing lasts 1 hour or until you touch another creature .
Channel Divinity: Invoke Duplicity: Starting at the 2nd level you can use your channel divinity to create an illusory duplicate of yourself. As an action you can create a perfect illusion of yourself that lasts for 1 minute or until you lose concentration as if you were concentrating on a spell. The illusion appears in an unoccupied space you can see within 30 ft of you. As a bonus action on your turn you can move the illusion up to 30 ft to a space you can see within 120 ft of you. For the duration you can cast spells as though you were in the illusion’s space, but you must you’re your own senses. Additionally, when you and the illusion are within 5 ft of a creature that can see the illusion you have advantage on attack rolls against the creature, given how distracting the illusion is to the target.
Channel Divinity: Cloak Of Shadow: Starting at the 6th Level you can use your channel divinity to vanish. As an action you can become invisible until the end of your next turn. You become visible again if you attack or cast a spell.
Divine Strike: At the 8th Level you can infuse your weapon with poison. 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 the 14th level that increases do 2d8.
Improved Duplicity: At the 17th level you can create up to 4 duplicates of yourself, when you invoke duplicity. As a bonus action on your turn you cam move any number of them 30 ft to a max of 120 ft away from you.
(Set:$Secondary_Class to "Trickery Domain")
(Set:$Charm_Person to true)
(set:$Disguise_Self to true)
(set:$Divine_Domain_Chosen to true)
[[Cleric|Cleric 2]]
(set:$Subclass to true)
(set:$Divine_Domain to "Trickery Domain")
(set:$Subclass_Features to "Trickery: You follow the gods of tricks and mischief. You learn charm person, and disguise self spells, they do not count against your known spells, but do cost spell slots to cast.
Blessing of the trickster: You can touch a willing creature and give it advantage on Dexterity (Stealth) checks. The blessing lasts 1 hour or until you touch another creature ." )(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Invoke Duplicity: Starting at the 2nd level you can use your channel divinity to create an illusory duplicate of yourself. As an action you can create a perfect illusion of yourself that lasts for 1 minute or until you lose concentration as if you were concentrating on a spell. The illusion appears in an unoccupied space you can see within 30 ft of you. As a bonus action on your turn you can move the illusion up to 30 ft to a space you can see within 120 ft of you. For the duration you can cast spells as though you were in the illusion’s space, but you must you’re your own senses. Additionally, when you and the illusion are within 5 ft of a creature that can see the illusion you have advantage on attack rolls against the creature, given how distracting the illusion is to the target. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Mirror Image, Pass Without A Trace ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Blink, Dispel Magic")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Channel Divinity: Cloak Of Shadow: Starting at the 6th Level you can use your channel divinity to vanish. As an action you can become invisible until the end of your next turn. You become visible again if you attack or cast a spell. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Dimension Door, Polymorph")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Divine Strike: At the 8th Level you can infuse your weapon with poison. On each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach the 14th level that increases do 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Dominate Person, Modify Memory ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to "Divine Strike damage is 2d8")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Improved Duplicity: At the 17th level you can create up to 4 duplicates of yourself, when you invoke duplicity. As a bonus action on your turn you cam move any number of them 30 ft to a max of 120 ft away from you. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Pass_Without_A_Trace to true)(Set:$Mirror_Image to true)](if:$Level is > 4)[(Set:$Blink to true)(Set:$Dispel_Magic to true) ](if:$Level is > 6) [ (Set:$Dimension_Door to true)(Set:$Polymorph to true)](if:$Level is > 8) [ (set:$Dominate_Person to true)(Set:$Modify_Memory to true)]
//Hilda cleaned the head of her Warhammer, taking special time to get all the chunks of bone and metal out and polish it to a shine. She buffed the blood off the metal of her plate. Her god would be pleased with her efforts today, brining blood and mayhem was part of Jupiter’s agenda.//
War: War has many manifestations, and is can make heroes of ordinary people. It can be desperate and horrible, and make good men flee in fear from cruelty. You learn divine favor, and shield of faith spells, they do not count against your known spells, but do cost spell slots to cast.
You gain proficiency with martial weapons and heavy armor.
War Priest: God delivers bolts of inspiration to you while you are engaged in battle while you use the attack action you can make one weapon attack as a bonus action. you can use this feature a number of times equal to your wisdom modifier (Minimum of 1 time) and regain all expended uses on a long rest.
Channel Divinity: Guided Strike: Starting at the 2nd level you can use your Channel Divinity to strike with Supernatural accuracy. When you make an attack roll you can use your channel divinity to gain a + 10 bonus to the roll. You make this choice after you see the roll but before the DM says the attack hits or misses.
Channel Divinity: War God’s Blessing: At the 6th Level when a creature within 30 ft of you makes an attack roll you can use your reaction to grant that creature + 10 bonus to the roll, using your channel divinity. You make this choice after you see the roll but before the DM says the attack hist or misses.
Divine Strike: At the 8th Level you gain the ability you gain the ability to infuse your weapon strikes with divine energy. On each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach the 14th level the extra damage increases to 2d8.
Avatar of Battle: At the 17th Level you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
(Set:$Heavy_Armor to true)
(set:$All_Weapons_Martial to true)
(set:$Divine_Domain_Chosen to true)
[[Cleric|Cleric 2]]
(set:$Divine_Favor to true)
(set:$Shield_Of_Faith to true)
(set:$Subclass to true)
(set:$Secondary_Class to "War Domain")
(set:$Divine_Domain to "War Domain")
(Set:$Subclass_Features to "War: War has many manifestations, and is can make heroes of ordinary people. It can be desperate and horrible, and make good men flee in fear from cruelty. You learn divine favor, and shield of faith spells, they do not count against your known spells, but do cost spell slots to cast.
War Priest: God delivers bolts of inspiration to you while you are engaged in battle while you use the attack action you can make one weapon attack as a bonus action. you can use this feature a number of times equal to your wisdom modifier (Minimum of 1 time) and regain all expended uses on a long rest.")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Guided Strike: Starting at the 2nd level you can use your Channel Divinity to strike with Supernatural accuracy. When you make an attack roll you can use your channel divinity to gain a + 10 bonus to the roll. You make this choice after you see the roll but before the DM says the attack hits or misses. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Magic Weapon, Spiritual Weapon")(If:$Level is > 2) [ (set:$Magic_Weapon to true) (Set:$Spiritual_Weapon to true)](set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Crusader’s Mantle, Spirit Guardians")(if:$Level is > 4) [(Set:$Crusaders_Mantle to true)(set:$Spirit_Guardians to true)](set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Channel Divinity: War God’s Blessing: At the 6th Level when a creature within 30 ft of you makes an attack roll you can use your reaction to grant that creature + 10 bonus to the roll, using your channel divinity. You make this choice after you see the roll but before the DM says the attack hist or misses. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Freedom Of Movement, Stoneskin")(if:$Level is > 6) [ (Set:$Freedom_Of_Movement to true)(Set:$Stoneskin to true)](set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Divine Strike: At the 8th Level you gain the ability you gain the ability to infuse your weapon strikes with divine energy. On each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach the 14th level the extra damage increases to 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Flame Strike, Hold Monster. ")(if:$Level is > 8)[(Set:$Flame_Strike to true)(set:$Hold_Monster to true)](set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to "Divine Strike damage is 2d8")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Avatar of Battle: At the 17th Level you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Arcana to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ] (set:$Intimidation to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [(go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](if:$Druidcraft is false) [ [[Druidcraft|Druidcraft Domain]] ]
(if:$Guidance is false) [ [[Guidance|Guidance Domain]] ]
(if:$Mending is false) [ [[Mending|Mending Domain]] ]
(if:$Poison_Spray is false) [ [[Poison Spray|Poison Spray Domain]] ]
(if:$Produce_Flame is false) [ [[Produce Flame|Produce Flame Domain]] ]
(if:$Resistance is false) [ [[Resistance|Resistance Domain]] ]
(if:$Shillelagh is false) [ [[Shillelagh|Shillelagh Domain]] ]
(if:$Thorn_Whip is false) [ [[Thorn Whip|Thorn Whip Domain]] ]
(if:$Mold_Earth is false)[ [[Mold Earth|Mold Earth Domain]] ]
(set:$Druid_Cantrip_Chosen to true)(Set:$Fighting to true)
With the Archery Fighting Style you can add 2 to rolls with a ranged weapon.
(set:$Level_One_Features to " Archery: Add +2 to ranged weapon attacks.
Second Wind: You have a limited well of stamina that you can draw from to protect yourself. As a bonus action you can recover HP equal to 1d10 + your fighter level. Once you use this feature you must finish a long or short rest to regain this ability.")
(go-to: "Fighter 2")(set:$Fighting to true)
(set:$Level_One_Features to " Defense: +1 to AC
Second Wind: You have a limited well of stamina that you can draw from to protect yourself. As a bonus action you can recover HP equal to 1d10 + your fighter level. Once you use this feature you must finish a long or short rest to regain this ability.")
(go-to: "Fighter 2")(set:$Fighting to true)
(set:$Level_One_Features to "Dueling: While wielding 1 weapon in one hand +2 bonus to damage rolls.
Second Wind: You have a limited well of stamina that you can draw from to protect yourself. As a bonus action you can recover HP equal to 1d10 + your fighter level. Once you use this feature you must finish a long or short rest to regain this ability.")
(go-to: "Fighter 2")(set:$Fighting to true)
(set:$Level_One_Features to "Great Weapon Fighting: Reroll a 1 or 2 on the damage dice while wielding a 2 handed weapon with both hands.
Second Wind: You have a limited well of stamina that you can draw from to protect yourself. As a bonus action you can recover HP equal to 1d10 + your fighter level. Once you use this feature you must finish a long or short rest to regain this ability.")
(go-to: "Fighter 2")(Set:$Fighting to true)
(set:$Level_One_Features to "Protection: When another creature within 5 ft of you is attacked you can impose disadvantage with your shield.
Second Wind: You have a limited well of stamina that you can draw from to protect yourself. As a bonus action you can recover HP equal to 1d10 + your fighter level. Once you use this feature you must finish a long or short rest to regain this ability.")
(go-to: "Fighter 2")(set:$Fighting to true)
(set:$Level_One_Features to "Two weapon fighting: Add ability modifier to the damage of the second attack.
Second Wind: You have a limited well of stamina that you can draw from to protect yourself. As a bonus action you can recover HP equal to 1d10 + your fighter level. Once you use this feature you must finish a long or short rest to regain this ability.")
(go-to: "Fighter 2")
(set:$Acrobatics to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](if:$Alchemist_Supplies is false) [ [[Alchemist's Supplies]] ]
(if:$Brewer_Supplies is false) [ [[Brewer's Supplies]] ]
(If:$Calligrapher_Supplies is false) [ [[Calligrapher's Supplies]] ]
(if:$Carpenter_Tools is false) [ [[Carpenter's Tools]] ]
(if:$Cartographer_Tools is false)[ [[Cartographer's Tools]] ]
(if:$Cobbler_Tools is false)[ [[Cobbler's Tools]] ]
(if:$Cook_Utensils is false) [ [[Cook's Utensils]] ]
(if:$Glassblower_Tools is false) [ [[Glassblower's Tools]] ]
(if:$Jeweler_Tools is false)[ [[Jeweler's Tools ]] ]
(If:$Leatherworker_Tools is false) [ [[Leatherworker's Tools]] ]
(If:$Mason_Tools is false) [ [[Mason's Tools]] ]
(if:$Painter_Supplies is false) [ [[Painter's Supplies]] ]
(if:$Smith_Tools is false) [ [[Smith's Tools]] ]
(if:$Potter_Tools is false) [ [[Potter's Tools]] ]
(if:$Tinker_Tools is false) [ [[Tinker's Tools]] ]
(if:$Weaver_Tools is false) [ [[Weaver's Tools]] ]
(if:$Wookcarver_Tools is false) [ [[Woodcarver's Tools]] ]
(set:$One_Artisan_Tool_Chosen to true)
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Alchemist’s supplies, include the things needed to make alchemical ingredients, like a recipe book, the knowledge of the herbs and ingredients, and the temperatures needed to prepare the mixtures properly. (set:$Alchemist_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Calligrapher’s supplies include rolls of papers, pens, nibs, and ink.
(set:$Calligrapher_Supplies to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Carpenter’s tools include things needed for building buildings. Things like hammers, chisels, mallets, saws, and other building tools.
(set:$Carpenter_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Cartographer’s tools include things used in mapmaking. Things like, large pieces of parchment, a collapsible telescope, pens, sextet.
(set:$Cartohtspher_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Cobbler_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Cooks Utensils include things used in cooking. Knives, pots, pans, and the like.
(set:$Cook_Utensils to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Glassblower_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Leatherworker_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Painter_Supplies to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Potter_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Tinker_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(Set:$Weaver_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(Set:$Woodcarver_Tools to true)(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Jeweler_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen")]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ](set:$Stealth to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far")]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
Brewer’s supplies include a boil kettle, a mortar and pestle, and a mash tin. You can use this to create ale, wine, and liquor, but you must have access to heat. Storing a ale, wine, and liquor will require bottles, or barrels, or casks.
(set:$One_Artisan_Tool_Chosen to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]
Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material. (Set:$Mason_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ]Proficiency with a set of tools allows you to add your proficiency bonus to any checks you make with those tools. Each set of tools requires their own proficiency. Tool proficiencies are not tied to a specific skill, but represent a broader knowledge of using the tools. You may need to make a dexterity check to produce fine details, or a strength check to deal with a difficult material.
(set:$Smith_Tools to true)
(Set:$Artisan_Tool -= 1)
(if:$Artisan_Tool is 0) [ (Go-to: "Tools Chosen") ]
(if:$Artisan_Tool > 0) [ (Go-to: "Choose Artisan Tool") ](set:$Deception to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](Set:$Performance to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](set:$Slight_Of_Hand to true)
(Set:$Class_Skills -= 1)
(if:$Class_Skills > 0) [ (go-to: "Class Skill Choice") ]
(if:$Class_Skills is 0) [ (go-to: "Skills So Far") ](Set:$Subclass to true)
(Set:$Draconic to true)
One of your distant ancestors was a dragon, or dragonborn, or made a deal with a dragon for its blood. Perhaps someone made a deal with an ancient powerful sorcerer for the power of the dragons. However, you acquired the power you’ve gained some abilities of the dragons.
When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier.
Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Choose your draconic ancestery.
[[Red Dragon Ancestry]] [[Black Dragon Ancestry]] [[Blue Dragon Ancestry]] [[Bronze Dragon]] [[Brass Dragon Ancestry]] [[Copper Dragon Ancestry]] [[Green Dragon Ancestry]] [[Gold Dragon Ancestry]] [[Red Dragon Ancestry]] [[Silver Dragon Ancestry]] [[White Dragon Ancestery]]
(set:$Subclass_Fourteenth_Level_Features to "Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.")(set:$Subclass_Features_For_Level_18 to true)
Wild Magic: Your innate magic comes from the forces of chaos that underlie the or of creation You may have endured exposure to raw magic, or blessed or cursed by the fey or a demon. It could have been just a fluke of nature.
Wild Magic Surge: Once per turn, the DM can have you roll a d20 after a spell (not a cantrip) if you roll a 1, roll on the wild magic surge table. If the effect is a spell, it is too wild to be controlled by your meta magic, it doesn't require concentration (even if it normally does), and the spell lasts for the full duration.
Tides of Chaos: You can manipulate the forces of chance and chaos to gain the advantage on one attack roll, ability check, or saving throw. A long rest refills this ability. Anytime before you regain this feature the DM can have you roll on the wild magic surge table immediately after you cast a spell (not a cantrip) and you regain this feature.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
(set:$Subclass to true)
(set:$Secondary_Class to "Wild Magic")
[[Sorcerer|Sorcerer 2]](set:$Subclass_Features to "Wild Magic Surge: Once per turn, the DM can have you roll a d20 after a spell (not a cantrip) if you roll a 1, roll on the wild magic surge table. If the effect is a spell, it is too wild to be controlled by your meta magic, it doesn't require concentration (even if it normally does), and the spell lasts for the full duration.
Tides of Chaos: You can manipulate the forces of chance and chaos to gain the advantage on one attack roll, ability check, or saving throw. A long rest refills this ability. Anytime before you regain this feature the DM can have you roll on the wild magic surge table immediately after you cast a spell (not a cantrip) and you regain this feature. " )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.")(set:$Subclass_Features_For_Level_18 to true)
Siren Born: If you go back far enough you can trace your lineage back to the sirens.
Bonus cantrip: when you choose this origin at the first level you gain the friendship cantrip if you don’t have it already.
Emotional Stability: Starting at level one you have knowledge of how creatures typically attempt to manipulate others, and are immune to being charmed.
Thundering Voice
You can double the volume of your voice and the distance it carries. Whenever you use a spell with a verbal component and are not using subtle spell metamagic, you can roll the damage dice twice and use either total
Unwavering Charm
At the fourteenth level your voice enchants all. All creatures have disadvantage on saving throws against any enchantment spell you cast.
Siren Song
At the eighteenth level you can draw any non-hostile creature within 60 ft of you closer. As an action you use your voice to charm nearby creatures of your choice. The creatures must succeed a wisdom saving throw against your sorcerer spell save DC or be charmed by you. Creatures charmed this way cannot take actions, bonus actions, or reactions. They can only use their movement to stay within 60 ft of you. Creatures who succeed this saving throw are immune to the effects for 24 hours. The charm lasts until the creature takes damage or the end of your next turn if you do not choose to continue the song as your action.
(set:$Subclass to true)
(set:$Secondary_Class to "Siren Born")
(set:$Friends to true)
[[Sorcerer|Sorcerer 2]] (Set:$Subclass_Features to "Bonus cantrip: when you choose this origin at the first level you gain the friends cantrip if you don’t have it already.
Emotional Stability: Starting at level one you have knowledge of how creatures typically attempt to manipulate others, and are immune to being charmed." )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Thundering Voice
You can double the volume of your voice and the distance it carries. Whenever you use a spell with a verbal component and are not using subtle spell metamagic, you can roll the damage dice twice and use either total.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "Unwavering Charm
At the fourteenth level your voice enchants all. All creatures have disadvantage on saving throws against any enchantment spell you cast. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Siren Song
At the eighteenth level you can draw any non-hostile creature within 60 ft of you closer. As an action you use your voice to charm nearby creatures of your choice. The creatures must succeed a wisdom saving throw against your sorcerer spell save DC or be charmed by you. Creatures charmed this way cannot take actions, bonus actions, or reactions. They can only use their movement to stay within 60 ft of you. Creatures who succeed this saving throw are immune to the effects for 24 hours. The charm lasts until the creature takes damage or the end of your next turn if you do not choose to continue the song as your action. ")(set:$Subclass_Features_For_Level_18 to true)
Oracle Bloodline: Powerful and ancient powers of prophecy course through your veins, they allow you to see the future. Some people are envious of your gift, and others want to use your powers of foresight for themselves, there is risk with your powers.
Expanded Spell List:
Spell Level 1: Bless, Bane, Cure Wounds
Spell Level 2: Aid, Argury, Lesser Restoration
Spell Level 3: Bestow Curse, Remove Curse, Revivify
Spell Level 4: Death Ward, Divination
Spell Level 5: Commune, Greater Restoration, Hollow, Mass Cure Wounds
Clairvoyant combat: At the first level you gain insight on your enemy's next move. When you are targeted for an attack you may use your reaction to roll 1d4 and subtract it from the total attack roll, if the attack misses the creature cannot make any opportunity attacks against you. You may use this feature a number of times equal to your charisma modifier. It is restored during a long or short rest.
Ritual Diviner: you can cast any sorcerer spell that has a ritual tag as a ritual.
Foresight
At 6th level, your foreseeing powers aid you in dire situations. Whenever you fail a Dexterity saving throw, you may glance into your own future to foresee and avoid the danger, instead succeeding on the save. You may use this feature a number of times equal to half your proficiency modifier rounded down. You regain all uses of this feature after you finish a long rest.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
Trained mind:
Beginning at 14th level, your long past of using your mind to see into other timelines has trained it to better concentrate on magic. If you are already concentrating on a spell, you may spend 4 sorcery points before casting a different spell that requires concentration. In doing so, you may hold both concentration spells for up to half their normal duration, but you cannot cast any other spells for the time. While concentrating on both spells you have disadvantage on concentration checks. You may end concentration on either one of these spells at will and cast spells as normal, but the already changed duration doesn't revert
Divinium Arcana
Starting at 18th level, you can warn your allies of an incoming magical danger, moments before they happen. Whenever a hostile creature casts a spell against an ally of yours, within 60 feet of you, you may use your reaction to alert your companion to said hazard. In doing so you impose disadvantage on the spell attack made against the creature, or advantage on the save the creature has to make against the spell. You may use this feature a number of times equal to 1 + your Charisma modifier. You regain all uses of this feature when you finish a long rest
(Set:$Subclass to true)
(set:$Secondary_Class to "Oracle Bloodline")
[[Sorcerer|Sorcerer 2]](set:$Subclass_Features to " Clairvoyant combat: At the first level you gain insight on your enemy's next move. When you are targeted for an attack you may use your reaction to roll 1d4 and subtract it from the total attack roll, if the attack misses the creature cannot make any opportunity attacks against you. You may use this feature a number of times equal to your charisma modifier. It is restored during a long or short rest.
Ritual Diviner: you can cast any sorcerer spell that has a ritual tag as a ritual.
Expanded Spell List:
Spell Level 1: Bless, Bane, Cure Wounds
Spell Level 2: Aid, Argury, Lesser Restoration
Spell Level 3: Bestow Curse, Remove Curse, Revivify
Spell Level 4: Death Ward, Divination
Spell Level 5: Commune, Greater Restoration, Hollow, Mass Cure Wounds
" )(set:$Subclass_Features_For_Level_1 to true)(Set:$Bless_Choice to true)(Set:$Bane_Choice to true) (Set:$Cure_Wounds_Choice to true)(if:$Level is > 2)[(Set:$Aid_Choice to true)(set:$Argury_Choice to true)(Set:$Lesser_Restoration_Choice to true)](if:$Level is > 4) [(set:$Bestow_Curse_Choice to true)(SEt:$Remove_Curse_Choice to true)(set:$Revivify_Choice to true)](if:$Level is > 6)[ (set:$Death_Ward_Choice to true)(Set:$Divination_Choice to true)](if:$Level is > 8) [ (Set:$Commune_Choice to true) (Set:$Greater_Restoration_Choice to true) (set:$Hollow_Choice to true) (set:$Mass_Cure_Wounds_Choice to true) ](set:$Subclass_Sixth_Level_Features to "Foresight
At 6th level, your foreseeing powers aid you in dire situations. Whenever you fail a Dexterity saving throw, you may glance into your own future to foresee and avoid the danger, instead succeeding on the save. You may use this feature a number of times equal to half your proficiency modifier rounded down. You regain all uses of this feature after you finish a long rest.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "Trained mind:
Beginning at 14th level, your long past of using your mind to see into other timelines has trained it to better concentrate on magic. If you are already concentrating on a spell, you may spend 4 sorcery points before casting a different spell that requires concentration. In doing so, you may hold both concentration spells for up to half their normal duration, but you cannot cast any other spells for the time. While concentrating on both spells you have disadvantage on concentration checks. You may end concentration on either one of these spells at will and cast spells as normal, but the already changed duration doesn't revert.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Divinium Arcana
Starting at 18th level, you can warn your allies of an incoming magical danger, moments before they happen. Whenever a hostile creature casts a spell against an ally of yours, within 60 feet of you, you may use your reaction to alert your companion to said hazard. In doing so you impose disadvantage on the spell attack made against the creature, or advantage on the save the creature has to make against the spell. You may use this feature a number of times equal to 1 + your Charisma modifier. You regain all uses of this feature when you finish a long rest.")(set:$Subclass_Features_For_Level_18 to true)
(set:$Secondary_Class to "Red Draconic Bloodline")
(Set:$Subclass_Features to "When you use your converse with dragons your proficiency bonus is doubled on Charisma checks with them.
Red Dragons are associated with Fire Damage
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Fire) associated with your draconic ancestry (Red Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Fire) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "Black Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks while speaking with them.
Black Dragons are associated with Acid Damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ") (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Acid) associated with your draconic ancestry (Black Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Acid) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(Set:$Secondary_Class to "Bronze Dragon Ancestry")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma check, if it applies to the check.
Bronze dragons are associaterd with lightning damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ") (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Lightning) associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Lightning) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "Brass Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Brass Dragons are associated with Fire Damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Fire) associated with your draconic ancestry (Brass Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Fire) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "Blue Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Blue Dragons are associated with Lightning Damage
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ") (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Lightning) associated with your draconic ancestry (Blue Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Lightning) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "Gold Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Gold Dragons are associated with fire damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ") (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Fire) associated with your draconic ancestry (Gold Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Fire) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(Set:$Secondary_Class to "Green Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Green Dragons are associated with Poison Damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ") (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Poison) associated with your draconic ancestry (Green Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Poison) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "Silver Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Silver dragons are associated with cold damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Cold) associated with your draconic ancestry (Silver Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Cold) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "White Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
White dragons are associated with cold damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Cold) associated with your draconic ancestry (White Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Cold) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")(set:$Secondary_Class to "Copper Draconic Bloodline")
(Set:$Subclass_Features to "When you converse with dragons your proficiency bonus is doubled on Charisma checks.
Copper dragons are associated with Acid Damage.
Draconic resilience: you increase your HP by 1 at the first level and every level up you gain an additional 1 HP. Additionally parts of your skin is like scales, when you aren't wearing armor, your AC is 13 + Dexterity modifier. ")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the type (Acid) associated with your draconic ancestry (Copper Dragon), add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type (Acid) for 1 hour.")(set:$Subclass_Features_For_Level_6 to true)
(Go-to: "Sorcerer 2")Arch fey: Your patron is a lady or lord of the fey, a creature of legend who hold secrets that were forgotten before the mortal races were born. The fey are notoriously inscrutable, and sometimes whimsical, they hold grudges for an eternity, and may enlist a warlock to help them acquire power, or to settle the grudge.
The Archfey lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
Fey Presence: You can project the beguiling and frightening presence of the fey. Each creature in a 10 ft cube, originating from a point you choose, must make a Wisdom saving throw against your spell save DC. If the creature fails, the are charmed or frightened (your choice) until the end of your next turn. This feature is regained at a long or short rest.
Misty Escape: Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest
Beguiling Defenses: Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage
Dark Delirium: Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.
[[Warlock|Warlock 2]](set:$Subclass to true)
(set:$Secondary_Class to "Arch Fey Patron")
(set:$Subclass to true)
(set:$Subclass_Features to "The Archfey lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
Fey Presence: You can project the beguiling and frightening presence of the fey. Each creature in a 10 ft cube, originating from a point you choose, must make a Wisdom saving throw against your spell save DC. If the creature fails, the are charmed or frightened (your choice) until the end of your next turn. This feature is regained at a long or short rest." ) (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Misty Escape: Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Beguiling Defenses: Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Dark Delirium: Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.")(set:$Subclass_Features_For_Level_14 to true)
(set:$Faerie_Fire_Choice to true) (set:$Sleep_Choice to true)
(if:$Level is > 2) [(set:$Calm_Emotions_Choice to true) (set:$Phantasmal_Force_Choice to true)](if:$Level is > 4) [ (set:$Blink_Choice to true) (Set:$Plant_Growth_Choice to true) ] (If:$Level is > 7) [ (Set:$Dominate_Beast_Choice to true) (Set:$Greater_Invisibility_Choice to true) ] (if:$Level is > 8) [ (Set:$Dominate_Person_Choice to true) (set:$Seeming_Choice to true) ]
The Fiend: You have made a pact with a being from the lower planes, the creatures desires are evil, even if you are striving against those desires. Such beings desire the corruption and destruction of all things, including you.
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
Dark Ones Blessing: When you reduce a hostile creature to 0 HP you gain temporary HP equal to your Charisma modifier + your warlock level (minimum of 1).
Dark Ones Own Luck: Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d 10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest
Fiendish Resilience: Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance
Hurl Through Hell: Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d 10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
[[Warlock|Warlock 2]](set:$Subclass to true)
(set:$Subclass_Features to "The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
Dark Ones Blessing: When you reduce a hostile creature to 0 HP you gain temporary HP equal to your Charisma modifier + your warlock level (minimum of 1).") (set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Dark Ones Own Luck: Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d 10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Fiendish Resilience: Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Hurl Through Hell: Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d 10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Secondary_Class to "Fiend Patron")
(set:$Subclass to true)(set:$Burning_Hands_Choice to true) (set:$Command_Choice to true)(if:$Level is > 2) [(set:$Blindness_Deafness_Choice to true) (set:$Scorching_Ray_Choice to true)](if:$Level is > 4) [ (set:$Fireball_Choice to true) (Set:$Stinking_Cloud_Choice to true) ] (If:$Level is > 7) [ (Set:$Fire_Shield_Choice to true) (Set:$Wall_Of_Fire_Choice to true) ] (if:$Level is > 8) [ (Set:$Flame_Strike_Choice to true) (set:$Hallow_Choice to true) ]
Great Old One: This patron is the most mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the far realm or the space beyond reality, it could be one of the elder gods who are known only in legends.
The Great Old One lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis
Awakened Mind: Your silent Knowledge give your the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 ft of you. You don't need to speak the same language as the creature for it to understand you, but the creature needs to speak at least one language.
Entropic Ward: At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Thought Shield: Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Create Thrall: At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence
[[Warlock|Warlock 2]](Set:$Subclass to true)
(set:$Subclass_Features to "The Great Old One lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis
Awakened Mind: Your silent Knowledge give your the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 ft of you. You don't need to speak the same language as the creature for it to understand you, but the creature needs to speak at least one language.") (set:$Subclass_Features_For_Level_1 to true)
(set:$Secondary_Class to "Great Old One Patron")
(set:$Subclass_Sixth_Level_Features to "Entropic Ward: At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Thought Shield: Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Create Thrall: At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.")(set:$Subclass_Features_For_Level_14 to true)
(set:$Dissonant_Whispers_Choice to true) (set:$Tashas_Hideous_Laughter_Choice to true)(if:$Level is > 2) [(set:$Detect_Thoughts_Choice to true) (set:$Phantasmal_Force_Choice to true)](if:$Level is > 4) [ (set:$Clairvoyance_Choice to true) (Set:$Sending_Choice to true) ] (If:$Level is > 7) [ (Set:$Dominate_Beast_Choice to true) (Set:$Evards_Black_Tentacles_Choice to true) ] (if:$Level is > 8) [ (Set:$Dominate_Person_Choice to true) (set:$Telekinesis_Choice to true) ]
The Fallen: You've made a pact with a fallen angel. They committed an evil act or rebelled against the powers that be and were cast down. Some seek power, other seek redemption.
The Fallen lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Detect evil and good, Command
2nd See Invisibility, Zone of Truth
3rd clairvoyance, tongues
4th Compulsion, divination
5th Commune, Dispel evil and good
Blinding Gaze: Your patron grants you some of their angelic power, giving you the power to blind your enemies. As an action you can cause each creature in a 30 ft cone originating at yourself, to make a Dex Saving throw against your warlock spell save DC. Creatures that fail are blinded. You can use this feature again after a long or short rest.
Shimmering Shield: At the sixth level you call upon your patron to grant you protection. When you are hit by an attack you can use your reaction to grant yourself +3 AC until the start of your next turn, potentially causing the attack to miss you. If the attack misses you the attaker must succeed a dexterity saving throw against your warlock spell save DC or take the damage of the attack themselves. Once you use this feature you can’t use it again until you finish a long or short rest.
Divine Awareness: At the tenth level your powerful insights allow you to know when a creature is lying. You know if you hear an outright lie, but you do not know when a creature is telling a half truth or withholding information.
Wings Of The Fallen: Beginning at the fourteenth level you gain the ability to grow a pair of black feathery wings from your back gaining a flying speed equal to double your current speed. You may create or dismiss the wings as a bonus action on your turn. While in flight you do not provoke opportunity attacks when you fly out of a hostile creature’s reach. You cannot create these wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings may be destroyed when you create them.
[[Warlock|Warlock 2]](set:$Subclass to true)
(set:$Subclass_Features to "The Fallen lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Detect evil and good, Command
2nd See Invisibility, Zone of Truth
3rd clairvoyance, tongues
4th Compulsion, divination
5th Commune, Dispel evil and good
Blinding Gaze: Your patron grants you some of their angelic power, giving you the power to blind your enemies. As an action you can cause each creature in a 30 ft cone originating at yourself, to make a Dex Saving throw against your warlock spell save DC. Creatures that fail are blinded. You can use this feature again after a long or short rest. ")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Sixth_Level_Features to "Shimmering Shield: At the sixth level you call upon your patron to grant you protection. When you are hit by an attack you can use your reaction to grant yourself +3 AC until the start of your next turn, potentially causing the attack to miss you. If the attack misses you the attaker must succeed a dexterity saving throw against your warlock spell save DC or take the damage of the attack themselves. Once you use this feature you can’t use it again until you finish a long or short rest. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Divine Awareness: At the tenth level your powerful insights allow you to know when a creature is lying. You know if you hear an outright lie, but you do not know when a creature is telling a half truth or withholding information. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Wings Of The Fallen: Beginning at the fourteenth level you gain the ability to grow a pair of black feathery wings from your back gaining a flying speed equal to double your current speed. You may create or dismiss the wings as a bonus action on your turn. While in flight you do not provoke opportunity attacks when you fly out of a hostile creature’s reach. You cannot create these wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings may be destroyed when you create them. ")(set:$Subclass_Features_For_Level_14 to true)
(set:$Secondary_Class to "Fallen Patron")
(set:$Detect_Evil_And_Good_Choice to true)(set:$Command_Choice to true)(if:$Level is > 2) [(set:$See_Invisibility_Choice to true) (set:$Zone_Of_Truth_Choice to true)](if:$Level is > 4) [ (set:$Clairvoyance_Choice to true) (Set:$Tongues_Choice to true) ] (If:$Level is > 7) [ (Set:$Compulsion_Choice to true) (Set:$Divination_Choice to true) ] (if:$Level is > 8) [ (Set:$Commune_Choice to true) (set:$Dispel_Evil_And_Good_Choice to true) ]
The Celestial: Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
The Celestial lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration
Bonus cantrip: At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets
Celestial Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier
Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn. You can do this once per long rest.
[[Warlock|Warlock 2]] (set:$Subclass to true)
(set:$Subclass_Features to "The Celestial lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration
Bonus cantrip: At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Radiant Soul
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Celestial Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn. You can do this once per long rest.")(set:$Subclass_Features_For_Level_14 to true)
(set:$Light to true)
(set:$Sacred_Flame to true)
(set:$Secondary_Class to "Celestial Patron")
(set:$Cure_Wounds_Choice to true) (set:$Guiding_Bolt_Choice to true)(if:$Level is > 2) [(set:$Flaming_Sphere_Choice to true) (set:$Lesser_Restoration_Choice to true)](if:$Level is > 4) [ (set:$Daylight_Choice to true) (Set:$Revivify_Choice to true) ] (If:$Level is > 7) [ (Set:$Guardian_Of_Faith_Choice to true) (Set:$Wall_Of_Fire_Choice to true) ] (if:$Level is > 8) [ (Set:$Flame_Strike_Choice to true) (set:$Greater_Restoration_Choice to true) ]
Raised in high society, you have an innate understanding of diplomacy and delegating. You’ve received the best education available. You are set to inherit the throne when your time arises, maybe you’ve been sent out into the world to learn the plight of the commoners or bring about diplomacy with an enemy. You’re well versed in a variety of subjects and have been afforded all luxuries during your time in the palace. Maybe you’ve married into the position from another noble family to cement peace.
Royal Education: at the first level when you choose this archetype your excellent education has prepared you for royal duty. You have 2 additional proficiencies in skills, languages, instruments, or tools of your choosing.
[[Add a Skill]] [[Add a language]] [[Add an Instrument]] [[Add a tool]]
Charismatic Instruction: At level three your natural charisma and je ne sais quoi along with your royal bearing let you suggest something to someone and they will believe you as if you cast suggestion on them.
Aura of Protection: At level six, the lessons your royal parents gave you instilled an innate sense of good an evil. You can be either under the influence of detect good and evil or protection from good and evil spells. You can change from detection to protection at the end of a long rest, you spend 10 minutes reviewing stories your parents told you about looking into the hearts of others for their intentions, or stories about protecting yourself from those intentions.
Berating Words: At level nine, you can use your reaction if you see an ally being attacked within 60 feet of you, to berate the foe causing them to miss. You can use this ability a number of times equal to your charisma modifier, and regain all expended uses after a long or short rest.
Classical Education: At level 11 you gain 2 additional skills, languages, tools, or individual weapon or armor proficiencies.
Inspirational Presence: At Level 14 allies around you are inspired just by your mere existence in proximity to themselves. You gain a pool of healing points equal to your princess level x your charisma modifier you can give them to creatures within 30 feet of yourself.
Princess Sublime: At level twenty your royal presence commands respect from all of your allies, your diplomatic skills are legend, you are well educated, and fully prepared to take the throne when your time to rule arises. A royal decree will force any ally or person from your homeland to obey your orders. Your persuasion, and intimidation proficiency bonuses is permanently doubled. You have 2 more additional skills, tools, languages, individual weapon or armor.
(set:$Subclass to true)
(set:$Secondary_Class to "Royal Heiress") (set:$Subclass_Features to "Royal education: 2 additional skill, language, or tool proficiencies of your choice")(set:$Subclass_Features_For_Level_1 to true)
(set:$Class_Extra += 2)
(set:$Subclass_Third_Level_Features to "Charismatic Instruction: At level three your natural charisma and je ne sais quoi along with your royal bearing let you suggest something to someone and they will believe you as if you cast suggestion on them. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Aura of Protection: At level six, the lessons your royal parents gave you instilled an innate sense of good an evil. You can be either under the influence of detect good and evil or protection from good and evil spells. You can change from detection to protection at the end of a long rest, you spend 10 minutes reviewing stories your parents told you about looking into the hearts of others for their intentions, or stories about protecting yourself from those intentions. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Ninth_Level_Features to "Berating Words: At level nine, you can use your reaction if you see an ally being attacked within 60 feet of you, to berate the foe causing them to miss. You can use this ability a number of times equal to your charisma modifier, and regain all expended uses after a long or short rest. ")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Eleventh_Level_Features to "Classical Education: At level 11 you gain 2 additional skills, languages, tools, or individual weapon or armor proficiencies. ")(if:$Level is > 10) [(set:$Class_Extra += 2)](set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fourteenth_Level_Features to "Inspirational Presence: At Level 14 allies around you are inspired just by your mere existence in proximity to themselves. You gain a pool of healing points equal to your princess level x your charisma modifier you can give them to creatures within 30 feet of yourself.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Twentieth_Level_Features to "Princess Sublime: At level twenty your royal presence commands respect from all of your allies, your diplomatic skills are legend, you are well educated, and fully prepared to take the throne when your time to rule arises. A royal decree will force any ally or person from your homeland to obey your orders. Your persuasion, and intimidation proficiency bonuses is permanently doubled. You have 2 more additional skills, tools, languages, individual weapon or armor. ")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 19) [ (set:$Class_Extra += 2)]
(set:$Subclass to true)
A warrior princess joins the fray, well versed in combat and defense she is an efficient and deadly force. A warrior princess’s dance floor is the battle field instead of the ballroom. She wears armor instead of dresses, and fights to defend her kingdom and her honor.
(set:$Secondary_Class to "Warrior Princess")
(set:$Light_Armor to true)
(Set:$All_Weapons_Light to true) [[Princess|Princess 2]]
Battle Ready: At level one you have proficiency with Light armors, all simple weapons, and shields
Fighting style: At level 3 you can adopt one of the following fighting styles:
Archery-Gain +2 to attack rolls you make with ranged weapons.
Defense-While wearing armor you gain +1 AC
Dueling-Wielding a melee weapon in one hand, and no other weapons you gain +2 to damage rolls with that weapon.
Great Weapon Fighting-When you roll a 1 or a 2 with a damage dice for an attack you make with a melee weapon that you are wielding with two hands you can reroll the dice and must use the new roll. The weapon must have the two handed or versatile property to be used.
Protection-When a creature you can see targets another creature (other than you) within 5 feet of you you can use your reaction to impose disadvantage on the attack roll, you must be wielding a shield.
Two Weapon Fighting- when you engage in two weapon fighting you can add your ability modifier to the damage from the second attack.
Warcry: You gain this feature at level 6. Calling out for the honor of your kingdom, a wild animal yell, or an undulation whoop lets you deal devastating damage to an enemy. You add an additional damage dice when you use this feature. You regain it after a long or short rest.
Battle Grace: At level 9 you can use your bonus action to dash, dodge, or disengage.
Extra Attack: At level 11 when you use the attack action you can make a second attack.
Destroy Morale: At level 14 your fearsome fighting and leadership skills strikes fear in the hearts of your enemies. When you kill an enemy, hostiles within 30 feet of you must make a wisdom saving throw (DC of your princess level+ your proficiency bonus + Charisma (intimidation) modifier). On a failed save they become frightened of you
Lady of War: At level 20 you gain this feature. Your tactics have led you to victory time and time again. Your skills with a blade have slew countless foes. When you become the lady of war you’re stronger, faster, and smarter. Each of your stats adds 1d6 to its modifier and your proficiency bonus is doubled for all skills you are proficient in for 1 hour or until you change back. You regain this ability after a long or short rest.
(Set:$Subclass_Features to "Battle Ready: Proficiency with light armor, and simple weapons") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Third_Level_Features to "Fighting style: At level 3 you can adopt one of the following fighting styles:
Archery-Gain +2 to attack rolls you make with ranged weapons.
Defense-While wearing armor you gain +1 AC
Dueling-Wielding a melee weapon in one hand, and no other weapons you gain +2 to damage rolls with that weapon.
Great Weapon Fighting-When you roll a 1 or a 2 with a damage dice for an attack you make with a melee weapon that you are wielding with two hands you can reroll the dice and must use the new roll. The weapon must have the two handed or versatile property to be used.
Protection-When a creature you can see targets another creature (other than you) within 5 feet of you you can use your reaction to impose disadvantage on the attack roll, you must be wielding a shield.
Two Weapon Fighting- when you engage in two weapon fighting you can add your ability modifier to the damage from the second attack. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Warcry: You gain this feature at level 6. Calling out for the honor of your kingdom, a wild animal yell, or an undulation whoop lets you deal devastating damage to an enemy. You add an additional damage dice when you use this feature. You regain it after a long or short rest. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Ninth_Level_Features to "Battle Grace: At level 9 you can use your bonus action to dash, dodge, or disengage. ")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Eleventh_Level_Features to "Extra Attack: At level 11 when you use the attack action you can make a second attack. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fourteenth_Level_Features to "Destroy Morale: At level 14 your fearsome fighting and leadership skills strikes fear in the hearts of your enemies. When you kill an enemy, hostiles within 30 feet of you must make a wisdom saving throw (DC of your princess level+ your proficiency bonus + Charisma (intimidation) modifier). On a failed save they become frightened of you. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Twentieth_Level_Features to "Lady of War: At level 20 you gain this feature. Your tactics have led you to victory time and time again. Your skills with a blade have slew countless foes. When you become the lady of war you’re stronger, faster, and smarter. Each of your stats adds 1d6 to its modifier and your proficiency bonus is doubled for all skills you are proficient in for 1 hour or until you change back. You regain this ability after a long or short rest.") (set:$Subclass_Features_For_Level_20 to true)
Someday my prince will come. Someday I'll find my love, and how thrilling that moment will be when the prince of my dreams comes to me. Your dreams are wishes your heart makes, when your fast asleep. You’re the fairest of them all and there are many who are jealous of your beauty, because of this someone has cast a curse upon you. Luckily there are ways to break this curse, and its probably the reason you are on this adventure. At level one you are under a curse. The curse can only be removed with very specific conditions, like true love’s kiss, or a proclamation of undying love, or the death of the one who cast it on you (your DM will send you the curse rhyme when you’ve selected and sent it to her). Choose a curse to afflict you.
Forever Sleepy-You have disadvantage against sleep spells if you are magically put to sleep you cannot be woken except by true love’s kiss.
Honesty-You can only tell the truth, because of a magic compulsion. The truth is relative, so if you do not know the full truth, you can only tell what you believe the truth is, you can also leave out information, but you cannot willfully tell a lie.
Midnight Form-at dusk you transform into a female orc, a frog, or a swan until dawn. You loose your stats, and class features, taking on the stats of the creature. You gain the benefits of a long rest, even if you didn’t rest at all.
Poison Apple-You’re vulnerable to poison damage, and have disadvantage on constitution saving throws against poison, and the poison status effect.
Fairest of Them All: At level one you also are blessed with beauty beyond compare. You can use your stunning beauty to your advantage, gaining advantage on persuasion checks, and blind enemies with your radiance. It is this very beauty that caused your curse.
Fairest of Them All: At level one you also are blessed with beauty beyond compare. You can use your stunning beauty to your advantage, gaining advantage on persuasion checks, and blind enemies with your radiance. It is this very beauty that caused your curse.
At level one you are under a curse. The curse can only be removed with very specific conditions, like true love’s kiss, or a proclamation of undying love, or the death of the one who cast it on you (your DM will send you the curse rhyme when you’ve selected and sent it to her). Choose a curse to afflict you. (Dropdown: bind $Subclass_Features, "Forever Sleepy-You have disadvantage against sleep spells if you are magically put to sleep you cannot be woken except by true love’s kiss.", "Honesty-You can only tell the truth, because of a magic compulsion. The truth is relative, so if you do not know the full truth, you can only tell what you believe the truth is, you can also leave out information, but you cannot willfully tell a lie. ", "Midnight Form-at dusk you transform into a female orc, a frog, or a swan until dawn. You loose your stats, and class features, taking on the stats of the creature. You gain the benefits of a long rest, even if you didn’t rest at all. ", "Poison Apple-You’re vulnerable to poison damage, and have disadvantage on constitution saving throws against poison, and the poison status effect.",)
Fairy Godmother: At level three your fairy godmother, a kind and generous fey, blesses (via the bless spell) you when you call on her. Her blessing ends at dusk. She also grants you with one use of beguiling presence, all creatures within a 10-foot cube centered around yourself, all creatures within that cube must make a wisdom staving throw against a DC equal to 8 + your charisma modifier + your proficiency bonus. On a failed save they are charmed by you until the end of your next turn.
Lips of Bliss: At level 6 you may kiss a creature and it recovers from all ailments and cures any condition afflicting it. (like lesser restoration)
Glowing Hair: At level eleven your hair is magic, you can sing a magic song and your hair will glow (no matter the color or the length) and fully heal one creature as long as you, or your hair, is touching them. You recover this ability with a long or short rest.
Ice Princess: At level 14 you can cast ice storm a number of times equal to your charisma modifier. You recover all expended uses with a long rest.
Once Upon a Dream: At level 20 you know your prince charming, and he knows you, you can ask him to come along with you on your adventures or choose to leave him to rule in your stead, he will bring in income, give you updates about the kingdom, and keep your subjects happy. He will also help you break your curse, if you haven’t broken it already.
(set:$Secondary_Class to "Fairytale Princess") (set:$Subclass to true)
[[Princess|Princess 2]]
(set:$Subclass to true)
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Third_Level_Features to "Fairy Godmother: At level three your fairy godmother, a kind and generous fey, blesses (via the bless spell) you when you call on her. Her blessing ends at dusk. She also grants you with one use of beguiling presence, all creatures within a 10-foot cube centered around yourself, all creatures within that cube must make a wisdom staving throw against a DC equal to 8 + your charisma modifier + your proficiency bonus. On a failed save they are charmed by you until the end of your next turn. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Lips of Bliss: At level 6 you may kiss a creature and it recovers from all ailments and cures any condition afflicting it. (like lesser restoration)")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "Glowing Hair: At level eleven your hair is magic, you can sing a magic song and your hair will glow (no matter the color or the length) and fully heal one creature as long as you, or your hair, is touching them. You recover this ability with a long or short rest. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fourteenth_Level_Features to "Ice Princess: At level 14 you can cast ice storm a number of times equal to your charisma modifier. You recover all expended uses with a long rest. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Twentieth_Level_Features to "Once Upon a Dream: At level 20 you know your prince charming, and he knows you, you can ask him to come along with you on your adventures or choose to leave him to rule in your stead, he will bring in income, give you updates about the kingdom, and keep your subjects happy. He will also help you break your curse, if you haven’t broken it already. ")(set:$Subclass_Features_For_Level_20 to true)
Background: $Background
Features: $Background_Features
Equipment: $Background_Equipment
[[Let's Go!]]//Bronius picked up his daughter twirling her around through the flower field outside their small homestead. His wife had insisted on flowers not just crops to grow. He had seen several others of their clan get engaged in the field, it was a blessing to all of them he now understood. Right now for him it was a moment with his little one he would never forget. Her laugh, as the flowers twirled around below her, the thoughts of love from her. He couldn’t help but smile along with her.//
Strange and reclusive, they form close-knit communities because of their amazing talents and are uncomfortable with strangers. Like other halflings, they refer to themselves as the hin.
They often strike out on their own settling in the wilderness instead of on the edges of cities. They rarely interact with anyone outside of their clan, except if they are in desperate need of assistance, a disaster has occurred, or someone has been exiled.
They can speak without a sound, telepathically communicating with other creatures who speak the same languages as them.
They have a bonus to wisdom.
(Set:$Wisdom += 1)
(set:$Subrace to "Ghostwise")
(Set:$Subrace_Features to " Speak Without Sound: A Ghostwise Halfling, unlike other halflings, can communicate telepathically with any creature within 30 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, otherwise the telepathic link fails." )
[[Ready to continue?|Your Race]]Alignment: (Dropdown: bind $Alignment, "Lawful Good", "Neutral Good", "Chaotic Good", "Lawful Neutral", "Neutral", "Chaotic Neutral", "Lawful Evil", "Neutral Evil", "Chaotic Evil" )
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(Set:$Alignment_Chosen to true)
[[Your Alignment]] Your alignment can change over time. Your character may encounter situations that make them question their morality, or their views on society. Don’t worry if your character experiences some development during the campaign.If you’re using an alternate interpretation, talk with your DM and hammer out the specifics.
(if:$Alignment is "Lawful Good") [ Lawful Good
You act as a good person is expected or required to act. You combine a commitment to oppose evil with the discipline to fight relentlessly. You tells the truth, keeps your word, help those in need, and speak out against injustice. You hate to see the guilty go unpunished.
Lawful good combines honor and compassion. It can be a dangerous alignment when it restricts freedom and criminalizes self-interest. ](if:$Alignment is "Neutral Good") [Neutral Good
You do the best that a good person can do. You are devoted to helping others. You work with kings and magistrates but do not feel beholden to them.
Neutral good means doing what is good without bias for or against order. Neutral good can advance mediocrity by limiting the actions of the truly capable. ](if:$Alignment is "Chaotic Good") [ Chaotic Good
You act as your conscience directs you with little regard for what others expect. You makes your own way, but are kind and benevolent. You believe in goodness and right, but have little use for laws and regulations. You hate it when people try to intimidate others and tell them what to do. You follow your moral compass, which, although good, may not agree with that of society.
Chaotic good combines a good heart with a free spirit. It can be a dangerous when it disrupts the order of society and punishes those who do well for themselves.](if:$Alignment is "Lawful Neutral") [Lawful Neutral
You act as law, tradition, or a personal code directs you. Order and organization are paramount. You may believe in personal order and live by a code or standard or believe in order for all and favor a strong, organized government.
Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. Lawful neutral can be a dangerous when it seeks to eliminate all freedom, choice, and diversity in society.](if:$Alignment is "Neutral") [ Neutral
You do what seems to be a good idea. You don’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, you would rather have good neighbors and rulers than evil ones. Still, you’re not personally committed to upholding good in any abstract or universal way.
You may, on the other hand, commit yourself philosophically to neutrality. You could see good, evil, law, and chaos as prejudices and dangerous extremes. Advocating for the middle way of neutrality as the best, most balanced road in the long run.
Neutral means you act naturally, without prejudice or compulsion. Neutral can be a dangerous when it represents apathy, indifference, and a lack of conviction.] (If:$Alignment is "Chaotic Neutral") [Chatoic Neutral
You follow your whims. An individualist first and last. Valuing your own liberty but not striving to protect others' freedom. You avoid authority, resent restrictions, and challenges traditions. You would not intentionally disrupt organizations as part of a campaign of anarchy. To do so, you would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from yourself suffer). You may be unpredictable, but your behavior is not totally random. You’re not as likely to jump off a bridge as to cross it.
Chaotic neutral is the best alignment you can be, because it represents true freedom from both society's restrictions and a do-gooder's zeal. Chaotic neutral can be a dangerous when it seeks to eliminate all authority, harmony, and order in society.] (if:$Alignment is "Lawful Evil" ) [ Lawful Evil
Being evil means being selfish, you’re looking out for yourself above all else. Your wants, your needs, your desires. You don’t care what might be considered the right thing, as long as your further your own goals.
You bend the laws of the government to a malicious compliance that suits your wants and needs. You have a respect for the laws of other nations, and may even have your very own code of conduct that you adhere to religiously. You’ll not suffer others disobeying the laws, and use the governing bodies for your personal gain. ] (if:$Alignment is "Neutral Evil") [ Neutral Evil
Being evil means being selfish, you’re looking out for yourself above all else. Your wants, your needs, your desires. You don’t care what might be considered the right thing, as long as your further your own goals.
You know how to work the system, and use it to get what you want, and ignore it when it gets in the way of your personal goals. You’ll use whatever system you need to get what you want, regardless of how selfish it is. ] (if:$Alignment is "Chaotic Evil") [ Chaotic Evil
Being evil means being selfish, you’re looking out for yourself above all else. Your wants, your needs, your desires. You don’t care what might be considered the right thing, as long as your further your own goals.
F*ck the rules. You’ll do whatever you want. The only one that matters is yourself, it doesn’t matter who you hurt or what the laws are.
]
[[Continue|Let's Go!]](if:$Subclass is false) [ [[Preping Level Up]] ]
(if:$Feats is true) [(if:$Pick_Ability is >0) [ [[Feats]] ] ]
(if:$Pick_Ability > 0) [ [[ability score]] ]
(if:$Race_Pick_Ability > 0) [ [[Ability Score Increase]] ]
(if:$Race_Pick_Ability is 0) [(if:$Subclass is true)[ (if:$Pick_Ability is 0) [ (Go-to: "Name Your Character") ]]]{(Link:"Save Game") [(if:(Save-Game: "Slot 1") )[ Game Saved] (else:) [Sorry! Couldn't Save]]}
(if:$Expanded is true)[In most forms Your name, character name, race, background, alignment, and class goes at the box at the top of the sheet. ]$Playername
$Character_Name
Level: $Level
Race:$Race
Subrace:$Subrace
Background: $Background
Alignment: $Alignment
Class: $Class
(if:$Subclass is true) [ $Secondary_Class ]
(if:$Expanded is true)[There should be a section labeled ability score’s somewhere, usually along the left side of the page, match up the ability and write the number, your score, in the smaller box. Then use the chart below to figure out the Modifier. The Modifier is what you will add to checks using these abilities. ]
Ability Scores:
Strength Score: $Strength Modifier: $Strength_Modifier
Dexterity Score: $Dexterity Modifier: $Dexterity_Modifier
Constitution Score: $Constitution Modifier: $Constitution_Modifier
Intelligence Score: $Intelligence Modifier: $Intelligence_Modifier
Wisdom Score: $Wisdom Modifier: $Wisdom_Modifier
Charisma Score: $Charisma Modifier: $Charisma_Modifier
(if:$Expanded is true)[There should be a box somewhere (usually near the middle of the page) labeled Hit Points You have a Hit Point Maximum and current Hit Points. Your Hit Point Maximum goes up as you level, and you current Hit points change as you take damage or heal up to your Hit Point Maximum.
Temporary Hit Points are an entirely separate number that get added with spells, effects, and abilities. If you have Temporary hit points they will get removed before your usual hit points. You can’t stack temp HP from different features.
]
Starting Hp: $Starting_HP
Hit dice: $Hit_Dice
Hp gained at level Up: $HP_Gained
Walking Speed: $Walking_Speed
Fly Speed: $Fly_Speed
Climb Speed: $Climb_Speed
Swim Speed: $Swim_Speed
(if:$Expanded is true)[There’s usually a box near the top of the page labeled walking speed. This is your normal speed you move if you’re not dashing. You can break up your movement in combat. Climbing, or swimming without a climb speed or swim speed will either require a skill check or be counted as difficult terrain. ]
Initiative Bonus: $Dexterity_Modifier. (if:$Expanded is true)[is your Dexterity Modifier or how quick you respond to combat starting]
Passive Perception (PP): $Passive_Perception (if:$Expanded is true)[ 10 plus your Wisdom Modifier $Wisdom_Modifier plus your proficiency bonus $Proficiency_Bonus if you are proficient in the perception skill. ]
Your Proficiency Bonus is $Proficiency_Bonus.(if:$Expanded is true)[This goes up as you level and is determined by your overall character level not just your class level if you decide to multi class. A character with 5 levels in paladin and 2 levels in wizard is a level 7 character and would get a +3 proficiency bonus. Not all Dm’s allow multiclassing. ]
Size: $Size (if:$Expanded is true)[There's not a specific box for this but you can note it in the 'features' box]
(if:$Expanded is true)[These are items you have in your inventory, things you can utilize throughout the game. Your DM may give you money or special items to start at a higher level. You can only carry so much stuff on your person at a time usually in a backpack or chest you bring, you can carry a number of pounds equal to 15 times your strength score ($Strength). ]
Equipment: $Fixed_Equipment
$Equip_1
$Equip_2
$Equip_3
$Equip_4
$Background_Equipment
Your Armor Class (AC) depends on your armor use the chart below.
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(if:$Expanded is true)[These are pretty important for how your character will behave in the game. They go in the boxes usually on the right side of the page. ]
Personality Trait: $Personality_1
$Personality_2
Ideal: $Ideal
Bond: $Bond
Flaw: $Flaw
Proficiencies: (if:$Expanded is true)[These are skills, not items. Being proficient with a skill or weapon allows you to add your proficiency bonus to d 20 rolls when your DM calls for checks for or attack rolls you make with weapons, and ability to wear armor. You can use a skill you are not proficient with, wield weapons, or use tools/instruments you are not proficient with, you just don’t add that proficiency bonus. You do need to be proficient with an armor to wear it with any kind of effectiveness, or speak/read/write a language. ]
Saving Throws: $ST
Languages: (If:$Aquan is true)[Aquan,] (if:$Common is true)[Common,] (if: $Elvish is true)[Elvish,] (if:$Dwarvish is true)[Dwarvish,] (if:$Giant is true)[Giant,] (if:$Gnomish is true)[Gnomish,] (if:$Goblin is true)[Goblin,] (if:$Halfling_Language is true)[Halfling,] (if: $Orc_Language is true)[Orc,] (If:$Abyssal is true)[Abyssal,] (If:$Celestial is true)[Celestial,] (if:$Deep_Speech is true)[Deep Speech,] (if: $Draconic is true)[Draconic,] (if:$Infernal is true)[Infernal,] (if:$Primordial is true)[Primordial,] (if:$Sylvan is true)[Sylvan,] (if:$Undercommon is true)[Undercommon] (if:$Druidic is true) [Druidic] (if:$Cant is true) [Thieves’ Cant](if:$Sign_Language is true)[Sign Language]
Tools:
(if:$Alchemist_Supplies is true)[Alchemist's Supplies] (if:$Brewer_Supplies is true)[Brewer's supplies] (if:$Cartographer_Tools is true)[Cartographer's tools] (if:$Carpenter_Tools is true)[Carpenter's tools] (if:$Cobbler_Tools is true)[Cobbler's tools] (if:$Cook_Utensils is true)[Cooks Utensils] (if:$Glassblower_Tools is true)[Glassblower's tools] (if:$Jeweler_Tools is true)[Jeweler's tools] (if:$Leatherworker_Tools is true)[Leatherworker's tools] (if:$Mason_Tools is true)[Mason's tools] (if:$Painter_Supplies is true)[Painter's Supplies] (if:$Potter_Tools is true)[Potter's tools] (if:$Smith_Tools is true)[Smith's Tools] (if:$Tinker_Tools is true)[Tinker's tools] (if:$Weaver_Tools is true)[Weaver's tools] (if:$Woodcarver_Tools is true)[Woodcarvers's tools] (if:$Herbalism_Kit is true)[Herbalism kit] (if:$Disguise_Kit is true)[Disguise kit] (if:$Forgery_Kit is true)[Forgery Kit] (if:$Navagators_Tools is true)[Navagators tools] (if:$Poisoner_Kit is true)[poisoner's kit] (if:$Theives_Tools is true)[Theives' Tools] (if:$Land_Vehicles is true)[Land Vehicles] (if:$Water_Vehicles is true)[Water Vehicles]
Instruments:
(if:$Bagpipes is true)[Bagpipes] (if:$Drums is true)[Drums] (if:$Dulcimer is true)[Dulcimer] (if:$Flute is true)[Flute] (if:$Lute is true)[Lute] (if:$Lyre is true)[Lyre] (if:$Horn is true)[Horn]
(if:$Pan_Flute is true)[Pan Flute] (if:$Shawm is true)[Shawm] (if:$Viol is true)[Viol]
Armor Proficiencies:
(if:$All_Armor is true)[All Armor] (if:$Light_Armor is true)[Light Armors] (if:$Medium_Armor is true)[Medium Armors] (if:$Heavy_Armor is true)[Heavy Armors] (if:$Shields is true)[Shields]
Skills:
(if:$Acrobatics is true) [ Acrobatics] (if:$Animal_Handling is true) [Animal Handling] (if:$Arcana is true) [Arcana] (if:$Athletics is true) [Athletics] (if:$Deception is true) [Deception] (if:$History is true) [History] (if:$Insight is true) [Insight] (if:$Intimidation is true) [Intimidation] (if:$Investigation is true) [Investigation] (if:$Medicine is true) [Medicine] (if:$Nature is true) [Nature] (if:$Perception is true) [Perception] (if:$Performance is true) [Performance] (if:$Persuasion is true) [Persuasion] (if:$Religion is true) [Religion] (if:$Slight_Of_Hand is true) [Slight of Hand] (if:$Stealth is true) [Stealth](if:$Survival is true)[Survival]
Weapons:
(If:$Achemical_Bombs is true)[Alchemical Bombs](if:$All_Weapons_Simple is true) [ All Simple Weapons ] (if:$All_Weapons_Martial is true) [ All Martial Weapons] (if:$Club is true) [ Club] (if:$Dagger is true) [ Dagger ] (if:$Greatclub is true) [ Greatclub] (if:$Handaxe is true) [ Handaxe] (if:$Javelin is true) [ Javelin] (if:$Light_Hammer is true) [ Light Hammer] (if:$Mace is true) [ Mace ] (if:$Quarterstaff is true) [ Quarterstaff] (if:$Sickle is true) [ Sickle] (if:$Spear is true) [ Spear] (if:$Light_Crossbow is true) [ Light Crossbow] (if:$Dart is true) [Dart] (if:$Shortbow is true) [ Shortbow] (if:$Sling is true) [Sling] (if:$Battleaxe is true) [Battleaxe] (if:$Flail is true) [Flail] (if:$Glaive is true) [Glaive] (if:$Greataxe is true) [Greataxe] (if:$Greatsword is true) [Greatsword] (if:$Halberd is true) [Halberd] (if:$Lance is true) [Lance] (if:$Laongsword is true) [Longsword] (if:$Maul is true) [Maul] (if:$Morningstar is true) [Morningstar] (if:$Pike is true) [Pike] (if:$Rapier is true) [ Rapier] (if:$Scimitar is true) [Scimitar] (If:$Scimitar is true) [Scimitar] (if:$Shortsword is true) [Shortsword] (if:$Trident is true) [Trident] (if:$War_Pick is true) [War Pick] (if:$Warhammer is true) [Warhammer] (if:$Whip is true) [Whip] (if:$Blowgun is true) [Blowgun] (if:$Hand_Crossbow is true) [Hand Crossbow] (if:$Heavy_Crossbow is true) [Heavy Crossbow] (if:$Longbow is true) [Longbow] (if:$Net is true) [Net] (if:$Firearms is true)[Firearms]
(if:$Expanded is true)[Click the link to expand the description of the feature granted at that level above your current one. You can view all the features that your character will get through level twenty if they aren’t multiclassing. Not every level gives features.]
Class Features: $Level_One_Features
(if:$Level is < 2) [(link-reveal: "Level 2")[ (300xp) $Level_Two_Features]](if:$Level is > 1) [ $Level_Two_Features]
(if:$Level is < 3) [(link-reveal: "Level 3")[ (900xp) $Level_Three_Features] ](if:$Level is > 2) [ $Level_Three_Features]
(if:$Level is < 4) [(link-reveal: "Level 4")[ (2,700xp) $Level_Four_Features ] ](if:$Level is > 3) [ $Level_Four_Features ]
(if:$Level is < 5) [(link-reveal: "Level 5")[ (6,500xp)$Level_Five_Features] ](if:$Level is > 4)[$Level_Five_Features ]
(if:$Level is < 6) [(link-reveal: "Level 6")[ (14,000xp)$Level_Six_Features] ](if:$Level is > 5) [ $Level_Six_Features]
(if:$Level is < 7) [(link-reveal: "Level 7")[ (23,000xp) $Level_Seven_Features] ](if:$Level is > 6) [ $Level_Seven_Features]
(if:$Level is < 8) [(link-reveal: "Level 8")[ (34,000xp) $Level_Eight_Features] ](if:$Level is > 7)[$Level_Eight_Features]
(if:$Level is < 9) [(link-reveal: "Level 9")[ (48,000xp) $Level_Nine_Features]](if:$Level is > 8)[$Level_Nine_Features]
(if:$Level is < 10) [(link-reveal: "Level 10") [ (64,000xp) $Level_Ten_Features] ](if:$Level is > 9)[$Level_Ten_Features]
(if:$Level is < 11) [(link-reveal: "Level 11") [ (85,000xp) $Level_Eleven_Features] ](if:$Level is > 10)[$Level_Eleven_Features]
(if:$Level is < 12) [(link-reveal: "Level 12") [ (100,000xp) $Level_Twelve_Features] ](if:$Level is > 11)[$Level_Twelve_Features]
(if:$Level is < 13) [(link-reveal: "Level 13") [ (120,000xp) $Level_Thirteen_Features] ](if:$Level is > 12)[$Level_Thirteen_Features]
(if:$Level is < 14) [(link-reveal: "Level 14") [ (140,000xp) $Level_Fourteen_Features] ](if:$Level is > 20)[$Level_Fourteen_Features]
(if:$Level is < 15) [(link-reveal: "Level 15") [ (165,000xp) $Level_Fifteen_Features] ](if:$Level is > 14)[$Level_Fifteen_Features]
(if:$Level is < 16) [(link-reveal: "Level 16") [ (195,000xp) $Level_Sixteen_Features] ](if:$Level is > 15) [$Level_Sixteen_Features]
(if:$Level is < 17) [(link-reveal: "Level 17") [ (225,000xp) $Level_Seventeen_Features] ](if:$Level is > 16)[$Level_Seventeen_Features]
(if:$Level is < 18) [(link-reveal: "Level 18") [ (265,000xp) $Level_Eighteen_Features] ](if:$Level is > 17)[$Level_Eighteen_Features]
(if:$Level is < 19) [(link-reveal: "Level 19") [ (305,000xp) $Level_Nineteen_Features]](if:$Level is > 18)[$Level_Nineteen_Features]
(if:$Level is < 20) [(link-reveal: "Level 20") [ (355,000xp) $Level_Twenty_Features]](if:$Level is > 19) [$Level_Twenty_Features]
(if:$Expanded is true)[Click the link to expand the description of the feature granted at that level. ]
(If:$Subclass is true )[Additional features from $Secondary_Class (if:$Subclass_Features_For_Level_1 is true)[ $Subclass_Features ]
(if:$Subclass_Features_For_Level_2 is true) [(if:$Level is > 1) [$Subclass_Second_Level_Features ](if:$Level is < 2)[(link-reveal: "Level 2")[$Subclass_Second_Level_Features ] ]
](if:$Subclass_Features_For_Level_3 is true) [(if:$Level is < 3)[(link-reveal: "Level 3")[$Subclass_Third_Level_Features ] ](if:$Level is > 2) [$Subclass_Third_Level_Features]
](if:$Subclass_Features_For_Level_4 is true) [(if:$Level is < 4)[(link-reveal: "Level 4")[$Subclass_Fourth_Level_Features ] ](if:$Level is > 3) [$Subclass_Fourth_Level_Features]
](if:$Subclass_Features_For_Level_5 is true) [(if:$Level is < 5)[(link-reveal: "Level 5")[$Subclass_Fifth_Level_Features ] ](if:$Level is > 4) [$Subclass_Fifth_Level_Features]
](if:$Subclass_Features_For_Level_6 is true) [(if:$Level is < 6)[(link-reveal: "Level 6")[ $Subclass_Sixth_Level_Features] ](if:$Level is > 5) [ $Subclass_Sixth_Level_Features]
](if:$Subclass_Features_For_Level_7 is true) [(if:$Level is < 7)[(link-reveal: "Level 7")[$Subclass_Seventh_Level_Features ] ](if:$Level is > 6) [ $Subclass_Seventh_Level_Features]
](if:$Subclass_Features_For_Level_8 is true) [(if:$Level is < 8)[(link-reveal: "Level 8")[$Subclass_Eighth_Level_Features ] ](if:$Level is > 7) [ $Subclass_Eighth_Level_Features]
](if:$Subclass_Features_For_Level_9 is true) [(if:$Level is < 9)[(link-reveal: "Level 9")[$Subclass_Ninth_Level_Features ] ](if:$Level is > 8) [ $Subclass_Ninth_Level_Features ]
](if:$Subclass_Features_For_Level_10 is true) [(if:$Level is < 10)[(link-reveal: "Level 10")[ $Subclass_Tenth_Level_Features] ](if:$Level is > 9) [ $Subclass_Tenth_Level_Features ]
](if:$Subclass_Features_For_Level_11 is true) [(if:$Level is < 11)[(link-reveal: "Level 11")[ $Subclass_Eleventh_Level_Features] ](if:$Level is > 10) [ $Subclass_Eleventh_Level_Features ]
](if:$Subclass_Features_For_Level_12 is true) [(if:$Level is < 12)[(link-reveal: "Level 12")[$Subclass_Twelfth_Level_Features ] ](if:$Level is > 11) [ $Subclass_Twelfth_Level_Features ]
](if:$Subclass_Features_For_Level_13 is true) [(if:$Level is < 13)[(link-reveal: "Level 13")[$Subclass_Thirteenth_Level_Features ] ](if:$Level is > 12) [ $Subclass_Thirteenth_Level_Features ]
](if:$Subclass_Features_For_Level_14 is true) [(if:$Level is < 14)[(link-reveal: "Level 14")[$Subclass_Fourteenth_Level_Features ] ](if:$Level is > 13) [ $Subclass_Fourteenth_Level_Features ]
](if:$Subclass_Features_For_Level_15 is true) [(if:$Level is < 15)[(link-reveal: "Level 15")[ $Subclass_Fifteenth_Level_Features] ](if:$Level is > 14) [ $Subclass_Fifteenth_Level_Features ]
](if:$Subclass_Features_For_Level_16 is true) [(if:$Level is < 16)[(link-reveal: "Level 16")[$Subclass_Sixteenth_Level_Features ] ](if:$Level is > 15) [ $Subclass_Sixteenth_Level_Features]
](if:$Subclass_Features_For_Level_17 is true) [(if:$Level is < 17)[(link-reveal: "Level 17")[ $Subclass_Seventeenth_Level_Features] ](if:$Level is > 16) [$Subclass_Seventeenth_Level_Features]
](if:$Subclass_Features_For_Level_18 is true) [(if:$Level is < 18)[(link-reveal: "Level 18")[ $Subclass_Eighteenth_Level_Features] ](if:$Level is > 17) [ $Subclass_Eighteenth_Level_Features]
](if:$Subclass_Features_For_Level_19 is true) [(if:$Level is < 19)[(link-reveal: "Level 19")[$Subclass_Nineteenth_Level_Features ] ](if:$Level is > 18) [ $Subclass_Nineteenth_Level_Features]
](if:$Subclass_Features_For_Level_20 is true) [(if:$Level is < 20)[(link-reveal: "Level 20")[$Subclass_Twentieth_Level_Features ] ](if:$Level is > 19) [ $Subclass_Twentieth_Level_Features]
] ]
Special Ability: $Special_Ability $Special_Ability_Thing Uses: $Special_Ability_Uses
(if:$Extra_Class_Attribute is > 0)[$Additional_Attribute_1 ]
(if:$Extra_Class_Attribute is > 1 )[$Additional_Attribute_2 ]
(if:$Extra_Class_Attribute is > 2)[$Additional_Attribute_3]
(if:$Extra_Class_Attribute is > 3)[$Additional_Attribute_4]
(if:$Extra_Class_Attribute is > 4)[$Additional_Attribute_5]
(if:$Extra_Class_Attribute is > 5)[$Additional_Attribute_6]
(if:$Extra_Class_Attribute is > 6)[$Additional_Attribute_7]
(if:$Extra_Class_Attribute is > 7)[$Additional_Attribute_8]
(if:$Chosen_Feats is > 0) [ $Feat_Ability_1]
(if:$Chosen_Feats is > 1) [ $Feat_Ability_2]
(if:$Chosen_Feats is > 2) [ $Feat_Ability_3 ]
(if:$Chosen_Feats is > 3) [ $Feat_Ability_4 ]
(if:$Chosen_Feats is > 4) [ $Feat_Ability_5 ]
(if:$Chosen_Feats is > 5) [ $Feat_Ability_6 ]
Other Features: $Features
$Subrace_Features
$Background_Features
(if:$Expanded is true)[You may want to include a second page (page 2 of official wizards of the coast download packet), and send this along to your dm. Maybe draw a picture or find one on the internet to help visualize your character. ]
Appearance:
$Gender
Hair: $Hair_Length, $Hair_Texture, $Hair_Color, $Hair_Style
Eyes: $Eye_Style, $Eye_Color
Skin: $Skin
Age: $Age
Weight: $Weight
Height: $Height
Scars: $Scar_Style, $Scar_Location
Birthmarks: $Birthmark_Style, $Birthmark_Location
Tattoos: $Tattoo_Style, $Tattoo_Subject, $Tattoo_Location
$Unique_Physical_Feature
Clothes: $Clothing_Color, $Clothing_Style
(if:$Expanded is true)[You need to send this to your DM. They will work with you to hammer out details like what city you’re from if you don’t know what all the cities are in their world, or where your race might be from. They should also send you a small paragraph or two back, setting up some kind of reason for your character joining the party, hopefully throwing a few story hooks your way, or setting you up for some story hooks.
There’s also a spot for it on that second page.]
Backstory: $Backstory
(if:$Spellcasting is true) [
(if:$Expanded is true)[There is a third page in that packet that is your spell list, each classes spellcasting is a little different, so pay attention to how many spells you can cast and how many spells you can prepare, and how many spells you can know. If you get a little swamped with what spells you should choose, or how your spellcasting functions, drop your DM a line, they can offer you advice about what spells you should take for the campaign setting.
]
Spell Save DC: $Spell_Save_DC $SSDC
Known Cantrips: $Number_Of_Cantrips
Known Spells: $Number_Of_Spells
(if:$Class is "Wizard") [You record your spells in a spellbook, from which you prepare your spells every day, and can change your prepared spells after a long rest. ]
Spellcasting ability: $Spellcasting_Ability
]
Cantrips:
(if:$Guidance is true) [ Guidance ] (if:$Light is true) [ Light ] (if:$Mending is true) [ Mending ] (if:$Resistance is true) [ Resistance ] (if:$Sacred_Flame is true) [ Sacred Flame ](if:$Spare_The_Dying is true) [ Spare The Dying](if:$Thaumaturgy is true) [ Thaumaturgy ] (if:$Druidcraft is true) [ Druidcraft ](if:$Poison_Spray is true) [ Poison Spray ] (if:$Produce_Flame is true) [ Produce Flame ] (if:$Shillelagh is true) [ Shillelagh ] (if:$Thorn_Whip is true) [ Thorn Whip ] (if:$Acid_Splash is true) [ Acid Splash ] (if:$Blade_Ward is true) [ Blade Ward ] (if:$Chill_Touch is true) [ Chill Touch ] (if:$Dancing_Lights is true) [ Dancing Lights ] (if:$Fire_Bolt is true) [ Fire Bolt ] (if:$Friends is true) [ Friends ] (if:$Mage_Hand is true) [ Mage Hand ] (if:$Message is true) [ Message ] (if:$Minor_Illusion is true) [ Minor Illusion] (if:$Prestidigitation is true) [ Prestidigitation ] (if:$Ray_Of_Frost is true) [ Ray Of Frost ] (if:$Shocking_Grasp is true) [ Shocking Grasp ] (if:$True_Strike is true) [ True Strike ] (If:$Toll_The_Dead is true) [ Toll the dead] (if:$Eldritch_Blast is true) [ Eldritch Blast] (if:$Vicious_Mockery is true) [ Vicious Mockery] (if:$Hallowed_Hands is true)[Hallowed Hands](if:$Mold_Earth is true) [ Mold Earth] (if:$Savagery is true) [Savagery]
Spells
(if:$Absorb_Elements is true) [ Absorb Elements] (if:$Aid is true)[Aid] (if:$Alarm is true) [ Alarm] (if:$Alter_Self is true)[ Alter Self] (if:$Animal_Friendship is true) [ Animal Friendship] (if:$Animal_Messenger is true) [ Animal Messenger] (if:$Animal_Shapes is true) [Animal Shapes] (if:$Animate_Dead is true) [ Animate Dead] (if:$Animate_Objects is true) [ Animate Objects] (if:$Antilife_Shell is true) [ Antilife Shell] (if:$Antimagic_Field is true) [ Antimagic Field] (if:$Antipathy_Sympathy is true)[Antipathy Sympathy] (if:$Arcane_Eye is true) [ Arcane Eye] (if:$Arcane_Gate is true) [ Arcane Gate] (if:$Arcane_Lock is true) [Arcane Lock] (if:$Armor_Of_Agathys is true) [ Armor Of Agathys] (if:$Arms_Of_Hadar is true) [Arms Of Hadar] (If:$Astral_Projection is true) [ Astral Projection] (if:$Augury is true) [ Augury] (if:$Aura_Of_Life is true) [ Aura Of Life] (if:$Aura_Of_Purity is true) [ Aura Of Purity] (If:$Aura_Of_Vitality is true) [ Aura Of Vitality] (if:$Awaken is true) [Awaken](if:$Bane is true) [ Bane] (if:$Banishing_Smite is true) [Banishing Smite] (if:$Banishment is true) [ Banishment] (if:$Barkskin is true) [ Barkskin] (if:$Beacon_Of_Hope is true) [ Beacon Of Hope] (if:$Beast_Sense is true) [Beast Sense] (if:$Bestow_Curse is true) [Bestow Curse] (if:$Bigbys_Hand is true) [ Bigbys Hand] (if:$Blade_Barrier is true) [ Blade Barrier] (if:$Bless is true) [Bless] (if:$Blight is true) [ Blight] (if:$Blinding_Smite is true) [ Blinding Smite] (if:$Blindness_Deafness is true) [ Blindness Deafness] (if:$Blink is true) [ Blink] (if:$Blur is true) [Blur] (if:$Branding_Smite is true) [ Branding Smite] (if:$Burning_Hands is true) [ Burning Hands](if:$Call_Lightning is true) [Call Lightning] (if:$Calm_Emotions is true) [ Calm Emotions] (if:$Chain_Lightning is true) [ Chain Lightning] (if:$Charm_Person is true) [ Charm Person] (if:$Chromatic_Orb is true) [ Chromatic Orb] (if:$Circle_Of_Death is true) [ Circle Of Death] (if:$Circle_Of_Power is true) [ Circle Of Power] (if:$Clairvoyance is true) [Clairvoyance] (if:$Clone is true) [ Clone] (if:$Cloud_Of_Daggers is true) [ Cloud Of Daggers] (if:$Cloudkill is true) [ Cloudkill] (if:$Color_Spray is true) [Color Spray] (if:$Command is true)[ Command] (if:$Commune is true) [Commune] (if:$Commune_With_Nature is true) [ Commune With Nature] (If:$Compelled_Duel is true) [ Compelled Duel] (if:$Comprehend_Languages is true)[ Comprehend Languages] (if:$Compulsion is true) [ Compulsion] (if:$Cone_Of_Cold is true) [ Cone Of Cold] (if:$Confusion is true) [ Confusion] (if:$Conjure_Animals is true) [Conjure Animals] (if:$Conjure_Barrage is true) [Conjure Barrage] (if:$Conjure_Celestial is true) [Conjure Celestial] (if:$Conjure_Elemental is true) [ Conjure Elemental] (if:$Conjure_Fey is true) [Conjure Fey] (if:$Conjure_Minor_Elementals is true) [ Conjure Minor Elementals] (if:$Conjure_Volley is true)[ Conjure Volley] (if:$Conjure_Woodland_Beings is true) [Conjure Woodland Beings] (if:$Contact_Other_Plane is true) [Contact Other Plane] (if:$Contagion is true) [Contagion] (if:$Contingency is true) [Contingency] (if:$Continual_Flame is true) [Continual Flame] (if:$Control_Water is true) [Control Water] (if:$Control_Weather is true) [ Control Weather] (if:$Cordon_Of_Arrows is true) [Cordon Of Arrows] (if:$Counterspell is true) [ Counterspell] (if:$Create_Food_And_Water is true) [ Create Food And Water] (if:$Create_Or_Destroy_Water is true) [ Create Or Destroy Water] (if:$Create_Undead is true) [Create Undead] (if:$Creation is true) [Creation] (if:$Crown_Of_Madness is true) [ Crown Of Madness] (if:$Crusaders_Mantle is true) [Crusaders Mantle] (if:$Cure_Wounds is true) [ Cure Wounds] (if:$Carnage_Blast is true) [ Carnage Blast](if:$Darkness is true) [Darkness] (if:$Darkvision is true) [Darkvision] (if:$Daylight is true) [ Daylight] (if:$Death_Ward is true) [ Death Ward] (if:$Dealayed_Blast_Fireball is true) [ Delayed Blast Fireball] (if:$Demiplane is true) [Demiplane] (if:$Destructive_Wave is true) [ Destructive Wave] (if:$Detect_Evil_And_Good is true)[ Detect Evil And Good] (if:$Detect_Poison_And_Disease is true) [ Detect Poison And Disease] (if:$Detect_Magic is true) [ Detect Magic] (if:$Detect_Thoughts is true) [ Detect Thoughts] (if:$Dimension_Door is true) [ Dimension Door] (if:$Disguise_Self is true) [ Disguise Self] (if:$Disintegrate is true) [ Disintegrate] (if:$Dispel_Evil_And_Good is true) [ Dispel Evil And Good] (if:$Dispel_Magic is true) [ Dispel Magic] (if:$Dissonant_Whispers is true)[Dissonant Whispers] (if:$Divination is true) [ Divination] (if:$Divine_Favor is true) [Divine Favor] (if:$Divine_Word is true) [ Divine Word] (if:$Dominate_Beast is true) [ Dominate Beast] (if:$Dominate_Monster is true) [Dominate Monster] (if:$Dominate_Person is true) [ Dominate Person] (if:$Drawmijs_Instant_Summons is true) [ Drawmijs Instant Summons] (if:$Dream is true) [ Dream](if:$Entangle is true) [ Entangle] (if:$Expeditious_Retreat is true) [ Expeditious Retreat] (if:$Earth_Tremor is true) [Earth Tremor] (if:$Earthquake is true) [Earthquake] (if:$Elemental_Weapon is true) [ Elemental Weapon] (if:$Enhance_Ability is true) [ Enhance Ability] (if:$Enlarge_Reduce is true) [ Enlarge Reduce] (if:$Ensnaring_Strike is true) [ Ensnaring Strike] (if:$Enthrall is true) [Enthrall] (if:$Etherealness is true) [ Etherealness] (if:$Evards_Black_Tentacles is true) [ Evards Black Tentacles] (if:$Eyebite is true) [Eyebite](if:$Faerie_Fire is true)[ Faerie Fire] (if:$False_Life is true)[ False Life] (if:$Feather_Fall is true) [Feather Fall] (if:$Find_Familiar is true) [Find Familiar] (if:$Fog_Cloud is true) [ Fog Cloud] (if:$Fabricate is true) [Fabricate] (if:$Fear is true) [Fear] (if:$Feeblemind is true) [Feeblemind] (if:$Feign_Death is true) [ Feign Death] (if:$Find_Steed is true) [ Find Steed] (if:$Find_The_Path is true) [ Find The Path] (if:$Find_Traps is true) [Find Traps] (if:$Finger_Of_Death is true) [ Finger Of Death] (if:$Fireball is true) [ Fireball] (if:$Fire_Shield is true) [Fire Shield] (if:$Fire_Storm is true) [ Fire Storm] (if:$Flame_Blade is true) [ Flame Blade] (if:$Flame_Strike is true) [ Flame Strike] (if:$Flaming_Sphere is true) [ Flaming Sphere] (if:$Flesh_To_Stone is true) [ Flesh To Stone] (if:$Fly is true) [ Fly] (if:$Forbiddance is true) [ Forbiddance] (if:$Forcecage is true) [ Forcecage] (if:$Foresight is true) [ Foresight] (if:$Freedom_Of_Movement is true) [Freedom Of Movement](if:$Goodberry is true) [ Goodberry] (if:$Grease is true)[Grease] (if:$Guiding_Bolt is true) [Guiding Bolt] (if:$Ghost_Writing is true) [ Ghost Writing] (if:$Gaseous_Form is true) [ Gaseous Form] (if:$Gate is true) [ Gate] (if:$Geas is true) [ Geas] (if:$Gentle_Repose is true) [ Gentle Repose] (if:$Giant_Insect is true) [ Giant Insect] (if:$Glibness is true) [ Glibness] (if:$Globe_Of_Invulnerability is true) [ Globe Of Invulnerability] (if:$Glyph_Of_Warding is true) [Glyph Of Warding] (if:$Grasping_Vine is true) [ Grasping Vine] (if:$Greater_Invisibility is true) [ Greater Invisibility] (if:$Greater_Restoration is true) [ Greater Restoration] (if:$Guardian_Of_Faith is true) [Guardian Of Faith] (if:$Guards_And_Wards is true) [ Guards And Wards] (if:$Gust_Of_Wind is true) [ Gust Of Wind](if:$Healing_Word is true) [Healing Word] (if:$Hellish_Rebuke is true) [Hellish Rebuke] (if:$Heroism is true) [Heroism] (if:$Hex is true) [ Hex] (if:$Hail_Of_Thorns is true) [ Hail Of Thorns] (if:$Hallow is true) [Hallow] (if:$Hallucinatory_Terrain is true) [Hallucinatory Terrain] (if:$Harm is true) [Harm] (if:$Haste is true) [ Haste] (if:$Heal is true) [ Heal] (if:$Heat_Metal is true) [ Heat Metal] (if:$Heroes_Feast is true) [ Heroes Feast] (if:$Hold_Monster is true) [Hold Monster] (if:$Hold_Person is true) [ Hold Person] (if:$Holy_Aura is true) [ Holy Aura] (if:$Hunger_Of_Hadar is true) [ Hunger Of Hadar] (if:$Hunters_Mark is true) [ Hunters Mark] (if:$Hypnotic_Pattern is true) [Hypnotic Pattern](if:$Identify is true) [ Identify] (if:$Illusory_Script is true) [ Illusory Script] (if:$Inflict_Wounds is true) [Inflict Wounds] (If:$Ice_Knife is true)[Ice Knife] (if:$Ice_Storm is true) [ Ice Storm] (if:$Imprisonment is true) [Imprisonment] (if:$Incendiary_Cloud is true) [ Incendiary Cloud] (if:$Insect_Plague is true) [Insect Plague] (if:$Invisibility is true) [ Invisibility](if:$Infuse_Blood is true) [ Infuse Blood](if:$Jump is true)[ Jump](if:$Knock is true) [ Knock](if:$Longstrider is true) [Longstrider] (if:$Legend_Lore is true) [Legend Lore] (if:$Leomunds_Secret_Chest is true) [Leomunds Secret Chest] (if:$Leomunds_Tiny_Hut is true) [ Leomunds Tiny Hut] (if:$Lesser_Restoration is true) [ Lesser Restoration] (if:$Levitate is true) [ Levitate]
(if:$Lightning_Arrow is true) [ Lightning Arrow] (if:$Lightning_Bolt is true) [ Lightning Bolt] (if:$Locate_Animals_Or_Plants is true) [ Locate Animals Or Plants] (if:$Locate_Creature is true) [ Locate Creature] (if:$Locate_Object is true) [Locate Object](if:$Living_Bomb is true) [ Living Bomb](if:$Mage_Armor is true) [Mage Armor] (if:$Magic_Missile is true) [Magic Missile] (if:$Magic_Circle is true) [Magic Circle] (if:$Magic_Jar is true) [ Magic Jar] (if:$Magic_Mouth is true) [ Magic Mouth] (if:$Magic_Weapon is true) [Magic Weapon] (if:$Major_Image is true) [ Major Image] (if:$Mass_Cure_Wounds is true) [ Mass Cure Wounds] (if:$Mass_Heal is true) [ Mass Heal] (if:$Mass_Healing_Word is true) [Mass Healing Word] (if:$Mass_Suggestion is true) [Mass Suggestion] (if:$Maze is true) [Maze] (if:$Meld_Into_Stone is true) [Meld Into Stone] (if:$Melfs_Acid_Arrow is true) [ Melfs Acid Arrow] (if:$Meteor_Swarm is true) [Meteor Swarm] (if:$Mind_Blank is true) [ Mind Blank] (if:$Mirage_Arcane is true) [ Mirage Arcane] (if:$Mirror_Image is true) [ Mirror Image] (if:$Mislead is true) [ Mislead] (if:$Misty_Step is true) [Misty Step] (if:$Modify_Memory is true) [Modify Memory] (if:$Moonbeam is true) [Moonbeam] (if:$Mordenkainens_Faithful_Hound is true) [ Mordenkainens Faithful Hound] (if:$Mordenkainens_Magnificent_Mansion is true) [ Mordenkainens Magnificent Mansion] (if:$Mordenkainens_Private_Sanctum is true) [ Mordenkainens Private Sanctum] (if:$Mordenkainens_Sword is true) [Mordenkainens Sword] (if:$Move_Earth is true) [ Move Earth]
(if:$No_Pets_For_You is true) [No Pets For You] (if:$Nondetection is true) [Nondetection] (if:$Nystuls_Magic_Aura is true) [ Nystuls Magic Aura](if:$Otilukes_Freezing_Sphere is true) [Otilukes Freezing Sphere] (if:$Otilukes_Resilient_Sphere is true) [Otilukes Resilient Sphere] (if:$Ottos_Irresistible_Dance is true) [ Ottos Irresistible Dance](if:$Protection_From_Evil_And_Good is true)[ Protection From Evil And Good] (if:$Purify_Food_And_Drink is true) [ Purify Food And Drink] (if:$Pass_Without_A_Trace is true) [ Pass Without A Trace] (if:$Passwall is true) [Passwall] (if:$Phantasmal_Force is true) [ Phantasmal Force] (if:$Phantasmal_Killer is true) [Phantasmal Killer] (if:$Phantom_Steed is true) [Phantom Steed] (if:$Planar_Ally is true) [Planar Ally] (if:$Planar_Binding is true) [Planar Binding] (if:$Plane_Shift is true) [ Plane Shift] (if:$Plant_Growth is true) [ Plant Growth] (if:$Polymorph is true) [ Polymorph] (if:$Power_Word_Heal is true) [Power Word Heal] (if:$Power_Word_Kill is true) [ Power Word Kill] (if:$Power_Word_Stun is true) [ Power Word Stun] (if:$Prayer_Of_Healing is true) [ Prayer Of Healing] (if:$Prismatic_Spray is true) [ Prismatic Spray] (if:$Prismatic_Wall is true) [ Prismatic Wall] (if:$Programed_Illusion is true) [Programed Illusion] (if:$Project_Image is true) [ Project Image] (if:$Protection_From_Energy is true) [Protection From Energy] (if:$Protection_From_Poison is true) [ Protection From Poison](if:$Ray_Of_Sickness is true) [ Ray Of Sickness] (if:$Raise_Dead is true) [ Raise Dead] (if:$Rarys_Telepathic_Bond is true) [ Rarys Telepathic Bond] (if:$Ray_Of_Enfeeblement is true) [ Ray Of Enfeeblement] (if:$Regenerate is true) [ Regenerate] (if:$Reincarnate is true) [ Reincarnate] (if:$Remove_Curse is true) [ Remove Curse] (if:$Resurrection is true) [ Resurrection] (if:$Reverse_Gravity is true) [Reverse Gravity] (if:$Revivify is true) [ Revivify] (if:$Rope_Trick is true) [Rope Trick](if:$Sanctuary is true) [Sanctuary] (if:$Shield is true) [Shield] (if:$Shield_Of_Faith is true)[ Shield Of Faith] (if:$Silent_Image is true) [Silent Image] (if:$Sleep is true) [ Sleep] (if:$Speak_With_Animals is true) [ Speak With Animals] (if:$Scorching_Ray is true) [ Scorching Ray] (if:$Scrying is true) [ Scrying] (if:$Searing_Smite is true) [Searing Smite] (if:$See_Invisibilty is true) [ See Invisibility] (if:$Seeming is true) [ Seeming] (if:$Sending is true) [ Sending] (if:$Sequester is true) [Sequester] (if:$Shapechange is true) [ Shapechange] (if:$Shatter is true) [ Shatter] (if:$Silence is true) [Silence] (if:$Simulacrum is true) [Simulacrum] (if:$Sleet_Storm is true) [Sleet Storm] (if:$Slow is true) [ Slow] (if:$Speak_With_Dead is true) [Speak With Dead] (if:$Speak_With_Plants is true) [ Speak With Plants] (if:$Spider_Climb is true) [Spider Climb] (if:$Spike_Growth is true) [ Spike Growth] (if:$Spirit_Guardians is true) [Spirit Guardians] (if:$Spiritual_Weapon is true) [Spiritual Weapon] (if:$Staggering_Smite is true) [Staggering Smite] (if:$Stinking_Cloud is true) [Stinking Cloud] (if:$Stone_Shape is true) [ Stone_Shape] (if:$Stoneskin is true) [ Stoneskin] (if:$Storm_Of_Vengeance is true) [Storm Of Vengeance] (if:$Suggestion is true) [Suggestion] (if:$Sunbeam is true) [Sunbeam] (if:$Sunburst is true) [ Sunburst] (if:$Swift_Quiver is true) [ Swift Quiver] (if:$Symbol is true) [ Symbol](if:$Tashas_Hideous_Laughter is true) [ Tasha's Hideous Laughter] (if:$Thunderwave is true) [ Thunderwave] (if:$Tensers_Floating_Disk is true) [ Tenser's Floating Disk] (if:$Telekinesis is true) [Telekinesis] (if:$Telepathy is true) [ Telepathy] (if:$Teleport is true) [ Teleport] (if:$Teleportation_Circle is true) [Teleportation Circle] (if:$Thunderous_Smite is true) [ Thunderous Smite] (if:$Time_Stop is true) [ Time Stop] (if:$Tongues is true) [ Tongues] (if:$Teleport_Via_Plants is true) [ Teleport Via Plants] (if:$Tree_Stride is true) [ Tree Stride] (if:$True_Polymorph is true) [True Polymorph] (if:$True_Resurrection is true) [ True Resurrection] (if:$True_Seeing is true) [ True Seeing] (if:$Tsunami is true) [Tsunami](if:$Unseen_Servant is true) [Unseen Servant](if:$Vampiric_Touch is true) [Vampiric Touch](if:$Witch_Bolt is true) [ Witch Bolt] (if:$Wall_Of_Fire is true) [ Wall Of Fire] (if:$Wall_Of_Force is true) [ Wall Of Force] (if:$Wall_Of_Ice is true) [ Wall Of Ice] (if:$Wall_Of_Stone is true) [ Wall Of Stone] (if:$Wall_Of_Thorns is true) [Wall Of Thorns] (if:$Warding_Bond is true) [ Warding Bond] (if:$Water_Breathing is true) [Water Breathing] (if:$Water_Walk is true) [ Water Walk] (if:$Web is true) [ Web] (if:$Weird is true) [ Weird] (if:$Wind_Walk is true) [Wind Walk] (if:$Wind_Wall is true) [ Wind Wall] (if:$Wish is true) [ Wish] (if:$Word_Of_Recall is true) [Word Of Recall] (if:$Wrathful_Smite is true) [ Wrathful Smite] (if:$Zone_Of_Truth is true) [ Zone Of Truth](If:$Boomer is true) [Boomer]
(if:$Spellcasting is true)[$Spell_Grid]
(Set:$Dancing_Lights to true)
Dancing Lights
Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft
Components: V, S, M (A bit of phosphorus or wychwood or glowworm)
Duration: Concentration, up to 1 minute
You create up to 4 torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can combine the four lights into one glowing, vaguely humanoid, medium sized form. Whichever form you choose each light sheds dim light in a 10 foot radius. As a bonus action on your turn you can move the lights up to 60 ft to a new spot within range. A light must be within 20 ft of another light made with this spell, a light winks out if it exceeds this range.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Prestidigitation to true)
Prestidigitation
Casting Time: 1 Action
Range: 10 ft
Components: V, S
Duration: up to one hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range. You carte an instant harmless sensory effect such as a shower of sparks, a puff of wind, A faint musical note, or an odd odor. You instantly light or snuff out a candle torch or small campfire. You instantly clean or soil an object no larger than 1 cubic foot. You make a color, small mark, or symbol appear on a surface for one hour. You create a nonmagical trinket or illusory image that can fit in your hand and last until the end of your next turn. You can cast this spell multiple times, and can have three non instant effects active at the same time. You can dismiss the effects as an action.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Vicious_Mockery to true)
Vicious Mockery
Enchantment Cantrip
Casting Time: 1 Action
Range: 60 ft
Components: V
Duration: Instant
You unleash a string of insults laced with subtle enchantments at a creature you can see within range, that can hear you, though it need not understand you. It must succeed a wisdom saving throw or take 1d4 psychic damage, and have disadvantage on the next attack roll it makes before the end of its next turn. This spells damage increases by 1d4 when you reach the 5th, 11th, and 17th level.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Blade_Ward to true)
Blade Ward
Abjuration Cantrip
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 Round
You extend your hand and trace the sigil of warding in the air. Until the end of your next turn you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Friends to true)
Friends
Evocation Cantrip
Casting Time: 1 Action
Range: Self
Components: S, M (A small amount of makeup applied to the face as this spell is cast)
Duration: Concentration up to 1 minute
For the duration you have advantage on all charisma checks directed at one creature of your choice that isn't hostile towards you. When the spell ends the creature realizes you used magic to influence it's mood and becomes hostile towards you. Another Creature might violently attack you, while some seek retribution in other ways depending on the nature of your interactions with it.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Light to true)Light
Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, M (A firefly, or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 ft in any direction. Until the spell ends the object sheds bright light in a 20 ft radius and dim light for an additional 20 ft. The light can be colored as you like. Completely covering the object with something opaque blocks out the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held by a hostile creature that creature must succeed a Dexterity Saving throw to avoid the spell.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Mage_Hand to true)Mage Hand
Conjuration Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: V, S
Duration: 1 Minute
A spectral floating hand appears at a point you choose within range. The hand lasts for a duration or until you dismiss it as a faction. The hand vanishes if ever more than 30 ft away, or if you cast the spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an object from an open container, you can move the hand up to 30 ft each time you use it. The hand Can't attack activate magic items or carry more than 10 lbs.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Mending to true)Mending
Transmutation Cantrip
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (Two Lodestones)
Duration: Instant
This spell repairs a single break or tear in an object you touch. Such as a broken chain link two halves of a broken key, a torn cloak, or a leaking wineskin. This spell can physically repair a magic item or construct but the spell can't restore magic to an item.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Message to true)Message
Range: 120 ft
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your fingers towards a creature within range and whisper a message. The target and only the target can hear the message and whisper a reply only you can hear. You can cast this spell though solid objects if you are familiar with the creature and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of copper, or 3 feet of wood blocks this spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Minor_Illusion to true)Minor Illusion
Illusion Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: S, M
Duration: 1 minute
You create a sound or image of an object within range that lasts for the duration. The illusions also ends if you dismiss it as an action. If you create a sound the volume can range from a whisper to a scream, it can be your voice or the voice of someone else, a lion's roar, a beating drum or any other sound you choose. the sound continues unabated throughout the duration or you can make it discrete sounds at different times before the spell ends. If you create an image of an object such as a small chest, char, or muddy footprints it must be no larger than a 5 ft cube. Physical interaction with the image reveals it to be an illusion, and the image cannot create light, sound, smell or any other sensory effect. If a creature uses its action to examine the sound or image the creature can determine its and illusion with a successful intelligence (investigation) check against your spell save DC. If a creature determines it is an illusion the illusion becomes faint to the creature.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$True_Strike to true)
True Strike
Divination Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the targets defenses. On your next turn you gain advantage on your first attack roll against the target provided the spell hasn't ended.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]//Pomona peaked out from around her tree, carefully eying the human ranger who approached. He was handsome, she thought, for a human. She tiptoed closer, the bark-like coloring of her skin helping her blend in amongst the other trees. The leaves in her hair rustled as a breeze picked up, his strong, musky sent drifting along it towards her. The trees whispered their warnings to her, and yet she followed him.//
When a fey spirit is bound to a tree by a powerful fey, it is forever transformed into a dryad. Whispers speak of this as a punishment, if a fey spirit has fallen in forbidden love with a mortal, but every dryad has their own, secret story. The elegant dryads resemble the most dazzling, female elves. Their golden skin is the color of sunlight, with the texture of smooth bark. Their shapely forms are draped in flowing dresses, made of woven leaves or flower petals, as is their cascading hair.
Dryads are almost exclusively female.
Their warm laughter and captivating song echoes through the woodland realms, rich and enticing, yet rare and elusive. Despite their alluring appearance, they are shy creatures, leading few mortals to ever glimpse one — except for the druids, with whom they share the duty of forest guardianship. Those who do see one do so mostly from afar, stealing a mere glance from the corner of their eye of a lithe beauty flitting between the trees. A lucky, handsome mortal may be fortunate enough to be approached by one, for a dryad is a curious creature, at the peril of the dryad bewitching them with a fey spell.
Age
A dryad's spirit is bound to a tree. They remain young and alluring as long as the tree is healthy. If the tree is ever killed or destroyed, a dryad can live on in a wilting, maddened state for roughly a year before dying. If a powerful fey or druid binds their spirit to a new tree, both their mind and their captivating beauty is restored.
Dryad names originate from the Sylvan language, and closely resemble Elf Female names. They are usually soft and ethereal sounding. Most dryads only possess one name, although if pressed may refer to their last name as that of the forest they come from.
They gain a bonus to Wisdom and Charisma.
They have darkvision, from their lives in the heavily wooded forests.
They can speak with beasts and plants.
They have the blessing of the fey to use their reaction to give themselves advantage on a wisdom, charisma, or intelligence saving throw.
They are considered Fey.
Their size is medium.
They have woodland magics that allow them to cast the druidcraft cantrip, charm person, and barkskin spells.
They can use 15ft of movement to magically step into a tree and emerge from a second living large tree within 60 ft of the first appearing within 5 ft of the second tree.
They also have treebound armor (that does not stack with unarmored defense) but grants them 11+ Dexterity while unarmored.
They can speak elvish and slylvan.
[[Ready to continue?|Your Race]]
(set:$Wisdom += 1)
(set:$Charisma += 2)
(set:$Race to "Dryad") (set:$Subrace to "none") (set:$Subrace_Features to "none")
(set:$Size to "Medium")
(set:$Walking_Speed to 30) (set:$Age_Range to "Adult at 18. Live to about 750+ years")
(set:$Elvish to true)
(set:$Sylvan to true)
(Set:$Features to "Darkvision
Accustomed to life under the shadow of verdant boughs, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Speak With Beasts and Plants
You can communicate with beasts and plants as if you shared a language.
Fey Blessing
You can use your reaction to give yourself advantage on one Intelligence, Wisdom, and Charisma saving throw against magic. You regain the use of this trait after a short or long rest. In addition, you are considered a fey creature for the purposes of spells and traits.
Woodland Magic
You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Forest Step
Once on your turn, you can use 15 feet of your movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. You can use this trait once, and regain it after a short or long rest.
Treebound Armor
Your spirit is magically bound to a tree, imbuing you with several tree-like aspects, including their durability. When you aren’t wearing armor, your AC is 11 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.")
(Set:$Druidcraft to true)Animal Friendship
1st Level Enchantment
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast within range that you can see, and that can hear and see you. If the beast's intelligence is 4 or higher, the spell fails. Otherwise the beast must make a wisdom saving throw, or be charmed by you for the spell's duration. If you or one of your companions harm the target the spell ends.
Using a 2nd level spell slot or higher, you can affect one additional beast for each slot higher than the first.
(Set:$Animal_Friendship to true)
(set:$Known_Spells -= 1)
[[Spells]]
Charm Person
1st Level Enchantment
Casting Time: 1 Action
Range: 30 ft
Component: V, S
Duration: 1 hour
You attempt to charm the humanoid, you can see within range. It must make a wisdom saving throw, and does do with advantage if you and your companions are fighting it. If it fails the saving throw it is charmed by you until the spell ends or you or your companions do harm to it. The charmed creature regards you as a friendly acquaintance. When the spell ends the creature knows it was charmed by you.
(Set:$Charm_Person to true)
(set:$Known_Spells -= 1)
[[Spells]]
Comprehend Languages
1st Level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Components: V, S, M (A pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear, you also understand the written languages you see, but you must be touching the surface on which the words are written. It takes abut 1 minute to read one page of text. This doesn't decode secret messages in a text or glyphs such as an arcane sigil that isn't part of a written language.
(set:$Comprehend_Languages to true)
(set:$Known_Spells -= 1)
[[Spells]]
Cure Wounds
1st Level Evocation
Casting Time: 1 Action
Range: Touch
Component: V, S
Duration: Instant
A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on constructs or undead.
When you cast this spell with a second level spell slot or higher you increase your healing by 1d8 for every level above the first.
(Set:$Cure_Wounds to true)
(set:$Known_Spells -= 1)
[[Spells]]
Detect Magic
1st Level Divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration you can sense the presence of magic within 30 ft of you. You can use your action to see a faint aura around ay visible create or object , you learn its school of magic if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, 3 ft of wood or dirt.
(set:$Detect_Magic to true)
(set:$Known_Spells -= 1)
[[Spells]]
Disguise Self
1st Level Illusion
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself, including your clothing armor, weapons, and belongings, look different until the spell ends or you dismiss it. you can seem 1 foot shorter, or taller and appear thin fat or in between. You can't change your body type so you must adopt a form that has the same basic arrangement of limbs, otherwise the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, anyone who touches it would feel nothing or your head and hair. If you use the spell to appear thinner, they would bump into you seemingly in mid air. To discern that you are disguised a creature can use its action to inspect your appearance and must succeed an intelligence (investigation) check against your spell save DC
(Set:$Disguise_Self to true)
(set:$Known_Spells -= 1)
[[Spells]]
Dissonant Whispers
1st Level Enchantment
Casting Time: 1 Action
Range: 60 ft
Components: V
Duration: Instant
You whisper a discordant melody that only one creature of your choice can hear, wracking it in terrible pain. The target must make a wisdom saving throw. On a failed save it takes 3d6 psychic damage and must immediately use its reaction if available to move as car as its speed allows it, away from you. The creature doesn't move into obviously dangerous ground such as fire or a pit. On a successful save it takes half damage, and doesn't have to move away. A deafened creature automatically succeeds its saving throw.
when you cast this spell using a second level spell slot or higher, the damage increases by 1d6 for each level above the first.
(set:$Dissonant_Whispers to true)
(set:$Known_Spells -= 1)
[[Spells]]
Faerie Fire
1st Level Evocation
Casting Time: 1 Action
Range: 60 ft
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20 ft cube within range is outlined in blue, green, or violet light (your choice), Any creature in the area when the spell is cast is also outlined in light if it fails the Dexterity Saving Throw. For the duration objects and affected creatures shed dim light in a 10 ft radius. Any attack roll against an affected creature or object has advantage if the attacker can see it. The affected creature or object cannot benefit from being invisible.
(set:$Faerie_Fire to true)
(set:$Known_Spells -= 1)
[[Spells]]
Feather Fall
1st Level Transmutation
Casting Time: 1 Action
Range: 60 ft
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to 5 falling creatures within range. A falling creatures rate of decent slows to 60 ft per round until the spell ends if the creature lands before the spell ends the creature takes no falling damage, can land on its feet, and the spell ends for that creature
(set:$Feather_Fall to true)
(set:$Known_Spells -= 1)
[[Spells]]
Healing Word
1st Level Evocation
Casting Time: 1 Bonus Action
Range: 60 Ft
Components: V
Duration: Instant
A creature of your choice that you see within range regains HP equal to 1d4 + your spellcasting ability modifier. This spell has no effect on constructs or undead. When you cast this spell with a 2nd level or higher spell slot the healing increases by 1d4 for each slot above the first
(set:$Healing_Word to true)
(set:$Known_Spells -= 1)
[[Spells]]
Heroism
1st Level Enchantment
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends the creature is immune to being frightened and gains temporary HP equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends the target looses any remaining temp HP from this spell. When you cast this spell with a second level or higher Spell Slot, you can target 1 additional creature for each level above the first.
(set:$Heroism to true)
(set:$Known_Spells -= 1)
[[Spells]]
Identify
1st Level Divination (ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 GP and an owl feather)
Duration: Instant
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic imbued object you learn the properties and how to use them whether any spells are affecting them and what they are. If the item was created by a spell you learn what spell created it. If you instead touch a creature though the casting you learn what spells, if any, are affecting it.
(set:$Identify to true)
(set:$Known_Spells -= 1)
[[Spells]]
Illusory Script
1st Level Illusion (ritual)
Casting Time: 1 Minute
Range: Touch
Components: S, M( A lead based ink worth at least 10 GP which the spell consumes)
Duration: 10 days
You write on parchment, paper, or some other suitable writing material and imbue it with potent illusion that last for the duration. To you and any creatures you designate when you cast the spell the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote it. To everyone else the writing appears as if it were written tin an unknown or magical script and is unintelligible. Alternatively you can make the writing look to have an entirely different message written in a different hand and language, though the language must be one you know. Should the spell be displaced the original script and illusion both disappear. A creature with truesight can read the hidden message.
(set:$Illusory_Script to true)
(set:$Known_Spells -= 1)
[[Spells]]
Longstrider
1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M ( a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed is increased by 10 until the spell ends. When you cast this spell with a second level or higher spell slot you can target one additional creature for each level over the first.
(set:$Longstrider to true)
(set:$Known_Spells -= 1)
[[Spells]]
Silent Image
1st Level Illusion
Casting Time: 1 Action
Range: 60 ft
Components: V, S, M (A bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15 ft cube. The image appears at a spot within range and lasts for the duration. The image is purely visual it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to more to an spot within range. As the image changes location you can alter its appearance so that it's movements appear natural to the creature, for example if you make the image of a horse you can make it look like it's walking. Physical Interaction with the image reveals it to be an illusion, because things pass through it. A Creature that uses its's action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the creature can see though the image.
(set:$Silent_Image to true)
(set:$Known_Spells -= 1)
[[Spells]]
Sleep
1st Level Enchantment
Casting Time: 1 Action
Range: 90 ft
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8 the total is how many creatures you can affect. Creatures within 20 ft of a point you choose are affected in ascending order of their current hit points. Starting with the creature with the lowest current HP, each creature affected by this spell falls asleep until the spell ends, the sleep takes damage, or someone uses a action to shake or slap the sleeper awake. Subtract each creatures HP from the pool before moving onto the next creature. A creature's HP must be equal to or lower than the amount left in the pool to be affected. Undead and creatures immune to being charmed aren't affected by this spell. if you cast this spell with a second level or higher spell slot, you roll an additional 2d8 for every slot level above the first.
(set:$Sleep to true)
(set:$Known_Spells -= 1)
[[Spells]]
Speak with Animals
1st Level Divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 Minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beats is limited by their intelligence, but at a minimum the beasts an give you information about nearby monsters and locations., including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to preform a small favor for you, at the DM's discretion.
(set:$Speak_With_Animals to true)
(set:$Known_Spells -= 1)
[[Spells]]
Tasha's Hideous Laughter
1st Level Enchantment
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (tiny darts, and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range, perceives everything as hilariously funny and falls into fits of laughter if this spell effects it. The target must succeed a wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage, on a success the spell ends. On a fail the creature is incapacitated, prone, and unable to stand up for the duration.
(set:$Tashas_Hideous_Laughter to true)
(set:$Known_Spells -= 1)
[[Spells]]
Thunderwave
1st Level Evocation
Casting Time: 1 Action
Range: Self (15 ft cube)
Components: V, S
Duration: Instant
A wave of thunderous force sweeps out from you each creature in a 15 ft cube originating from you must make a constitution saving throw. On a failed save the creature takes 2d8 thunder damage and is pushed 10 ft away from you. On a successful save the creature takes half as much and isn't pushed. Unsecured objects that are completely within range are pushed away 10 ft and emits a thunderous sound for 300 ft. When you cast this spell with a second level or higher spell slot the spell increases by 1d8 for every level above the first.
(Set:$Thunderwave to true)
(set:$Known_Spells -= 1)
[[Spells]]
Unseen Servant
1st Level Conjuration (Ritual)
Casting Time: 1 Action
Range: 60 ft
Components: V, S, M ( A piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that preforms simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has an AC of 10 and 1 HP, A strength of 2 and cannot attack. If it drops to 0 HP the spell ends. Once per each of your turns, you can command the servant to move up to 15 ft and interact with an object. The servant can preform simple tasks that a human servant would be able to do, such as fetching things, cleaning, folding, mending, lighting fires, serving food, and pouring wine. Once you give the command the servant preforms the task to the best of its ability than awaits your next command. If you command the servant to preform a task that would move it more than 60 ft away from you the spell ends.
(set:$Unseen_Servant to true)
(set:$Known_Spells -= 1)
[[Spells]]
Bane
1st Level Enchantment
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (A drop of blood)
Duration: Concentration, up to 1 minute
Up to 3 creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack or saving throw before the spell ends the creature must subtract 1d4 from the attack roll or saving throw.
When you cast this spell with a spell slot of the second level or higher you can target one additional creature for each spell level above the first.
(set:$Bane to true)
(set:$Known_Spells -= 1)
[[Spells]]
Druidcraft
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: V, S
Duration: Instant
Whispering to the spirits of nature you create one of the following effects within range, you create a tiny harmless sensory effect that predicts the weather at your location for the next 24 hours. You instantly make flowers blood, a seed pod open, or a leaf bud bloom. You create a harmless sensory effect like a puff of air, an animal sound, or the stink of a skunk, the effect must fit in a 5 ft cube. You instantly light or snuff out a candle, torch, or small campfire.
(set:$Druidcraft to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Guidance
Divination Cantrip
Casting Time: 1 Action
Range: Touch
Component: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll 1d4 and add that roll to an ability check of their choice, before or after the ability check dice has been rolled.
(set:$Guidance to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Mending
Transmutation Cantrip
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (Two Lodestones)
Duration: Instant
This spell repairs a single break or tear in an object you touch. Such as a broken chain link two halves of a broken key, a torn cloak, or a leaking wineskin. This spell can physically repair a magic item or construct but the spell can't restore magic to an item.
(set:$Mending to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Conjuration Cantrip
Casting Time: 1 Action
Range: 60 Ft
Components: V
Duration: Instant
You extend your hand towards one creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed a Constitution saving throw or take 1d12 poison damage. The damage increases by 1d12 when you reach the 5th, 11th, and 17th level.
(set:$Poison_Spray to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Produce Flame
Conjuration Cantrip
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
A flicker of flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds light for an additional 10 ft the spell ends if you dismiss it as a action or you cast it again. You can also attack with the flame although doing so ends the spell. When you cast this spell or as an action later in your turn you can hurl the flame at a creature within 30 ft of you. Make a ranged spell attack, on a hit the target takes 1d8 fire damage. The damage increases by 1d8 at level 5, 11, and 17.
(set:$Produce_Flame to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Resistance
Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a miniature Cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll 1d4 and add that number to a saving throw of their choice. It can roll the dice before or after making the saving throw. The spell then ends.
(set:$Resistance to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Shillelagh
Transmutation Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M (Mistletoe, a shamrock leaf, a club, or quarterstaff.)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration you can use your spellcasting ability instead of strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage dice becomes a d8. The spell ends if you cast it again or let got of the weapon.
(set:$Shillelagh to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Thorn Whip
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M ( the stem of a plant with thorns)
Duration: Instant
You create a long, vine like whip covered in thorns that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is large or smaller you pull the creature up to 10 ft closer to you. This spell's damage increases by 1d6 when you reach 5th, 11th, and 15th Levels.
(set:$Thorn_Whip to true)
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]]Guidance
Divination Cantrip
Casting Time: 1 Action
Range: Touch
Component: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll 1d4 and add that roll to an ability check of their choice, before or after the ability check dice has been rolled.
(Set:$Guidance to true)
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Resistance to true)
Resistance
Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a miniature Cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll 1d4 and add that number to a saving throw of their choice. It can roll the dice before or after making the saving throw. The spell then ends.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Sacred_Flame to true)
Sacred Flame
Evocation Cantrip
Casting Time: 1 Action
Range: 60 ft
Components: V, S
Duration: Instant
Flame Like radiance descends on a creature that you can see within range. The target must succeed a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. This spell's damage increases by 1d8 at level 5, 11, and 17
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Spare_The_Dying to true)
Spare the Dying
Necromancy Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instant
You touch a willing creature that has 0 HP the creature become stable, this spell has no effect on undead or constructs.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Thaumaturgy to true)
Thaumaturgy
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, or sign of supernatural power within range. You creature one of the following magical effects: your voice booms up to 3 times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change colors for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice, within range, such as a rumble of thunder, a cry of a raven, or ominous whispers. You Instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. You can cast this spell multiple times and have up to 3 1 minute effects active at one time, and you can dismiss such an effect as an action.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]//Edweena looked at the red gold blood that ran from the arrow wound. She ripped the arrow out gritting her teeth. It was only a lucky shot from a bandit, he didn’t have the precision of her quarry. He was going to find himself far less lucky in a few moments. Her father Malar would not look kindly on her dying now, she had much more work to do for him. She knocked the blood covered arrow and fired it true, directly into the bandit’s eye. She stalked off down the trail after her prey.//
Demigods look like members of their mortal lineage, although they tend to have more ideal bodies due to their godly parentage, epitomizing the height of their mortal species and usually have traits carried from their godly parent. This can range from simple physical characteristics such as common eye or hair color; similar facial shape or voice. However, the biggest giveaway of their divine origin is the bright red, almost golden colored blood that runs through their veins that resembles a godly ichor.
Never Ordinary
While most people exist complacently somewhere between good and evil, content to putter along in their dull lives exhibiting neither great heroism nor dastardly villainy, a demigod is never ordinary to anything more than passing observation. They may indeed go many years at a time without doing anything noteworthy, but they infallibly either prove themselves the most selfless and noble of saints or the most depraved and demonic of persons. Being as they have a far greater capacity for good or ill than mortals, there is ultimately little in way of grey about their personalities.
Out of Place
There are few who can understand the strange dynamic a demigod has with their godly parent so for a demigod to seek out others of its kind is not uncommon despite the uniqueness of their kind. However, of all the races that exist within the world, the aasimar are a people whom demigods feel the greatest connection towards. Their celestial origins along with this shared sense of conflicted purpose cause them to be largely understanding of each other and as such demigods feel the greatest sense of community in these societies. A sense that often becomes lost to them in their early teens when they begin to manifest their divine powers.
Chronicle
For as long there have been gods, there have been the half-blood children of them. Though often the result of a direct union of a deity and a mortal, however, different circumstance may cause a demigod to be born in another way. Demigods often grow to become great heroes or terrible villains. The tales of individual demigods are told in legend, that is their history. Such legends are Achilles, the hero of the great Trojan war, the famed Heracles and his many exploits, Karna, the son of the Sun god Surya, Bragi, son of Odin and so on. Each forged a legend of themselves through their great and not so great deeds and it is by the legends they live on.
Direct Link
In the way, a cleric has a connection to his or her deity a demigod has that same connection with a more personal touch. Whereas a god may be distant from their cleric only giving them occasional pushes in the right direction, a god may appear before their child in a more direct fashion to grant insights into their quests and may even perform miracles the demigod wouldn't be able to themselves. However, while there are demigods that are close enough to their godly parents to request such things there are demigods who despise or even hate their parents as well as those whose godly parents haven't even acknowledged the divine blood that courses through them. Normally the first meeting of a demigod and their parent sets the tone for the relationship. Work with your DM for the nature of the relationship you have with your godly parent.
Did you do something that violated your parents' dogma and they reacted angrily? Your parent has never acknowledged you and you found out about their existence and your connection to them in some other way? Were you protected or saved in some minor way by your parent, but otherwise you were not acknowledged up until that point? Did your parent sent some form of messenger to you to tell you of your parentage or appear before you in some sort of dream or vision? Did your parent publicly claim you? Your parent walked among the masses and directly introduced themselves? Do your godly parent and your mortal parent still see each other?
Deific Tell
Many beings including yourself have a connection to the celestial realm your godly parent makes their home. Particular beings or creatures can tell of the connection you and they both possess, most the time these are celestial, fey, fiends or other creatures like a medusa or minotaur and their relationships with the divine will normally affect their relationship with you. For example, a celestial being that comes across you may react to you in a variety of ways given the deity that created them. They may see you like an angelic guide sees an aasimar and approach you with an interest, driven by a sense of responsibility or they may assist you in some minor way to allow you to continue to forge your own path while also gaining favor from your godly parent. However, on the other side of the coin, they may react violently to your presence as not all demigods are the spawn of good-aligned deity's and seek to smite you or deal with you in some other way. Friends may try to use or trick you as part of an attempt to gain more power. Fey may find you simply be too interesting to pass up and mischievously follow you from place to place.
Demigods reach physical maturity in their late teens and live for 100 years naturally, showing no signs of age. When they reach 100 years of age they continue to live on sustained directly by their godly parent or if their godly parent does not wish to they may sustain their selves through gaining their own followers/worship.
Their size is medium.
They have a deific tell that lets others know they are divine. Their godly parentage gives them advantage on saving throws against being charmed or frightened. They cannot be aged magically. They also have a limited ability to sense events that pertain to their domain, like a nature demigod sensing a forest fire nearby. They also have unique gifts bestowed upon them if they are in good standing with their godly parent.
They can speak celestial.
Mortal Parentage. Even though it is your godly parent that makes you special, you still have a mortal parent. While you don't receive any of the racial traits that your mortal parent has. Your mortal parent must be humanoid and you physically resemble that race in its most epitomized form. Default is human, though it can be any mortal humanoid approved by your DM)
(set:$Age_Range to "Adult at 18. Live to about 100+ years")
(if:$Subrace_Chosen is false) [
[[Knowledge|Demigod Knowledge]] They are wise and intelligent beings descended from the gods of knowledge.
[[Life|Demigod Life]] you get to choose a special ability and have a bonus to charisma and constitution scores.
[[Light|Demigod Light]] you are charismatic and dexterous.
[[Nature|Demigod Nature]] Wise and intelligent
[[Tempest|Demigod Tempest]] Strong and charismatic
[[Trickery|Demigod Trickery]] Intelligent and dexterous
[[War|Demigod War]] Strong with good constitution.
[[Arcana|Demigod Arcana]] You have a bonus to intelligence and charisma.
[[Forge|Demigod Forge]] You have a bonus to intelligence and constitution.
[[Death|Demigod Death]] You get a bonus to constitution and intelligence.
[[Grave|Demigod Grave]] You have a bonus to constitution and strength.]
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(set:$Race to "Demigod")
(Set:$Features to "
Deific Tell: Your connection to the divine is strong and its strength gives you away to others. Creatures with the celestial, fey or fiend creature type as well as creatures with a divine connection know you are a demigod. A successful Intelligence (Religion) check can be done against your Charisma (Deception) check to discern who your godly parent is. In addition, if you are of a divine class such as cleric, you must choose the domain of your godly parent.
Godly Parentage. Unswerving of will and unassailable of mind, you have advantage on saving throws against being charmed and frightened. In addition, you cannot be aged magically.
Portfolio Sense. Demigods have a limited ability to sense events involving their portfolios. You automatically sense notable events and minor events within 5 miles that involves your portfolio. When a demigod senses an event, it merely knows that the event is occurring and where it is. The demigod receives no sensory information about the event. For example, if a demigod of the nature portfolio was within 5 miles of a forest fire it would become aware of it and where it is happening. If it was 10 miles away it wouldn't have any idea but if that forest fire broke the seal on an ancient evil that their godly parent or some other nature god locked away you would become aware of it as well as the location of the site.
Racial Feats: Divine Gift
Normally a feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. Demigods like every other race can receive these as well, however, they can also receive gifts from their godly parent represented in the form of a racial feat. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take this racial feat instead. You can take this feat multiple times and if you ever lose this feat's prerequisite, unlike normal feats, you can still use it.
Prerequisite: Be of good or neutral standing with your godly parent
The primary or secondary ability score of your Divine Domain increases by 1. And you may choose a Divine Portfolio Trait of your choice that you don't already have, as long as you meet its prerequisites." )
(Set:$Celestial to true)
[[Continue|Your Race]]//Petronia cracked her fingers, rubbing her hands together excitedly. There was a tome here, just like the creepy old wizard had said. Dust covered, sitting amongst discarded rags and refuse from treasure seekers who had already ransacked the tomb. She picked it up carefully, not wanting to break the delicate spine of the ancient book, being tossed across the room hadn’t done it any favors. Dust filled the air as she cracked the cover, the thin, transparent, parchment paper inside holding onto the handwritten account of the ancient ruler. The first mortal to lay eyes on her mother, Istus. The only mortal to have swayed her heart, stopped her hand of fate, spinning his golden thread of life longer and longer. His handwriting was neat, compact, filling the page with square little letters, recounting days in court, foreign trade negotiations, plans for new social orders, until he met her. The language turns to poetry, flowery where it had only been factual before. With a shock Petronia realized, he had loved her mother.//
Gods of Knowledge include:
Wee Jas, goddess of magic and death. Aureon, god of law and knowledge.
Azuth, god of wizards. Boccob, god of magic. Celestian, god of stars and wanderers. Deneir, god of writing. Gilean, god of knowledge. Gond, god of craft. Lstus, goddess of fate and destiny. Majere, god of meditation and order. Moradin, dwarf god of creation. Mystra, goddess of magic. Oghma, goddess of knowledge. Onatar, god of craft. Rao, god of peace and reason
Reorx, god of craft. Sehanine Moonbow, elf goddess of the moon. Skoraeus Stonebones, god of stone giants and art. St. Cuthbert, god of common sense and zeal. The Shadow, god of dark magic. Vecna, god of evil secrets. Zivilyn, god of wisdom. Mishakal, goddess of healing. Selune, goddess of the moon. The Undying Court, Elven ancestors. Fharlanghn, god of horizons and travel. Shinare, goddess of wealth and trade. The Traveler, deity of chaos and change. Waukeen, goddess of trade. Surtur, god of fire giants and craft.
You get a bonus to intelligence and wisdom.
Demigods have a variety of skills they can inherit from their godly parent.
(Set:$Divine_Domain_Chosen to true) (set:$Subrace_Chosen to true)
(Set:$Subrace to "Knowledge Demigod")
(Set:$Intelligence += 2)
(set:$Wisdom += 1)
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Mental Prowess: Your mind is a fortress, both in its defensive and strategic capabilities. You have resistance to psychic damage. In addition, you can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.", "Calculated Defence: You analyze your environment and your opponents every move knowing their movements and actions sometimes before even they do. You can use your Intelligence score in place of your Strength, Dexterity or Constitution score when you are forced to make a Strength, Dexterity or Constitution saving throw.", "Clairvoyant: The locating and collection of information can often be as valuable as the information itself. At 3rd level, you can cast the clairvoyance spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.")
[[Higher Ability Scores|Intelligence Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Prodigy|Demigod Feat 1]]
You have an exceptional capability to learn and soak up information like a sponge. You gain proficiency in any combination of 3 skills, tools or languages of your choice.
[[Lore Magic|Demigod Feat 2]]
The magic needed to gain the information every seeker of knowledge searches for. You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
[[Continue|Demigod]]//Yvona said a quiet prayer to her father Pelor as she bound the wounds of the fighter who had stumbled into the temple hardly clinging to life. He seemed to recognize the name and whispered the familiar prayers with what little strength he had left. She wiped his sweating brow, this fighter was going to be in a lot more pain before things got better. She reset the broken bones in his arm, wondering what could have done this.//
Some Gods of Life include:
The Blood of Vol, philosophy of immortality and undeath. Mishakal, goddess of healing. Selune, goddess of the moon. The Undying Court, Elven ancestors. Boldrel, goddess of community and home. Chauntea, goddess of agriculture. Ilmater, god of endurance. Lliira, goddess of joy. Semuanya, lizardfolk deity of survival. Yondalla, halfling goddess of fertility and protection. Helm, god of protection. Lathander, god of birth and renewal. Pelor, god of sun and healing. The Path of Light, philosophy of light and self improvement. The Silver Flame, Deity of protection and good. Arawai, goddess of fertility. Balinor, god of beasts and the hunt. Ehlonna, goddess of woodlands. Eldath, goddess of peace. Olladra, goddess of good fortune. Bahamut, dragon god of good. Ulaa, goddess of hills and mountains. Sune, goddess of love and beauty
You get a bonus to charisma and constitution, and can choose one of the special life demigod abilities.
(Set:$Divine_Domain_Chosen to true) (set:$Subrace_Chosen to true)
(Set:$Subrace to "Life Demigod")
(set:$Constitution += 2)
(set:$Charisma += 1)
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Godly Endurance: A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this you gain temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature again until you finish a long rest.", "Revive: Even when a hero has passed and no healing or medicine will help them you are able to bring them back. At 3rd level, you can cast the revivify spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.", "Soul of Life: You are an exceptional conduit for the magic that gives life. When you regain hit points or you cause another creature to regain hit points, they gain additional hit points equal to your level. Once you use this trait you can't use it again until you complete a short or long rest.", "Perfect Health: You are exceptionally healthy, you've never been ill, suffered from poor hygiene or been bedridden. You have advantage on saving throws against diseases and being poisoned. In addition, whenever you complete a short or long rest you gain a number of temporary hit points equal to your Constitution modifier.")
[[Higher Ability Scores|Constitution Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Death Resistance|Demigod Feat 1]]
Your divine power pushes your body to continue living. You have advantage on death saving throws and you know one cantrip of your choice from the cleric spell list. Charisma is your spellcasting ability for it.
[[Ebb Out Life|Demigod Feat 3]]
You touch can save the lives of others and even cause wounds and injuries to heal instantly. You know the spare the dying cantrip. In addition, when you cast this spell you may heal the target creature for 2d8 plus your Charisma modifier. This healing only applies if the target of the spell has 0 hit points and you must complete a long rest before you can heal with this cantrip this way again.
[[Life Magic|Demigod Feat 2]]
The magic to both preserve and guide life. You know the guidance cantrip. When you reach 3rd level, you can cast the healing word spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the prayer of healing spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
[[Continue|Demigod]]//Timour smiled, cheering with the crowd. This festival was for his father Pholtus after all, he should be entitled to celebrate it more than anyone. Ignoring the fact that all he had to go on was his mother’s word until he turned eighteen and the divine magics manifested, Pholtus still hadn’t formally acknowledged that Timour was his son, but he didn’t refute the claim either. Which was a step in the right direction, being a cutthroat spy hadn’t really done him much for his father to want to acknowledge his lineage.//
Some gods of light include:
Helm, god of protection. Lathander, god of birth and renual. Pelor, god of sun and healing. The Path of Light, philosophy of light and self improvement. The Silver Flame, Deity of protection and good. Milil, god of poetry and song. Pholtus, god of light and law. Branchala, god of music. Corellon Larethian, elf deity of art and magic. Sune, goddess of love and beauty. Dol Arrah, goddess of sunlight and honor
You have a bonus to charisma and dexterity, as well as a choice of special light demigod features.
(set:$Divine_Domain_Chosen to true)(set:$Subrace_Chosen to true)
(set:$Subrace to "Light Demigod")
(Set:$Charisma += 2)
(Set:$Dexterity += 1)
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Solar Resistance: The sun blesses you with burning light in your soul that pushes back even the darkest of nights. You are resistant to fire, radiant and necrotic damage.", "Light Bringer: The night is darkest just before the dawn. At 3rd level, you can cast the daylight spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.", "Enchanting: You have an enchanting beauty to you. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming love. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target is charmed by you for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.")
[[Higher Ability Scores|Charisma Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Solar Affinity|Demigod Feat 1]]
You carry a light in your chest wherever you go and it is in the brightest of light that you feel the most aligned with. You know the light cantrip. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expanding Hit Die.
[[Enchanting Magic|Demigod Feat 2]]
You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
[[Light Magic|Demigod Feat 3]]
The light of the sun flows from you. You know the Light cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the flaming sphere spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
[[Continue|Demigod]]//Majken breathed in the air of the forest, the smells of pollen, sap, leaves, and dirt. Entering the woods always felt like a homecoming. Silvanus reigned in these woods, she could feel the power he bestowed upon the earth through the soles of her bare feet. Untamed, free and wild, as long as she was living she would carry out her father’s will to keep his forest unspoiled.//
Some gods of Nature include:
Arawai, goddess of fertility. Balinor, god of beasts and the hunt. Ehlonna, goddess of woodlands. Eldath, goddess of peace. Beroy, goddess of nature. Chislev, goddess of nature. Malar, god of the hunt. Mielikki, goddess of forests. Obad-Hai, god of nature. Rillifane Rallathil, wood elf god of nature. Shirrion, god of fire and trade. Silvanus, god of wild nature. Skerrit, centaur and satyr god of nature. Auril, goddess of winter. Deep Sashelas, elf god of the sea. Eadro, merfolk deity of the sea. Habbakuk, god of animals and the sea. Sekolah, sahuagin god of the hunt.
You get a bonus to wisdom and intelligence.
(set:$Divine_Domain_Chosen to true)(set:$Subrace_Chosen to true)
(set:$Subrace to "Nature Demigod")
(Set:$Wisdom += 2)
(Set:$Intelligence += 1)
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Sibling of the Beasts: The beast of the forest raised you one way or another. Through sounds and gestures, you can communicate with beasts as if under the effect of the speak with animals spell. Whenever you make a Charisma (Persuasion) check towards beasts, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.", "Tongue of Trees: The trees speak to you, the rustle of leaves, the sway, and wane of the oak are as clear as to you as a spoken word. At 3rd level, you can cast the speak with plants spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.", "Naturalist: The nature grows where you tell it to grow and flourishes when you demand it so. At 3rd level, you can cast the plant growth spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.")
[[Higher Ability Scores|Wisdom Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Forestborne|Demigod Feat 1]]
You were born to the forest and you know it better than anyone. You have proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while in a natural environment, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
[[Nature Magic|Demigod Feat 2]]
The magic to preserve and protect the natural world. You know the druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spike growth spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
[[Continue|Demigod]]//Eun-Ji felt the storm in her fingers, chaos of her father’s blood boiling, overwhelming the teachings of kindness from her mother. She was not going to let another person step all over her. She invoked her father’s name, Zeus, a thunderous smite crackled though the air. The bandit was blasted away from her, hitting a tree with a sickening thump. She had never seen those powers before. The man wasn’t moving. She looked down at her hands in awe.//
Some gods of Tempest include:
Auril, goddess of winter. Deep Sashelas, elf god of the sea. Eadro, merfolk deity of the sea. Habbakuk, god of animals and the sea. Sekolah, sahuagin god of the hunt. Talos, god of storms. The Devourer, god of nature's wrath. Umberlee, goddess of the sea. Zeboim, goddess of seas and storms. Gruumsh, orc god of storms and war. Kord, god of athletics and sport.
You get a bonus to strength and charisma.
(Set:$Divine_Domain_Chosen to true)(set:$Subrace_Chosen to true)
(set:$Subrace to "Tempest Demigod")
(set:$Charisma += 2)
(Set:$Strength += 1)
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Godly Endurance: A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this you gain temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature again until you finish a long rest.", "Wings of the Wind: You can shoot through the sky like a bolt of lightning on wings made of wind. At 3rd level, you can cast the fly spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.", "Lightning Bringer: You may call forward the destructive wrath of a storm in the form of lightning. You can cast the call lightning spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell. When you cast this spell it deals 1d10 lightning damage instead of 3d10. At 3rd level, this increases to 2d10 and at 5th level, you may cast the spell as normal.", "Stormborne: Your body is tempered by the storms and thrive in weather that would disadvantage most. You are resistant to lightning and thunder damage. In addition, you are immune to the negative effects brought on by storms such as difficult terrain and obscured vision.")
[[Higher Ability Scores|Charisma Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[With the Wind|Demigod Feat 2]]
You, like the wind, are always moving, always flowing. Your base walking speed increases by 10 feet, and you can take the Dash action as a bonus action.
[[Waterborne|Demigod Feat 3]]
You are as adept for the water as you are for the land. You have a swimming speed equal to your walking speed and can breathe both water and air.
[[Tempest Magic|Demigod Feat 1]]
Magic that mimics the wrath of the tempest. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the command spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the warding wind[6] spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
[[Continue|Demigod]](set:$Divine_Domain_Chosen to true) (set:$Subrace_Chosen to true)
(set:$Subrace to "Trickery Demigod")
(Set:$Dexterity += 2)
(Set:$Intelligence += 1)
//Tighearnach smirked, holding up his hands innocently, just a run of bad luck he assured his opponent. Several hands later his opponent had nothing left to spend. Tighearnach pulled all the gold and jewelry on the table towards himself. Playing your opponent was more important than the cards in your hand, he had bluffed them out of a full house with nothing. His father Cryic would be proud.//
Some gods of trickery include:
Shar, goddess of darkness and loss. Fharlanghn, god of horizons and travel. Shinare, goddess of weath and trade. The Traveler, deity of chaos and change. Waukeen, goddess of trade. Olladra, goddess of good fortune. Beshaba, goddess of misforture. Cryic, god of lies. Cults of the Dragon Below, Deities of madness. Garl Glittergold, gnome god of trickery and wiles. Hiddukel, god of lies and greed. Kol Korran, god of trade and wealth. Leira, goddess of illusion. Lolth, drow goddess of spiders. Mask, god of theves. Olidammara, god of revelry. Ralishaz, god of ill luck and insanity. Tharizdun, god of eternal darkness. Tiamat, dragon goddess of evil. Tymora, goddess of good fortune.
You have a bonus to Dexterity and intelligence.
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Light Footed: The slightest let up of ones attack against you is enough for you to recover and begin again. You can take the Disengage action as a bonus action, and when you do so you can expand a Hit Die to regain hit points.", "Call of Inaction: Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated for 10 minutes. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.", "Call of Violence: Your words have a certain magic to them if toned right. If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before 10 minutes ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for a minute before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Charisma is your spellcasting ability for this trait.")
[[Higher Ability Scores|Dexterity Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Silver Tongued|Demigod Feat 2]]
You speak eloquently and persuasive in your manner of speech getting around most obstacles with your words. You gain proficiency in both the Persuasion and Deception skills. In addition, whenever you make an Charisma (Persuasion) check against humanoids with a Charisma score of 10 or lower, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
[[Tricksters Magic|Demigod Feat 1]]
Magic to jest, disguise and deceive others. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the disguise self spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the nystul’s magic aura spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
[[Continue|Demigod]]//Zane wiped the blood from his eyes, he stood up straight, and shouldered his warhammer. The time for politics was over, he had waited years for his collegues to find a peaceful way to resolve their differences, but they never could. Now it fell to him. Gruumsh had a special way with war, brutal and bloody, Zane had every bit of the cruelty of his father. The only way to peace if there was no one left standing to fight him anymore.//
Some gods of war include:
Surtur, god of fire giants and craft. The Silver Flame, Deity of protection and good. Bahamut, dragon god of good. Ulaa, goddess of hills and mountains. Dol Arrah, goddess of sunlight and honor. Gruumsh, orc god of storms and war. Kord, god of athletics and sport. Bane, god of tyranny. Dol Dorn, god of strength at arms. Erythunul, god of envy and slaughter. Grolantor, hill giant god of war. Heironeouos, god of chivalry and valor. Hextor, god of war and discord. Hruggek, bugbear god of violence. Kiri-Jolith, god of honor and war. Kurtulmak, kubold god of war and mining. Maglubiyet, Goblinoid God of war. Paladine, god of rulers and guardians. Sargonnas, god of vengence and fire. Savras, god of divination and fate. Tempus, god of war. The Fury, goddess of wrath and madness. The Mockery, god of violence and trechery. The Spirits of the Past, elven ancestors. Thrym, god of frost giants and strength. Torm, god of courage and self-sacrifice. Trithereon, god of liberty and retribution. Tyr, god of justice.
You get a bonus to strength and constitution.
(set:$Divine_Domain_Chosen to true)(set:$Subrace_Chosen to true)
(set:$Subrace to "War Demigod")
(set:$Strength += 2)
(set:$Constitution += 1)
(Dropdown: bind $Subrance_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Godly Endurance: A wound thought fatal is but a flesh wound to you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this you gain temporary hit points equal to 1d8 + your Constitution modifier. You can’t use this feature again until you finish a long rest.", "Tactical Striker: To get into a brawl with you is to ask for trouble. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. In addition, when you make an unarmed strike against a creature within 5 feet of, you can make one unarmed strike as a bonus action.", "Protective Shroud: You have an invisible veil of divinity that protects you from harm. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier.", "Winding Attack: When you land a well-placed strike the effect is potent enough to wind even the most powerful foes. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damages of the critical hit. In addition, when you do this you may make a shove attack as part of the same attack.")
[[Higher Ability Scores|Strength Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Martial Expertise|Demigod Feat 3]]
You are a master are martial combat. You gain proficiency in two martial weapons of your choice, while wielded by you, these weapons are considered magical for the purpose of overcoming damage resistances and immunities.
[[War Magic|Demigod Feat 1]]
The magic to bend and break your opponents. You know the firebolt cantrip. When you reach 3rd level, you can cast the compelled duel spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spiritual weapon spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
[[Continue|Demigod]](Set:$Subrace to "Arcana Demigod") (set:$Subrace_Chosen to true)
(set:$Intelligence +=2)
(set:$Charisma +=1)
(Set:$Divine_Domain_Chosen to true)
//Ajay transcribed another scroll. It was boring work but someone needed to do it, and sometimes he would catch an interesting tidbit of information written in the margins of the documents. He dipped the quill in more ink and continued writing. He rolled up the scroll and handed it off, the thick edge of the paper cut. Golden red blood rose to the surface, he thought it strange. Here at the college someone might have some information to help him, but that was something to deal with in the morning.//
You have a bonus to intelligence and charisma.
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments, as described in chapter 5 of the Dungeon Master’s Guide.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Unravel the Weave: At 3rd level, you can cast the counterspell spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.", "Magical Protection: As a reaction, when you take damage from a spell or other magical effect you can gain resistance to that damage until the end of your next turn. Once you use this trait you cannot use it again until you complete a short or long rest.")
[[Higher Ability Scores|Intelligence Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Arcanist|Demigod Feat 1]]
You are proficient in the Arcana skill and whenever you make an Intelligence (Arcana) check related to magic, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
[[Innate Focus|Demigod Feat 2]]
Your body is a natural conduit for magical energy. You are considered the arcane focus when you cast spells and you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this spell.
[[Magic Initiate|Demigod Feat 3]]
You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once per day. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells you need to finish a long rest before you can cast that spell again. Intelligence is your spellcasting ability for these spells.
[[Continue|Demigod]]//Jenny pounded on the sword, stoked the fire, softened the steel. Sweat on her brow, and tired muscles she worked the forge. Her father was the god of craft, and she needed to make a hundred swords to gain legitimacy in his eyes. Only the child of a god could create one hundred perfect swords in a year. It was a craft some had spend lifetimes perfecting, and here she was sweating in the forge a novice trying to create the perfect sword. She gritted her teeth and continued to pound the sword into shape.//
You have a bonus to intelligence and constitution.
(set:$Subrace to "Forge Demigod")
(set:$Intelligence += 2)
(Set:$Constitution +=1)
(set:$Subrace_Chosen to true)
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Weapon Forger: Weapons wielded by you whether they be mundane or magical give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it.", "Heart of the Forge: Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the produce flame cantrip. Intelligence is your spellcasting ability for it.", "")
[[Higher Ability Scores|Intelligence Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Forgeborne|Demigod Feat 1]]
Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. You are proficient with the light hammer, mace, maul and warhammer. Your speed is not reduced by wearing heavy armor. In addition, you’re acclimated to Extreme Heat.
[[Forge Mastery|Demigod Feat 2]]
The will to craft to create was forged in your mind along with the skills to do so. You gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
[[Forge Magic.|Demigod Feat 3]]
Magic to help any forge master practice his craft. You know the mending cantrip. When you reach 3rd level, you can cast the create and destroy water spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
[[Continue|Demigod]](set:$Subrace_Chosen to true)(set:$Subrace to "Death Demigod")
(Set:$Constitution += 2)
(Set:$Intelligence += 1)
(Set:$Divine_Domain_Chosen to true)
//Gisilbert knew all things had to die, he just wished they hadn’t needed to die so soon. He looked at the corpse of his pet rat, tiny, small, cold. Thanatos put out a hand for the tiny body. His father was a surprisingly gentle as he carried the body away. Gisilbert whispered the funeral rights for his rat. There would be more loss, and others that would hurt more, but for now he let the little, cold, sadness wash over him.//
some gods of death include:
Bhaal, god of murder, Blibdoolpoolp, kuo-toa goddess, Chemosh, god of the undead, Kelemvor, god of the dead, Laogzed, troglodyte god of hunger, Lncabulos, god of plague and famine, Lovistar, goddess of pain, Luz, goddess of pain and oppression, Morgion, god of disease and secrecy, Myrkul, god of death, Nerull, god of death, Takhisis, goddess of night and hatred, Talona, goddess of disease and poison, The Keeper, god of greed and death, Wee Jas, goddess of magic and death, The Blood of Vol, philosophy of immortality and undeath, Shar, goddess of darkness and loss
You get a bonus to constitution and intelligence.
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments, as described in chapter 5 of the Dungeon Master’s Guide.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Death Resistance: Your divine power pushes your body to continue living. You have advantage on death saving throws and you know one cantrip of your choice from the cleric spell list. Charisma is your spellcasting ability for it.", "One with the Dead: As an action, you can become undetectable to all undead with a Intelligence of 10 or less. Unless provoked you remain undetectable to them for 10 minutes. In addition, you have resistance to necrotic damage.", "Raiser: The dead answer your call. At 3rd level, you can cast either the animate dead spell or the speak with dead spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.", "Soulsight: You can see the essence of others through sight alone. You have darkvision within 60 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight.", "Defier: If you drop to 0 hit points but are not killed outright, you may continue to fight as normal, rollings death saves as normal. You regain the ability to do this when you complete a long rest. In addition, if you are stabilized at 0 hit points you may regain 1 hit point and become conscious.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.")
[[Higher Ability Scores|Constitution Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Death Magic|Demigod Feat 1]]
The magic of necromancy. You know the toll the dead cantrip. When you reach 3rd level, you can cast the false life spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ray of enfeeblement spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
[[Continue|Demigod]](Set:$Subrace to "Grave Demigod")
(Set:$Constitution += 2)
(Set:$Strength += 1)
(Set:$Divine_Domain_Chosen to true)
(set:$Subrace_Chosen to true)
//Ciprian nodded, taking notes from the skull explaining his death. Double checking the facts, helping his father Hades decide where to send the soul, make sure there wasn’t going to be a ghost or a revenant. It was a small thing to help with in the material plane, but it made his father happy, and kept him close to his mother. Sometimes they confessed their greatest sins to him, when he asked if they had been happy, or how they died. He noted the remorse in their language use-if there was any. He noted any living dependents. He noted cause of death. //
You have a bonus to constitution and strength.
(Dropdown: bind $Subrace_Features, "Divine Awareness: The world tells you all its secrets and reveals every deception. You can sense all creatures within 10 feet of you and know if any of those creatures tells you a lie.", "Environmental Adapt: Your body is more resilient than most. You’re acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapt to all extreme environments.", "Heart of a Hero: You can cast the heroism spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.", "True Seer: Your godly parent has given you the ability to lift the veil from your eyes and glimpses the truths of the world briefly. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 30 foot radius. You can use this trait once due to the strain it causes on your eyes and you must complete a long rest before you can use it again.", "Partial Magic Resistance: Your strength of will is enough to turns the tides against most magical effects. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", "Undead Resistance: Never underestimate the fear those of the grave portfolio cause undead, they hesitate, stutter and rush the delicacy's needed to create potent magic. You have advantage on all Constitution, Wisdom, and Charisma saving throws when the creature imposing the saving throw is an undead.", "Life Drinker: Life given to those who would squander it and cause suffering is better put to use by you. At 3rd level, you can cast the vampiric touch spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.", "Shroud: As an action, you can syphon energy from your gods plane of death to bolstering yourself with a necromantic vail of life, you gain a number of temporary hit points equal to 10 + your level for 1 hour or until they are depleted. You regain the ability to do this when you finish a long rest.", "Purifying Mark: The dead should stay dead. You are resistant to necrotic damage, you can't become undead, and when you reduce a creature to 0 hit points it can not become an undead.")
[[Higher Ability Scores|Constitution Higher Ability Scores]]
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20.
[[Skilled]]
You are naturally adept at a particular set of skills. You have proficiency in three skills of your choice.
[[Toughness]]
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[[Grave Magic|Demigod Feat 1]]
Magic that would assist any believer in putting to rest the undead. You know the chill touch cantrip. When you reach 3rd level, you can cast the protection from evil and good spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gentle repose spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
[[Continue|Demigod]](set:$Intelligence += 1)
(set:$Subrace_Features to "Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20. This has already been calculated into your score." )
(Go-to: "Demigod")
(set:$Any_Skills +=3)
(Go-to: "Demigod")
(set:$Subrace_Features to "Toughness.
Whether it is your solid build or an indomitable spirit you can take a greater beating them most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.")
(set:$Toughness_Race to true) (Go-to: "Demigod")(Set:$Constitution += 1)
(set:$Subrace_Features to "Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20. This has already been calculated into your score." )
(Go-to: "Demigod")
(set:$Subrace_Features to "Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20. This has already been calculated into your score." )
(Set:$Charisma +=1)
(Go-to: "Demigod")(set:$Subrace_Features to "Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20. This has already been calculated into your score." )
(set:$Wisdom += 1)
(Go-to: "Demigod")(set:$Subrace_Features to "Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20. This has already been calculated into your score." )
(set:$Dexterity += 1)
(Go-to: "Demigod")(set:$Subrace_Features to "Higher Ability Scores.
An aspect of your form has been enhanced beyond what is capable of a normal race. Instead of gaining an increase of 2 to your primary racial ability score you gain an increase of 3. This cannot increase your chosen ability score above 20. This has already been calculated into your score." )
(set:$Strength += 1)
(Go-to: "Demigod")(if:$Race is "Life Demigod" ) [ Death Resistance.
Your divine power pushes your body to continue living. You have advantage on death saving throws and you know one cantrip of your choice from the cleric spell list. Charisma is your spellcasting ability for it.
(set:$Subrace_Features to "Death Resistance.
Your divine power pushes your body to continue living. You have advantage on death saving throws and you know one cantrip of your choice from the cleric spell list. Charisma is your spellcasting ability for it.") ](if:$Subrace is "Knowledge Demigod") [ Prodigy. You have an exceptional capability to learn and soak up information like a sponge. You gain proficiency in any combination of 3 skills, tools or languages of your choice.
(set:$Subrace_Features to "Prodigy. You have an exceptional capability to learn and soak up information like a sponge. You gain proficiency in any combination of 3 skills, tools or languages of your choice.") ](if:$Subrace is "Light Demigod") [ Solar Affinity
You carry a light in your chest wherever you go and it is in the brightest of light that you feel the most aligned with. You know the light cantrip. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expanding Hit Die.
(set:$Subrace_Features to "Solar Affinity
You carry a light in your chest wherever you go and it is in the brightest of light that you feel the most aligned with. You know the light cantrip. In addition, when you complete a short rest in an area of bright sunlight you regain the maximum number of hit points from expanding Hit Die.")
(set:$Light to true) ](if:$Subrace is "Nature Demigod") [ Forestborne
You were born to the forest and you know it better than anyone. You have proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while in a natural environment, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
(set:$Subrace_Features to "Forestborne
You were born to the forest and you know it better than anyone. You have proficiency in the Nature skill and whenever you make an Intelligence (Nature) check while in a natural environment, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.")
] (if:$Subrace is "Arcana Demigod") [ Arcanist.
You are proficient in the Arcana skill and whenever you make an Intelligence (Arcana) check related to magic, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.(Set:$Subrace_Features to "Arcanist.
You are proficient in the Arcana skill and whenever you make an Intelligence (Arcana) check related to magic, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.") ](if:$Subrace is "Forge Demigod") [ Forgeborne.
Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. You are proficient with the light hammer, mace, maul and warhammer. Your speed is not reduced by wearing heavy armor. In addition, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.(set:$Subrace_Features to "Forgeborne.
Your body is tempered by the warmth of the forge and instinctively knows how to use its productions. You are proficient with the light hammer, mace, maul and warhammer. Your speed is not reduced by wearing heavy armor. In addition, you’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.") ](if:$Subrace is "Death Demigod") [ Death Magic.
The magic of necromancy. You know the toll the dead cantrip. When you reach 3rd level, you can cast the false life spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ray of enfeeblement spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells. (Set:$Subrace_Features to "Death Magic.
The magic of necromancy. You know the toll the dead cantrip. When you reach 3rd level, you can cast the false life spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ray of enfeeblement spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells." ) (set:$Toll_The_Dead to true) ](if:$Subrace is "Grave Demigod") [ Grave Magic
Magic that would assist any believer in putting to rest the undead. You know the chill touch cantrip. When you reach 3rd level, you can cast the protection from evil and good spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gentle repose spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.(set:$Subrace_Features to "Grave Magic
Magic that would assist any believer in putting to rest the undead. You know the chill touch cantrip. When you reach 3rd level, you can cast the protection from evil and good spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gentle repose spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells." ) (Set:$Chill_Touch to true) ](if:$Subrace is "Tempest Demigod") [ Tempest Magic.
Magic that mimics the wrath of the tempest. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the command spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the warding wind[6] spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. (Set:$Subrace_Features to "Tempest Magic.
Magic that mimics the wrath of the tempest. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the command spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the warding wind[6] spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells." ) (set:$Shocking_Grasp to true) ](if:$Race is "Trickster Demigod") [ Tricksters Magic.
Magic to jest, disguise and deceive others. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the disguise self spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the nystul’s magic aura spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. (Set:$Subrace_Features to "Tricksters Magic.
Magic to jest, disguise and deceive others. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the disguise self spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the nystul’s magic aura spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells." ) (Set:$Vicious_Mockery to true)
](if:$Subrace is "War Demigod") [ War Magic
The magic to bend and break your opponents. You know the firebolt cantrip. When you reach 3rd level, you can cast the compelled duel spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spiritual weapon spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells. (Set:$Subrace_Features to "War Magic
The magic to bend and break your opponents. You know the firebolt cantrip. When you reach 3rd level, you can cast the compelled duel spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spiritual weapon spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells." ) (Set:$Firebolt to true) ]
(Go-to: "Demigod")(if:$Subrace is "Tempest Demigod") [ With the Wind.
You, like the wind, are always moving, always flowing. Your base walking speed increases by 10 feet, and you can take the Dash action as a bonus action.(set:$Subrace_Features to "With the Wind.
You, like the wind, are always moving, always flowing. Your base walking speed increases by 10 feet, and you can take the Dash action as a bonus action." ) ](if:$Subrace is "Trickery Demigod") [ Silver Tongued
You speak eloquently and persuasive in your manner of speech getting around most obstacles with your words. You gain proficiency in both the Persuasion and Deception skills. In addition, whenever you make an Charisma (Persuasion) check against humanoids with a Charisma score of 10 or lower, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.(Set:$Subrace_Features to "Silver Tongued
You speak eloquently and persuasive in your manner of speech getting around most obstacles with your words. You gain proficiency in both the Persuasion and Deception skills. In addition, whenever you make an Charisma (Persuasion) check against humanoids with a Charisma score of 10 or lower, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus." ) ](if:$Race is "Aracna Demigod") [Innate Focus.
Your body is a natural conduit for magical energy. You are considered the arcane focus when you cast spells and you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this spell. (set:$Subrace_Features to "Innate Focus.
Your body is a natural conduit for magical energy. You are considered the arcane focus when you cast spells and you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this spell.") ](if:$Subrace is "Forge Demigod") [ Weapon Forger.
Weapons wielded by you whether they be mundane or magical give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it.(Set:$Subrace_Features to "Weapon Forger.
Weapons wielded by you whether they be mundane or magical give off power as if they have just been pulled from a forge of elemental chaos. At 3rd level, you can cast the elemental weapon spell once with this trait, requiring only a weapon, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it." ) ](if:$Subrace is "Forge Demigod" ) [Forge Mastery.
The will to craft to create was forged in your mind along with the skills to do so. You gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. (set:$Subrace_Features to "Forge Mastery.
The will to craft to create was forged in your mind along with the skills to do so. You gain proficiency with smith's tools and add double your proficiency bonus to checks made with them, instead of your normal proficiency bonus. In addition, whenever you make an Intelligence (History) check related to forged equipment, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." ) ](if:$Subrace is "Knowledge Demigod") [Lore Magic.
The magic needed to gain the information every seeker of knowledge searches for. You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
(set:$Subclass_Features to "Lore Magic. The magic needed to gain the information every seeker of knowledge searches for. You know the message cantrip. When you reach 3rd level, you can cast the identify spell once, requiring no material components, and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the detect thoughts spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.") (set:$Message to true)
](if:$Subrace is "Life Demigod") [ Life Magic.
The magic to both preserve and guide life. You know the guidance cantrip. When you reach 3rd level, you can cast the healing word spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the prayer of healing spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
(set:$Subrace_Features to "Life Magic.
The magic to both preserve and guide life. You know the guidance cantrip. When you reach 3rd level, you can cast the healing word spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the prayer of healing spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.")
(set:$Guidance to true)](if:$Subrace is "Light Demigod") [ Enchanting Magic
You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
(set:$Subrace_Features to "Enchanting Magic
You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.")
(set:$Friendship to true)
](if:$Subrace is "Nature Demigod") [ Nature Magic
The magic to preserve and protect the natural world. You know the druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spike growth spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
(Set:$Subrace_Features to "Nature Magic
The magic to preserve and protect the natural world. You know the druidcraft cantrip. When you reach 3rd level, you can cast the absorb elements spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spike growth spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.")
(Set:$Druidcraft to true)
]
(Go-to: "Demigod")(if:$Subrace is "Life Demigod") [Ebb Out Life.
You touch can save the lives of others and even cause wounds and injuries to heal instantly. You know the spare the dying cantrip. In addition, when you cast this spell you may heal the target creature for 2d8 plus your Charisma modifier. This healing only applies if the target of the spell has 0 hit points and you must complete a long rest before you can heal with this cantrip this way again. (set:$Subrace_Features to "Ebb Out Life.
You touch can save the lives of others and even cause wounds and injuries to heal instantly. You know the spare the dying cantrip. In addition, when you cast this spell you may heal the target creature for 2d8 plus your Charisma modifier. This healing only applies if the target of the spell has 0 hit points and you must complete a long rest before you can heal with this cantrip this way again.")
(Set:$Spare_The_Dying to true) ](if:$Subrace is "Tempest Demigod") [ Waterborne.
You are as adept for the water as you are for the land. You have a swimming speed equal to your walking speed and can breathe both water and air.(set:$Subrace_Features to " Waterborne.
You are as adept for the water as you are for the land. You have a swimming speed equal to your walking speed and can breathe both water and air." ) ] (if:$Subrace is "War Demigod") [ Martial Expertise.
You are a master are martial combat. You gain proficiency in two martial weapons of your choice, while wielded by you, these weapons are considered magical for the purpose of overcoming damage resistances and immunities. (set:$Subrace_Features to "Martial Expertise.
You are a master are martial combat. You gain proficiency in two martial weapons of your choice, while wielded by you, these weapons are considered magical for the purpose of overcoming damage resistances and immunities." ) ](if:$Subrace is "Forge Demigod") [ Heart of the Forge.
Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the produce flame cantrip. Intelligence is your spellcasting ability for it.(set:$Subrace_Features to "Heart of the Forge.
Your chest burns with a fierce heat found in the heart of any forge. You have resistance to fire and cold damage. In addition, you know the produce flame cantrip. Intelligence is your spellcasting ability for it.") (set:$Flame to true) ] (if:$Subrace is "Arcana Demigod") [ Magic Initiate.
You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells you need to finish a long rest before you can cast that spell again. Intelligence is your spellcasting ability for these spells.(set:$Subrace_Features to "Magic Initiate.
You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can pick one spell of your choice from the wizard spell list and cast it once. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. When you cast either of these spells you need to finish a long rest before you can cast that spell again. Intelligence is your spellcasting ability for these spells.") Choose your [[Cantrip From the wizard spell list]] ](if:$Subrace is "Forge Demigod") [ Forge Magic.
Magic to help any forge master practice his craft. You know the mending cantrip. When you reach 3rd level, you can cast the create and destroy water spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells. (set:$Subrace_Features to "Forge Magic.
Magic to help any forge master practice his craft. You know the mending cantrip. When you reach 3rd level, you can cast the create and destroy water spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the heat metal spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.") (set:$Mending to true) ](if:$Subrace is "Light Demigod") [ Light Magic
The light of the sun flows from you. You know the Light cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the flaming sphere spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
(set:$Subrace_Features to "Light Magic
The light of the sun flows from you. You know the Light cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the flaming sphere spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.")
(set:$Light to true) ]
(Go-to: "Demigod")
Toll The Dead
Level: Cantrip
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
(set:$Toll_The_Dead to true)
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]Toll The Dead
Level: Cantrip
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
[[Chosen Cantrip]]
(Set:$Cantrip_Chosen to true)
(set:$Toll_The_Dead to true)
(Set:$Bless to true)Bless
1st Level Enchantment
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M ( A sprinkling of holy water)
You bless up to 3 creatures of your choice within range, whenever a target makes an attack roll or a saving throw before the spell ends the target can roll a d4 and add that number to the attack roll or saving throw.
When you cast this spell with a spell slot of the 2nd level or higher you add one additional target for each spell level above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Command to true)Command
1st Level Enchantment
Casting Time: 1 Action
Range: 60 ft
Components: V
Duration: 1 Round
You speak a one word command to a creature you can see within range. The target must succeed a wisdom saving throw or follow the command on its next turn. The spell has no effect on undead, if it doesn’t understand the language, or your command is directly harmful to it. Some typical commands are "Approach", "Drop", "Flee", "Grovel", "Halt"
When you cast this spell using a second level spell slot or higher, you can affect one additional creature for each spell slot level above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Create_Or_Destroy_Water to true) Create or Destroy Water
1st Level Transmutation
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (a drop of water if creating water, and grains of sand if destroying water.)
Duration: Instant
You can either create or destroy water
Create water: You create up to 10 gallons of clean water within range in an open container, Alternately water falls as rain in a 30 ft cube within range, extinguishing exposed flames in the area.
Destroy water: You destroy up to 10 gallons of water in an open container within range, alternately you destroy fog in a 30 ft cube within range.
when casting this spell with a spell slot of the second level or higher you create or destroy an additional 10 gallons of water or add 5 ft to the cube for each level above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Detect_Evil_And_Good to true)Detect Evil and Good
1st Level Divination
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
for the duration you know if there is an aberration, celestial, elemental, fey, fiend or undead within 30 ft of you as well as where the creature is located. Similarly you know if there is a place or object within 30 ft that has been magically consecrated or desecrated. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, 3 ft of wood or dirt.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Detect_Poison_And_Disease to true) Detect Poison and Disease
1st Level Divination (ritual)
Casting Time: 1 Action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration you can sense the presence and location of poisons, poisonous creatures and diseases within 30 ft of you. You can also identify the kind of poison, poisonous creature, or diseases in each case. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, 3 ft of wood or dirt.
(set:$Known_Spells -= 1)
[[Spells]]
Guiding Bolt
1st Level Evocation
Casting Time: 1 Action
Range: 120 ft
Duration: 1 round
A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage and the next attack roll made against the target before your next turn has advantage, thanks to the mystical dim light that glitters on the target until then. when you cast this spell with a second level or higher spell slot the damage increases by 1d6 for every level above the first.
(Set:$Guiding_Bolt to true)
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Inflict_Wounds to true)Inflict Wounds
1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instant
Make a melee spell attack against a creature you can reach, on a hit the target takes 3d10 Necrotic Damage. When you cast this spell with a second level or higher spell slot, the damage increases by 1d10 for each level above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Protection_From_Evil_And_Good to true)Protection from Good and Evil
1st Level Abjuration
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until this spell ends one willing creature you touch is protected against certain types of creatures, aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of these types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed freighted or possessed by such a creature, the target has advantage on saving throws against the relevant effect.
(set:$Known_Spells -= 1)
[[Spells]]
Purify Food and Drink
1st Level Transmutation (ritual)
Casting Time: 1 Action
Range: 10 ft
Components: V, S
Duration: Instant
All nonmagical food and drink within 5 foot radius sphere centered on a point of your choosing within range is purified and rendered free of poison and disease.
(Set:$Purify_Food_And_Drink to true)
(set:$Known_Spells -= 1)
[[Spells]]
Sanctuary
1st Level Abjuration
Casting Time: 1 Bonus Action
Range: 30 ft
Components: V, S, M (A small silvered mirror)
Duration: 1 minute
You ward a creature within range against an attack. Until the spell ends any creature who targets the warded creature with an attack or harmful spell must first make a wisdom saving throw, on a failed save the creature must choose a new target or loose the attack or spell. The spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If a warded creature makes an attack or casts a spell that effects the enemy, the spell ends.
(set:$Sanctuary to true)
(set:$Known_Spells -= 1)
[[Spells]]
Shield of Faith
1st Level Abjuration
Casting Time: 1 Bonus Action
Range: 60 ft
Components: V, S, M (A small parchment with a bit of holy text written on it)
Duration: Concentration up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting +2 AC for the duration
(set:$Shield_Of_Faith to true)
(set:$Known_Spells -= 1)
[[Spells]]
(set: $Playername to (prompt: "Your real actual name", "John Smith"))
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[[Next|Loading Languages Invocations]]
(either:
"Fun Fact:
Not only is Dungeons & Dragons (abbreviated D&D, DnD) credited with being the first role-playing game, but its origins date back to 1969 when Gary Gygax met Dave Anderson at the second Gen Con and the two expressed interest in working together to design game rules. Two years later Gygax would pen Chainmail and Anderson would use those rules to take players on their first adventures in his Blackmoor fantasy campaign. This adventure would include the first forays into a dungeon filled with monsters in search of treasure. More recently, Dungeons & Dragons celebrated it’s 40th Anniversary with a series of events in 2014.", "Player Tip:
Talk to your Dm About your expectations for the game", "Player Tip:
Don't Always Expect to Succeed", "Player Tip:
Describe your actions", "Player Tip:
Engage the group by complaning about the journey together")
Do you need help filling out your character sheet? Understanding abilities? Or just want a little more explanation on where to find things and where they go? Click [[Here|Expanded Explanations]] to activate Expanded Explanations
(set:$Ability_Score_Chosen to false)
(set:$Acrobatics to false) (set:$Animal_Handling to false) (Set:$Arcana to false) (Set:$Athletics to false) (Set:$Deception to false) (set:$History to false) (Set:$Insight to false) (Set:$Intimidation to false) (set:$Investigation to false) (set:$Medicine to false) (Set:$Nature to false) (Set:$Perception to false) (Set:$Performance to false) (Set:$Persuasion to false) (Set:$Religion to false) (Set:$Slight_Of_Hand to false) (Set:$Stealth to false) (Set:$Survival to false) (Set:$Any_Skills to 0) (set:$Any_Skills_Chosen to false)(set:$Class_Skills to 0) (Set:$Pick_Ability to 0)(set:$Skills_Chosen to false)(set:$Feats to false)
(Set:$One_Skill_Chosen to false) (Set:$Two_Skills_Chosen to false) (Set:$Three_Skills_Chosen to false) (Set:$Four_Skills_Chosen to false) (Set:$Two_Skills_Needed to false) (set:$Three_Skills_Needed to false) (Set:$Four_Skills_Needed to false) (set:$Ability_Score_Chosen to false)
(Set:$Two_Abilites_Needed to false)
(set:$Acrobatics_Choice to false) (set:$Animal_Handling_Choice to false) (Set:$Arcana_Choice to false) (Set:$Athletics_Choice to false) (Set:$Deception_Choice to false) (set:$History_Choice to false) (Set:$Insight_Choice to false) (Set:$Intimidation_Choice to false) (set:$Investigation_Choice to false) (set:$Medicine_Choice to false) (Set:$Nature_Choice to false) (Set:$Perception_Choice to false) (Set:$Performance_Choice to false) (Set:$Persuasion_Choice to false) (Set:$Religion_Choice to false) (Set:$Slight_Of_Hand_Choice to false) (Set:$Stealth_Choice to false) (Set:$Survival_Choice to false) (Set:$Any_Skills_Chosen to false)
(set:$Subclass_Features_For_Level_1 to false)(set:$Subclass_Features_For_Level_2 to false)(set:$Subclass_Features_For_Level_3 to false)(set:$Subclass_Features_For_Level_4 to false)(set:$Subclass_Features_For_Level_5 to false)(set:$Subclass_Features_For_Level_6 to false)(set:$Subclass_Features_For_Level_7 to false)(set:$Subclass_Features_For_Level_8 to false)(set:$Subclass_Features_For_Level_9 to false)(set:$Subclass_Features_For_Level_10 to false)(set:$Subclass_Features_For_Level_11 to false)(set:$Subclass_Features_For_Level_12 to false)(set:$Subclass_Features_For_Level_13 to false)(set:$Subclass_Features_For_Level_14 to false)(set:$Subclass_Features_For_Level_15 to false)(set:$Subclass_Features_For_Level_16 to false)(set:$Subclass_Features_For_Level_17 to false)(set:$Subclass_Features_For_Level_18 to false)(set:$Subclass_Features_For_Level_19 to false)(set:$Subclass_Features_For_Level_20 to false)
(set:$Pact_Boon_Chosen to false)
(set:$Walking_Speed to 0)
(Set:$Fly_Speed to 0)
(set:$Climb_Speed to 0)
(set:$Swim_Speed to 0)
(set:$Mystic_6 to false)
(set:$Mystic_7 to false)
(set:$Mystic_8 to false)
(Set:$Mystic_9 to false)<Style> img {
Max-width:100%;
Max-height:100%
}
</Style>
<img
src=https://media1.giphy.com/media/7SOdmLk31W7n45LTQV/giphy.gif
</div>
What level are you starting at? (You’ll be able to see all of your class abilities regardless of what level you choose)
Level: (Dropdown: bind $Level, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
[[Done|Level Conversion]]
(either:
"Fun Fact:
Individuals such as Stephen Colbert, Vin Diesel, Jon Favreau, Matt Groening, Chris Hardwick, Moby, Mike Myers, Patton Oswalt, Karl Urban, Nathan Fillion, Gerard Way, Wil Wheaton and Robin Williams (to name just a few) have spoken out over the years in support of the game and self identified themselves as players.", "Player Tip:
You can dash, dodge, disengage, hide, help, cast a spell, Ready, search, attack, or use an object as your action during your turn in comabt", "Player Tip:
Add friends, family, rivals, and loved onces to your character's backstory.", "Player Tip:
The best characters are flawed", "Player Tip:
There is no shame in running", "Player Tip:
Take notes about the whole adventure not just what is relevant to your character. ")
(Set:$Common to true) (set:$Elvish to false) (Set:$Dwarvish to false) (Set:$Giant to false) (Set:$Gnomish to false) (Set:$Goblin to false) (Set:$Halfling_Language to false) (Set:$Orc_Language to false) (Set:$Aquan to false) (Set:$Abyssal to false) (Set:$Celestial to false) (Set:$Deep_Speech to false) (Set:$Draconic to false) (Set:$Infernal to false) (Set:$Primordial to false) (Set:$Sylvan to false) (Set:$Undercommon to false)(set:$Language_Chosen to false) (Set:$Druidic to false) (set:$Sign_Language to false) (set:$Cant to false) (set:$Language to 0)
(set:$Proficiency_Bonus to "+2")(set:$Special_Ability_Uses to 0)(Set:$Special_Ability to " ") (set:$Special_Ability_Thing to " ")
(set:$Invocation_Sign_Of_Ill_Omen to false)(set:$Invocation_Nervous_Takedown to false)(set:$Invocation_Inhuman_Physique to false) (Set:$Invocation_Armor_Of_Shadows to false)(Set:$Invocation_Mask_Of_Many_Faces to false)(Set:$Invocation_Theif_Of_Five_Fates to false)(Set:$Invocation_Gaze_Of_Two_Minds to false) (Set:$Invocation_Blessings_Of_Khirad to false)(Set:$Invocation_Ascendant_Step to false)(Set:$Invocation_Master_Of_The_Myriad_Forms to false)(Set:$Invocation_Thirsting_Blade to false) (Set:$Invocation_Cloak_Of_Zhunun to false) (Set:$Invocation_Beast_Speech to false)(Set:$Invocation_Engorged_Flesh to false)(set:$Invocation_Devils_Sight to false)(set:$Invocation_Minions_Of_Chaos to false)(Set:$Invocation_Visions_Of_Distant_Realms to false) (Set:$Invocation_Feast_Of_Hadar to false)(set:$Invocation_Gaze_Of_Gibbeth to false)(Set:$Invocation_Beguiling_Influence to false)(Set:$Invocation_Sculptor_Of_Flesh to false) (Set:$Invocation_Dreadful_Word to false)(Set:$Invocation_Mire_The_Mind to false)(set:$Invocation_Bewitching_Whispers to false)(Set:$Invocation_Eldritch_Sight to false)(Set:$Invocation_Voice_Of_The_Chain_Master to false)(Set:$Invocation_Misty_Visions to false)(Set:$Invocation_Eldritch_Pummel to false)(Set:$Invocation_Whispers_Of_The_Grave to false)(Set:$Invocation_Writhing_Of_Nihal to false)(Set:$Invocation_Book_Of_Ancient_Secrets to false)(Set:$Invocation_Eldritch_Spear to false)(Set:$Invocation_One_With_Shadows to false)(Set:$Invocation_Witch_Sight to false)(Set:$Invocation_Agonizing_Blast to false)(Set:$Invocation_Visage_Of_The_Stars to false)(Set:$Invocation_Chains_Of_Carceri to false)(Set:$Invocation_Eyes_Of_The_Rune_Keeper to false)(Set:$Invocation_Otherworldly_Leap to false)(Set:$Invocation_Repelling_Blast to false)(Set:$Invocation_Fiending_Vigor to false)(Set:$Invocation_Lifedrinker to false)
<Style> img {
Max-width:100%;
Max-height:100%
}
</Style>
<img
src=https://thumbs.gfycat.com/GrimBoringChimneyswift-size_restricted.gif
</div>
(if:$Level is > 1) [ For your level up do you want to [[Roll for Health]] or take [[Average Health]] ]
(either:
"Fun Fact:
This is a cooperative game between the players and the DM. If you’ve watched some of the pros, like Matt Mercer's Critical Roll, or listened to one of the many podcasts, you may have some pretty high expectations. Every game is different, every player is different, every DM is different, the goal is to have fun. You can do an accent or silly voice to denote in character conversations, you can say ‘my character says’ to show your character is the one speaking, or you can say ‘out of character’ to let everyone know that your character is not the one speaking. Some DM’s use more theater of the mind, others rely on minis, some really like maps or physical buildings of buildings.", "Player Tip:
If there are topics that make you very uncomfortable, make sure you let your DM know they should avoid them. ", "Player Tip:
This is a world where everything is possible, if you want to try to do a triple backflip as you leap frog over an enemy shouting watch me whip, you can certanly try. The only limits are your imagination and luck of the roll.", "Player Tip:
Plan your actions in combat during other people's turns.", "Player Tip:
if Christina is DM you'll get insperation every time you dress up like your character.")
(Set:$All_Weapons_Simple to false) (Set:$All_Weapons_Martial to false) (Set:$All_Armor to false)
(Set:$Light_Armor to false) (Set:$Medium_Armor to false) (Set:$Heavy_Armor to false) (set:$Shields to false) (set:$Club to false)(set:$Dagger to false) (set:$Greatclub to false) (set:$Handaxe to false) (set:$Javelin to false) (set:$Light_Hammer to false) (Set:$Mace to false) (set:$Quarterstaff to false) (set:$Sickle to false) (Set:$Spear to false) (set:$Light_Crossbow to false) (Set:$Dart to false) (set:$Shortbow to false) (set:$Sling to false) (set:$Battleaxe to false) (Set:$Flail to false) (set:$Glaive to false) (set:$Greataxe to false) (set:$Greatsword to false) (set:$Halberd to false) (set:$Lance to false) (set:$Longsword to false) (set:$Maul to false) (set:$Morningstar to false) (set:$Pike to false) (set:$Rapier to false) (set:$Scimitar to false) (set:$Shortsword to false) (set:$Trident to false) (set:$War_Pick to false) (set:$Warhammer to false) (Set:$Whip to false) (set:$Blowgun to false) (set:$Hand_Crossbow to false) (set:$Heavy_Crossbow to false) (set:$Longbow to false) (set:$Net to false)
(set:$Achemical_Bombs to false)
(set:$Equipment_Chosen to false) (set:$Equipment_Choice_1 to false) (set:$Equipment_Choice_2 to false) (set:$Equipment_Choice_3 to false) (Set:$Equipment_Choice_4 to false)(set:$Equiped to false)(set:$Firearms to false)(Set:$Any_Simple to 0)
(set:$Any_Martial to 0)
(If:$Level is > 3) [ (Set:$Pick_Ability += 2)
(Set:$Feats to true)]
(if:$Level is > 7) [ (Set:$Pick_Ability += 2) ]
(if:$Level is > 11) [ (Set:$Pick_Ability += 2) ]
(if:$Level is > 15) [(Set:$Pick_Ability += 2) ]
(if:$Level is > 18) [(Set:$Pick_Ability += 2) ]
(if:$Level is > 0) [(set:$Proficiency_Bonus to "+2")]
(if:$Level is > 4) [(Set:$Proficiency_Bonus to "+3")]
(if:$Level is > 8) [(set:$Proficiency_Bonus to "+4") ]
(if:$Level is > 12) [ (Set:$Proficiency_Bonus to "+5") ]
(if:$Level is > 15) [(Set:$Proficiency_Bonus to "+6")]
(set:$Toughness_Race to false)
(set:$Toughness_Feat to false)
(Set:$Toughness_Class to false)
(set:$Toughness_Background to false)
(if:$Level is 1)[ (go-to:"Loading Tools and Background") ]
</Style>
<img
src=https://media.giphy.com/media/3oriNPdeu2W1aelciY/giphy.gif
</div>
(either:
"Fun Fact:
There are a ton of different ways to play D&D, some of the rules may vary slightly to assist in creating an atmosphere. The standard Dungeons and Dragons is a Heroic high fantasy, but there are many different campaign settings. Your DM will let you know any restrictions or rule changes that have been put in effect for the world, either through discord, during session zero, or when you encounter the phenomenon.
Maybe the DM chooses, in a particular campaign, that all of the monsters get death saves before they fully die, you may not know as the player until Boblin the Goblin, who you thought you killed, got death saves and survived the encounter, trained to get stronger and recruited friends, until he returns seeking vengeance against the players.
The DM will tell you before you make your character (so before you get this far) that in the swords and sorcery campaign they are running, wizards, sorcerers, and warlocks are rare, and there can only be one of them in the party, if any. They may tell you before the first session but after you made your character that they are calling Wood Elves “Chila” for their space fantasy campaign, just for flavor. ", "Player Tip:
Try to keep things in character as much as possible", "Player Tip:
Remember you and your character are separate entities, your character can do things that you would not do in real life. Dungeons and Dragons allows you to be someone else for a short period of time, have fun with it. There are very few other things that would allow you to be a vampire, on a unicycle, juggling knives that are on fire. ", "Player Tip:
If the DM asks you to roll a skill check, they will set the Difficulty Check. This difficulty will depend on what you are trying to accomplish. Listening in on a loud conversation that is happening next to you might be a very low skill check, while trying to stealthily backflip across the room while you sing the mission impossible theme song might be a much harder check. When they call for a check always tell them what you rolled + modifiers, you never know what they set the skill check at.", "Player Tip:
Keep your DM well fed and watered. Happy DM, living Player Characters. ","Player Tip:
Don’t worry about optimizing your character for combat only, a good DM will not kill you on the first combat encounter. ", "Player Tip:
Play the character you want to play. No one cares if the party has five rogues. ", "Player Tip:
It’s okay to discuss what your character would know, or wouldn’t know, during the session. It doesn’t hurt to ask the DM or make a check about knowing about a bit of trivia that you as a person know about. If the DM says your character does, or doesn’t have that knowledge, then make sure your character acts appropriately.", "Player Tip:
There are no right solutions to problems in D&D. ", "Fun Fact:
This character creation game has around
391,563 Words")
(set:$Alchemist_Supplies to false) (set:$Brewer_Supplies to false)(Set:$Cartographer_Tools to false) (Set:$Carpenter_Tools to false) (set:$Calligrapher_Supplies to false)(set:$Cobbler_Tools to false) (Set:$Cook_Utensils to false) (set:$Glassblower_Tools to false) (set:$Jeweler_Tools to false) (Set:$Leatherworker_Tools to false) (Set:$Mason_Tools to false) (Set:$Painter_Supplies to false) (set:$Potter_Tools to false) (set:$Smith_Tools to false) (set:$Tinker_Tools to false) (set:$Weaver_Tools to false) (Set:$Woodcarver_Tools to false)(Set:$Herbalism_Kit to false) (Set:$Disguise_Kit to false) (set:$Forgery_Kit to false) (set:$Navagators_Tools to false) (Set:$Poisoner_Kit to false) (Set:$Theives_Tools to false) (Set:$Land_Vehicles to false) (set:$Water_Vehicles to false) (set:$Dice to false) (set:$Dragon_Chess to false) (set:$Cards to false) (set:$Three_Dragon_Ante to false)
(set:$Tools_Chosen to false)(Set:$Musical_Chosen to false)(set:$Skills_Chosen to false)
(Set:$Tool_Proficiency_Chosen to false) (Set:$Musical to 0)(set:$Bagpipes to false) (set:$Drums to false) (set:$Dulcimer to false) (set:$Flute to false) (set:$Lute to false) (set:$Lyre to false) (set:$Horn to false) (set:$Pan_Flute to false) (set:$Shawm to false) (set:$Viol to false) (Set:$Musical_Instrument_Chosen to false) (set:$One_Musical_Instrument_Chosen to false) (Set:$Artisan_Tool_Chosen to false) (set:$Artisan_Tool to 0) (set:$Tool_Chosen to false)
(set:$One_Artisan_Tool_Chosen to false)
(set:$Personality_Chosen to false)
(set:$Ideal_Chosen to false)
(set:$Bond_Chosen to false)
(Set:$Flaw_Chosen to false)
(go-to: "Loading Spells")(Set:$Spellcasting to false) (set:$Spell_Chosen to false) (set:$Cantrip_Chosen to false)
(set:$Known_Spells to 0)(set:$Known_Cantrips to 0)(set:$Spell_Level to 0)
(set:$Prepared_Spells to "You can prepare a number of spells equal to your $Spellcasting_Ability modifier + your level from the $Class spell list. You can change to any other spell from the $Class spell list at the end of a long rest.")
(Set:$Savagery to false)(Set:$Acid_Splash_Choice to false)(Set:$Acid_Splash to false)(set:$Aid_Choice to false) (set:$Aid to false)(Set:$Alarm_Choice to false)(Set:$Alarm to false)(Set:$Alter_Self_Choice to false)(Set:$Alter_Self to false) (Set:$Animal_Friendship_Choice to false)(set:$Animal_Frienship to false)(set:$Animal_Messanger_Choice to false) (Set:$Animal_Messanger to false) (Set:$Animal_Shapes to false) (Set:$Animal_Shapes_Choice to false)(Set:$Animate_Dead to false) (Set:$Animate_Dead_Choice to false) (Set:$Animate_Objects to false) (set:$Animate_Objects_Choice to false) (Set:$Antilife_Shell to false)(Set:$Antilife_Shell_Choice to false)(set:$Antimagic_Field to false) (set:$Antimagic_Field_Choice to false) (set:$Antipathy_Sympathy to false) (set:$Antipathy_Sympathy_Choice to false) (set:$Arcane_Eye to false) (set:$Arcane_Eye_Choice to false) (set:$Arcane_Gate to false) (Set:$Arcane_Gate_Choice to false) (Set:$Arcane_Lock to false) (set:$Arcane_Lock_Choice to false) (Set:$Armor_Of_Agathys to false)(set:$Armor_Of_Agathys_Choice to false) (Set:$Arms_Of_Hadar_Choice to false)(set:$Arms_Of_Hadar to false)(Set: $Astral_Projection to false) (set: $Astral_Projection_Choice to false) (Set: $Augury to false) (Set: $Augury_Choice to false)(set:$Aura_Of_Life to false) (Set:$Aura_Of_Life_Choice to false) (Set:$Aura_Of_Purity to false) (set:$Aura_Of_Purity_Choice to false) (Set:$Aura_Of_Vitality to false) (Set:$Aura_Of_Vitality_Choice to false) (Set:$Awaken_Choice to false) (Set:$Awaken to false)(Set:$Bane_Choice to false) (Set:$Bane to false)(set:$Banishing_Smite to false) (set:$Banishing_Smite_Choice to false) (set:$Banishment to false) (Set:$Banishment_Choice to false)(set:$Barkskin to false) (Set:$Barkskin_Choice to false) (set:$Beacon_Of_Hope to false) (Set:$Beacon_Of_Hope_Choice to false)(Set:$Beast_Sense to false) (Set:$Beast_Sense_Choice to false) (set:$Bestow_Curse to false) (set:$Bestow_Curse_Choice to false)(set:$Blade_Barrier to false)(set:$Blade_Barrier_Choice to false) (Set:$Blade_Ward_Choice to false)(Set:$Blade_Ward to false)(Set:$Bless_Choice to false) (Set:$Bless to false)(set:$Blight to false) (Set:$Blight_Choice to false) (set:$Blinding_Smite to false) (set:$Blinding_Smite_Choice to false) (set:$Blindness_Deafness to false) (Set:$Blindness_Deafness_Choice to false) (set:$Blink to false) (set:$Blink_Choice to false) (set:$Blur to false) (Set:$Blur_Choice to false) (Set:$Branding_Smite to false) (Set:$Branding_Smite_Choice to false) (Set:$Burning_Hands_Choice to false) (Set:$Burning_Hands to false)(set:$Call_Lightning to false)(set:$Call_Lightning_Choice to false) (Set:$Calm_Emotions to false) (set:$Calm_Emotions_Choice to false) (Set:$Chain_Lightning to false) (set:$Chain_Lightning_Choice to false)(Set:$Charm_Person_Choice to false) (Set:$Charm_Person to false)(Set:$Chill_Touch_Choice to false) (Set:$Chill_Touch to false) (Set:$Chromatic_Orb_Choice to false) (Set:$Chromatic_Orb to false) (set:$Circle_Of_Death to false) (set:$Circle_Of_Death_Choice to false)(set:$Circle_Of_Power to false) (set:$Circle_Of_Power_Choice to false) (set:$Clairvoyance to false) (set:$Clairvoyance_Choice to false) (set:$Clone to false) (set:$Clone_Choice to false)(Set:$Cloud_Of_Daggers to false) (set:$Cloud_Of_Daggers_Choice to false) (set:$Cloudkill to false) (set:$Cloudkill_Choice to false) (Set:$Color_Spray_Choice to false)(Set:$Color_Spray to false)(Set:$Command_Choice to false) (Set:$Command to false) (set:$Commune to false) (set:$Commune_Choice to false) (set:$Commune_With_Nature to false) (set:$Commune_With_Nature_Choice to false) (Set:$Compelled_Duel to false) (Set:$Compelled_Duel_Choice to false) (Set:$Comprehend_Languages_Choice to false) (Set:$Comprehend_Languages to false)(Set:$Compulsion to false) (set:$Compulsion_Choice to false) (set:$Cone_Of_Cold_Choice to false)(set:$Cone_Of_Cold to false)(Set:$Confusion to false) (Set:$Confusion_Choice to false) (Set:$Conjure_Animals to false) (Set:$Conjure_Animals_Choice to false) (Set:$Conjure_Barrage to false) (set:$Conjure_Barrage_Choice to false) (Set:$Conjure_Celestial to false) (Set:$Conjure_Celestial_Choice to false) (set:$Conjure_Elemental to false) (set:$Conjure_Elemental_Choice to false)(set:$Conjure_Fey to false) (Set:$Conjure_Fey_Choice to false) (set:$Conjure_Minor_Elementals to false) (set:$Conjure_Minor_Elementals_Choice to false) (set:$Conjure_Volley to false) (Set:$Conjure_Volley_Choice to false) (Set:$Conjure_Woodland_Beings to false) (set:$Conjure_Woodland_Beings_Choice to false) (Set:$Contact_Other_Plane to false) (set:$Contact_Other_Plane_Choice to false) (set:$Contagion to false) (Set:$Contagion_Choice to false) (set:$Contingency to false) (set:$Contingency_Choice to false) (set:$Continual_Flame to false) (set:$Continual_Flame_Choice to false) (set:$Control_Water to false) (set:$Control_Water_Choice to false) (set:$Control_Weather to false) (set:$Control_Weather_Choice to false) (Set:$Cordon_Of_Arrows to false) (Set:$Cordon_Of_Arrows_Choice to false) (Set:$Counterspell to false) (set:$Counterspell_Choice to false)(set:$Create_Food_And_Water to false) (set:$Create_Food_And_Water_Choice to false) (Set:$Create_Or_Destroy_Water_Choice to false) (Set:$Create_Or_Destroy_Water to false)(set:$Create_Undead to false) (Set:$Create_Undead_Choice to false)(Set:$Creation to false) (set:$Creation_Choice to false) (Set:$Crown_Of_Madness to false) (set:$Crown_Of_Madness_Choice to false) (Set:$Crusaders_Mantle to false) (set:$Crusaders_Mantle_Choice to false) (Set:$Cure_Wounds_Choice to false) (Set:$Cure_Wounds to false)
(Set:$Dancing_Lights_Choice to false) (Set:$Dancing_Lights to false)(Set:$Darkness to false) (Set:$Darkness_Choice to false)(Set:$Darkvision to false) (Set:$Darkvision_Choice to false)(Set:$Daylight to false) (Set:$Daylight_Choice to false)(Set:$Death_Ward to false) (Set:$Death_Ward_Choice to false)(Set:$Delayed_Blast_Fireball to false) (Set:$Delayed_Blast_Fireball_Choice to false)(Set:$Demiplane to false) (Set:$Demiplane_Choice to false)(Set:$Destructive_Wave to false) (Set:$Destructive_Wave_Choice to false)(Set:$Detect_Evil_And_Good to false) (Set:$Detect_Evil_And_Good_Choice to false)(Set:$Detect_Magic to false) (Set:$Detect_Magic_Choice to false)(Set:$Detect_Poison_And_Disease to false) (Set:$Detect_Poison_And_Disease_Choice to false)(Set:$Detect_Thoughts to false) (Set:$Detect_Thoughts_Choice to false)(Set:$Dimension_Door to false) (Set:$Dimension_Door_Choice to false)(Set:$Disguise_Self to false) (Set:$Disguise_Self_Choice to false)(Set:$Disintegrate to false) (Set:$Disintegrate_Choice to false)(Set:$Dispel_Evil_And_Good to false) (Set:$Dispel_Evil_And_Good_Choice to false)(Set:$Dispel_Magic to false) (Set:$Dispel_Magic_Choice to false)(Set:$Dissonant_Whispers to false) (Set:$Dissonant_Whispers_Choice to false)(Set:$Divination to false) (Set:$Divination_Choice to false)(Set:$Divine_Favor to false) (Set:$Divine_Favor_Choice to false)(Set:$Divine_Word to false) (Set:$Divine_Word_Choice to false)(Set:$Dominate_Beast to false) (Set:$Dominate_Beast_Choice to false)(Set:$Dominate_Monster to false) (Set:$Dominate_Monster_Choice to false)(Set:$Dominate_Person to false) (Set:$Dominate_Person_Choice to false)(Set:$Drawmijs_Instant_Summons to false) (Set:$Drawmijs_Instant_Summons_Choice to false)(Set:$Dream to false) (Set:$Dream_Choice to false)(Set:$Druidcraft to false) (Set:$Druidcraft_Choice to false)(Set:$Earthquake to false) (Set:$Earthquake_Choice to false)(Set:$Eldritch_Blast to false) (Set:$Eldritch_Blast_Choice to false)(Set:$Elemental_Weapon to false) (Set:$Elemental_Weapon_Choice to false)(Set:$Enhance_Ability to false) (Set:$Enhance_Ability_Choice to false)(Set:$Enlarge_Reduce to false) (Set:$Enlarge_Reduce_Choice to false)(Set:$Ensnaring_Strike to false) (Set:$Ensnaring_Strike_Choice to false)(Set:$Entangle to false) (Set:$Entangle_Choice to false)(Set:$Enthrall to false) (Set:$Enthrall_Choice to false)(Set:$Etherealness to false) (Set:$Etherealness_Choice to false)(Set:$Evards_Black_Tentacles to false) (Set:$Evards_Black_Tentacles_Choice to false)(Set:$Expeditious_Retreat to false) (Set:$Expeditious_Retreat_Choice to false)(Set:$Eyebite to false) (Set:$Eyebite_Choice to false)(Set:$Fabricate to false) (Set:$Fabricate_Choice to false)(Set:$Faerie_Fire to false) (Set:$Faerie_Fire_Choice to false)(Set:$False_Life to false) (Set:$False_Life_Choice to false)(Set:$Fear to false) (Set:$Fear_Choice to false)(Set:$Feather_Fall to false) (Set:$Feather_Fall_Choice to false)(Set:$Feeblemind to false) (Set:$Feeblemind_Choice to false)(Set:$Feign_Death to false) (Set:$Feign_Death_Choice to false)(Set:$Find_Familiar to false) (Set:$Find_Familiar_Choice to false)(Set:$Find_Steed to false) (Set:$Find_Steed_Choice to false)(Set:$Find_The_Path to false) (Set:$Find_The_Path_Choice to false)(Set:$Find_Traps to false) (Set:$Find_Traps_Choice to false)(Set:$Finger_Of_Death to false) (Set:$Finger_Of_Death_Choice to false)(Set:$Fireball to false) (Set:$Fireball_Choice to false)(Set:$Fire_Bolt to false) (Set:$Fire_Bolt_Choice to false)(Set:$Fire_Shield to false) (Set:$Fire_Shield_Choice to false)(Set:$Fire_Storm to false) (Set:$Fire_Storm_Choice to false)(Set:$Flame_Blade to false) (Set:$Flame_Blade_Choice to false)(Set:$Flame_Strike to false) (Set:$Flame_Strike_Choice to false)(Set:$Flaming_Sphere to false) (Set:$Flaming_Sphere_Choice to false)(Set:$Flesh_To_Stone to false) (Set:$Flesh_To_Stone_Choice to false)(Set:$Fly to false) (Set:$Fly_Choice to false)(Set:$Fog_Cloud to false) (Set:$Fog_Cloud_Choice to false)(Set:$Forbiddance to false) (Set:$Forbiddance_Choice to false)(Set:$Forcecage to false) (Set:$Forcecage_Choice to false)(Set:$Foresight to false) (Set:$Foresight_Choice to false)(Set:$Freedom_Of_Movement to false)(Set:$Freedom_Of_Movement_Choice to false)(Set:$Friends to false) (Set:$Friends_Choice to false)(Set:$Gaseous_Form to false) (Set:$Gaseous_Form_Choice to false)(Set:$Gate to false) (Set:$Gate_Choice to false)(Set:$Geas to false) (Set:$Geas_Choice to false)(Set:$Gentle_Repose to false) (Set:$Gentle_Repose_Choice to false)(Set:$Giant_Insect to false) (Set:$Giant_Insect_Choice to false)(Set:$Glibness to false) (Set:$Glibness_Choice to false)(Set:$Globe_Of_Invulnerability to false) (Set:$Globe_Of_Invulnerability_Choice to false)(Set:$Glyph_Of_Warding to false) (Set:$Glyph_Of_Warding_Choice to false)(Set:$Goodberry to false) (Set:$Goodberry_Choice to false)(Set:$Grasping_Vine to false) (Set:$Grasping_Vine_Choice to false)(Set:$Grease to false) (Set:$Grease_Choice to false)(Set:$Greater_Invisibility to false) (Set:$Greater_Invisibility_Choice to false)(Set:$Greater_Restoration to false) (Set:$Greater_Restoration_Choice to false)(Set:$Guardian_Of_Faith to false) (Set:$Guardian_Of_Faith_Choice to false)(Set:$Guards_And_Wards to false) (Set:$Guards_And_Wards_Choice to false)(Set:$Guidance to false) (Set:$Guidance_Choice to false)(Set:$Guiding_Bolt to false) (Set:$Guiding_Bolt_Choice to false)(Set:$Gust_Of_Wind to false) (Set:$Gust_Of_Wind_Choice to false)(Set:$Hail_Of_Thorns to false) (Set:$Hail_Of_Thorns_Choice to false)(Set:$Hallow to false) (Set:$Hallow_Choice to false)(Set:$Hallucinatory_Terrain to false) (Set:$Hallucinatory_Terrain_Choice to false)(Set:$Harm to false) (Set:$Harm_Choice to false)(Set:$Haste to false) (Set:$Haste_Choice to false)(Set:$Heal to false) (Set:$Heal_Choice to false)(Set:$Healing_Word to false) (Set:$Healing_Word_Choice to false)(Set:$Heat_Metal to false) (Set:$Heat_Metal_Choice to false)(Set:$Hellish_Rebuke to false) (Set:$Hellish_Rebuke_Choice to false)(Set:$Heroes_Feast to false) (Set:$Heroes_Feast_Choice to false)(Set:$Heroism to false) (Set:$Heroism_Choice to false)(Set:$Hex to false) (Set:$Hex_Choice to false)(Set:$Hold_Monster to false) (Set:$Hold_Monster_Choice to false)(Set:$Hold_Person to false) (Set:$Hold_Person_Choice to false)(Set:$Holy_Aura to false) (Set:$Holy_Aura_Choice to false)(Set:$Hunger_Of_Hadar to false) (Set:$Hunger_Of_Hadar_Choice to false)(Set:$Hunters_Mark to false) (Set:$Hunters_Mark_Choice to false)(Set:$Hypnotic_Pattern to false) (Set:$Hypnotic_Pattern_Choice to false)(Set:$Ice_Storm to false) (Set:$Ice_Storm_Choice to false)(Set:$Identify to false) (Set:$Identify_Choice to false)(Set:$Illusory_Script to false) (Set:$Illusory_Script_Choice to false)(Set:$Imprisonment to false) (Set:$Imprisonment_Choice to false)(Set:$Incendiary_Cloud to false) (Set:$Incendiary_Cloud_Choice to false)(Set:$Inflict_Wounds to false) (Set:$Inflict_Wounds_Choice to false)(Set:$Insect_Plague to false) (Set:$Insect_Plague_Choice to false)(Set:$Invisibility to false) (Set:$Invisibility_Choice to false)(Set:$Jump to false) (Set:$Jump_Choice to false)(Set:$Knock to false) (Set:$Knock_Choice to false)(Set:$Legend_Lore to false) (Set:$Legend_Lore_Choice to false)(Set:$Leomunds_Secret_Chest to false) (Set:$Leomunds_Secret_Chest_Choice to false)(Set:$Leomunds_Tiny_Hut to false) (Set:$Leomunds_Tiny_Hut_Choice to false)(Set:$Lesser_Restoration to false) (Set:$Lesser_Restoration_Choice to false)(Set:$Levitate to false) (Set:$Levitate_Choice to false)(Set:$Light to false) (Set:$Light_Choice to false)(Set:$Lightning_Arrow to false) (Set:$Lightning_Arrow_Choice to false)(Set:$Lightning_Bolt to false) (Set:$Lightning_Bolt_Choice to false)(Set:$Locate_Animals_Or_Plants to false) (Set:$Locate_Animals_Or_Plants_Choice to false)(Set:$Locate_Creature to false) (Set:$Locate_Creature_Choice to false)(Set:$Locate_Object to false) (Set:$Locate_Object_Choice to false)(Set:$Longstrider to false) (Set:$Longstrider_Choice to false)(Set:$Mage_Armor to false) (Set:$Mage_Armor_Choice to false)(Set:$Mage_Hand to false) (Set:$Mage_Hand_Choice to false)(Set:$Magic_Circle to false) (Set:$Magic_Circle_Choice to false)(Set:$Magic_Jar to false) (Set:$Magic_Jar_Choice to false)(Set:$Magic_Missile to false) (Set:$Magic_Missile_Choice to false)(Set:$Magic_Mouth to false) (Set:$Magic_Mouth_Choice to false)(Set:$Magic_Weapon to false) (Set:$Magic_Weapon_Choice to false)(Set:$Major_Image to false) (Set:$Major_Image_Choice to false)(Set:$Mass_Cure_Wounds to false) (Set:$Mass_Cure_Wounds_Choice to false)(Set:$Mass_Heal to false) (Set:$Mass_Heal_Choice to false)(Set:$Mass_Healing_Word to false) (Set:$Mass_Healing_Word_Choice to false)(Set:$Mass_Suggestion to false) (Set:$Mass_Suggestion_Choice to false)(Set:$Maze to false) (Set:$Maze_Choice to false)(Set:$Meld_Into_Stone to false) (Set:$Meld_Into_Stone_Choice to false)(Set:$Melfs_Acid_Arrow to false) (Set:$Melfs_Acid_Arrow_Choice to false)(Set:$Mending to false) (Set:$Mending_Choice to false)(Set:$Message to false) (Set:$Message_Choice to false)(Set:$Meteor_Swarm to false) (Set:$Meteor_Swarm_Choice to false)(Set:$Mind_Blank to false) (Set:$Mind_Blank_Choice to false)(Set:$Minor_Illusion to false) (Set:$Minor_Illusion_Choice to false)(Set:$Mirage_Arcane to false) (Set:$Mirage_Arcane_Choice to false)(Set:$Mirror_Image to false) (Set:$Mirror_Image_Choice to false)(Set:$Mislead to false) (Set:$Mislead_Choice to false)(Set:$Misty_Step to false) (Set:$Misty_Step_Choice to false)(Set:$Modify_Memory to false) (Set:$Modify_Memory_Choice to false)(Set:$Moonbeam to false) (Set:$Moonbeam_Choice to false)(Set:$Mordenkainens_Faithful_Hound to false) (Set:$Mordenkainens_Faithful_Hound_Choice to false)(Set:$Mordenkainens_Magnificent_Mansion to false) (Set:$Mordenkainens_Magnificent_Mansion_Choice to false)(Set:$Mordenkainens_Private_Sanctum to false) (Set:$Mordenkainens_Private_Sanctum_Choice to false)(Set:$Mordenkainens_Sword to false) (Set:$Mordenkainens_Sword_Choice to false)
(go-to: "Loading Spells 2")(set:$Druidcraft to true)
Druidcraft
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: V, S
Duration: Instant
Whispering to the spirits of nature you create one of the following effects within range, you create a tiny harmless sensory effect that predicts the weather at your location for the next 24 hours. You instantly make flowers blood, a seed pod open, or a leaf bud bloom. You create a harmless sensory effect like a puff of air, an animal sound, or the stink of a skunk, the effect must fit in a 5 ft cube. You instantly light or snuff out a candle, torch, or small campfire.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Poison_Spray to true) Poison Spray
Conjuration Cantrip
Casting Time: 1 Action
Range: 60 Ft
Components: V
Duration: Instant
You extend your hand towards one creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed a Constitution saving throw or take 1d12 poison damage. The damage increases by 1d12 when you reach the 5th, 11th, and 17th level.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Produce_Flame to true)
Produce Flame
Conjuration Cantrip
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
A flicker of flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds light for an additional 10 ft the spell ends if you dismiss it as a action or you cast it again. You can also attack with the flame although doing so ends the spell. When you cast this spell or as an action later in your turn you can hurl the flame at a creature within 30 ft of you. Make a ranged spell attack, on a hit the target takes 1d8 fire damage. The damage increases by 1d8 at level 5, 11, and 17.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Shillelagh to true)
Shillelagh
Transmutation Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M (Mistletoe, a shamrock leaf, a club, or quarterstaff.)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration you can use your spellcasting ability instead of strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage dice becomes a d8. The spell ends if you cast it again or let got of the weapon.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Thorn_Whip to true)
Thorn Whip
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M ( the stem of a plant with thorns)
Duration: Instant
You create a long, vine like whip covered in thorns that lashes out at your command towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is large or smaller you pull the creature up to 10 ft closer to you. This spell's damage increases by 1d6 when you reach 5th, 11th, and 15th Levels.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]Chill Touch
Necromancy Cantrip
Casting Time: 1 Action
Range: 120 ft
Component:VS
Duration: 1 Round
You create a ghostly skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature, to assail it with the chill of the grave. On a hit the creature takes 1d8 necrotic damage. It cannot regain HP until the start of your next turn. Until then the hand clings to the target. If the target is undead, it has disadvantage on attack rolls made against you until the end of your next turn. The spells damage increases by 1d8 when you reach the 5th, 11th, and 17th levels.
(set:$Chill_Touch to true)
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Fire_Bolt to true)
Fire Bolt
Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: Instant
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target takes 1d10 fire damage on a hit. Any flammable object that gets hit that isn't being worn, held, or carried is ignited. The spells damage increases by 1d10 when you reach the 5th, 11th, and 17th level.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Shocking_Grasp to true)
Shocking Grasp
Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instant
Lightning Springs from your hands to deliver a shock to a creature you are try to touch. Make a melee spell attack against the target. You have advantage on that attack roll if the target is wearing armor made of metal. On a hit the target takes 1d8 lightning damage and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach level 5,11, 17
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Eldritch_Blast to true)
Eldritch Blast
Evocation Cantrip
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: Instant
A beam of crackling energy streaks towards a creature within range, make a ranges spell attack against the target, on a hit the creature takes 1d10 force damage. The spell creates more than one beam at higher levels. 2 beams at level 5, 3 beams at 11, 4 beams at level 17. Make a separate attack roll for each beam.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]Acid Splash (Set:$Acid_Splash to true)
Conjuration Cantrip
Casting Time: 1 Action
Range: 60 ft
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or two that are within 5 ft of each other. Target must succeed a dexterity Saving Throw or take 1d6 acid damage.
This spells damage increases when you reach the 5th level to 2d6, and at the 11th level to 3d6, and again at the 17th level to 4d6
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Ray_Of_Frost to true)
Ray of Frost
Evocation Cantrip
Casting Time: 1 Action
Range: 60 ft
Components: V, s
Duration: Instant
A frigid beam of blue light streaks towards a creature within range. Make a ranged spell attack against the target on a hit it takes 1d8 cold damage, and its speed is reduced by 10 until the start of your next turn. This spell's damage increases by 1d8 at level 5, 11, and 17.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]Alarm
1st Level abjuration (ritual)
Casting time: 1 minute
Range: 30 ft
Components: V, S, M (A tiny bell and a piece of fine silver wire)
Duration: 8 Hours
You set an alarm against unwanted intrusion. Choose a door, window, or area within range that is no larger than a 20 ft cube. Until the spell ends an alarm will alert you whenever a creature tiny or larger, enters or touches the warded area. When you cast this spell, you can designate creatures who will not trigger the alarm. You also choose if the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area/ An audible alarm produces a the sound of a hand bell for 10 seconds within 60 ft.
(Set:$Alarm to true)
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Armor_Of_Agathys to true) Armor of Agathys
1st Level Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (A cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temp HP for the duration. If a creature hits you with a melee attack while you have these temp HP the creature takes 5 frost damage
When you cast this spell using a spell slot of the 2nd level or higher, both the temp HP and the frost damage increase by 5 for each level above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Arms_Of_Hadar to true) Arms of Hadar
1st Level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 ft of you, each creature in that area must make a strength saving throw. On a failed save the creature takes 2d6 necrotic damage, and cannot take a reaction until its next turn. On a success it takes half damage and suffers no ill effects.
when you cast this spell using a spell slot of the 2nd level or higher the damages increases by 1d6 for each level above the 1st.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Burning_Hands to true) Burning Hands
1st Level Evocation
Casting Time: 1 Action
Range: Self (15 ft Cone)
Components: V, S
Duration: Instant
As you hold your hands with thumbs touching and fingers spread a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 ft cone must make a dexterity saving throw a creature takes 3d6 fire damage on a failed save and half a much on a success. Any flammable objects not being held or carried get ignited.
When you cast this spell using a spell slot of the second level or higher the damage increases by 1d6 for each level above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Chromatic_Orb to true) Chromatic Orb
1st Level Evocation
Casting Time: 1 Action
Range: 90 Ft
Components: V, S, M (A diamond worth at least 50 gap)
Duration: Instant
You hurl a 4 inch diameter sphere of energy at a creature you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and make a ranged spell attack against the target. If the attack hits the create takes 2d8 damage of the type you chose.
When you cast this spell using a spell slot of the second level or higher you increase the damage by 1d8 for every level above the first level.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Color_Spray to true) Color Spray
1st Level Illusion
Casting Time: 1 Action
Range: Self ( 15 ft cone)
Components: V, S, M (A pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 Round
A dazzling array of flashing, colored light springs from your hands. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15 ft cone originating from your are affected in ascending order of the current HP ignore unconscious creatures or creatures you cannot see. Starting with the creature that has the lowest current HP each creature affected by this spell is blinded until the spell ends subtract each creatures HP from the total before moving on to the creature with the next lowest HP A creatures Hp must be equal to or less than the remaining total to be affected.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Entangle to true) Entangle
1st Level Conjuration
Casting Time: 1 Action
Range: 90 ft
Components: V, S
Duration: Concentration up to 1 minute
Grasping weeds and vines spring from the ground in a 20 ft square, starting from a point within range. For the duration the plants turn the area into difficult terrain. A creature in the area when you cast the spell must succeed a strength saving throw or be restrained by the entangling plants until the spell ends. a creature restrained by the plants can use its action to make a strength check against your spell save DC and break free if successful. When the spell ends the plants wilt away.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Expeditious_Retreat to true) Expeditious Retreat
1st Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell as a bonus action each turn you can take the dash action, as a bonus action until the spell ends.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$False_Life to true) False Life
1st Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S. M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with necromantic facsimile of life you gain 1d4 + 4 temp HP for the duration. When you cast this using a spell slot of the second level or higher you gain 5 additional temp HP for each slot above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Find_Familiar to true) Find Familiar
1st Level Conjuration (ritual)
Casting Time: 1 Hour
Range: 10 ft
Components: V, S, M (10 gap worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instant
You gain the service of a familiar spirit, that takes an animal form of your choosing, (bat, cat, crab, frog, toad, hawk, lizard, octopus, owl poisonous snake, fish, rat, raven, sea horse, spider or weasel) Appearing in an unoccupied space within range. the familiar has the stats of the chosen form though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, though follows your commands. In combat it rolls its own initiative and acts on its own turn, it cannot attack but takes other actions as normal. When the familiar drops to 0 HP it disappears leaving behind no physical form. It reappears when you cast this spell again. While your familiar is within 100 ft of you, you can communicate with it telepathically, additionally as an action you can see tough your familiars eyes, and hear what it until the start of your next turn. During this time you are blind and deaf in regards to your own senses. As an action you can temporarily dismiss your familiar. It disappears into a pocket diminution where it awaits your summons. Alternatively you can dismiss it forever. An action while it is temporarily dismissed you can cause it to reappear in any unoccupied space within 30 ft of you. You can't have more than one familiar with you at a time, you instead cause it to adopt a new form. Finally when you cast a spell with a range of touch your familiar can deliver that spell as if it had cast the spell. Your familiar must be within 100 ft of you and must use its reaction to deliver the spell. If the spell requires an attack roll, you make it with your modifiers.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Fog_Cloud to true) Fog Cloud
1st Level Conjuration
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: Concentration up to 1 hour
You create a 20 ft radius sphere of fog centered on a point of your choosing within range. The sphere spreads around corners, and the area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (At least 10 mph disperses it. When you cast this spell with a second level spell slot or higher the radius of the cloud increases by 20 ft for each level over the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Goodberry to true) Goodberry
1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instant
up to 10 berries appear in your hand and are infused with magic for the duration. A creature can use its action to ear one berry. Eating a berry restores 1 HP and the berry provides enough nourishment to sustain a creature for one day. A berry looses its potency if they have not been consumed within 24 hours of creation.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Grease to true)
Grease
1st Level Conjuration
Casting Time: 1 Action
Range: 60 ft
Components: V, S, M (A bit of pork rind or butter)
Duration: 1 Minute
Slick grease covers the ground, in a 10 ft square centered on the point of your choosing, and turns to difficult terrain for the duration. When the grease appears each creature standing on it must succeed a dexterity saving throw or fall prone. A creature entering or ending their turn there must also succeed a dexterity saving throw or fall prone.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Hellish_Rebuke to true) Hellish Rebuke
1st Level Evocation
Casting Time: 1 Reaction, which you take in response to being damaged by a creature within 60 ft of you that you can see.
Range: 60 Ft
Components: V, S
Duration: Instant
You point your fingers and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a dexterity saving throw. It takes 2d10 fire damage on a failed save and half as much on a success. When you cast this spell with a second level or higher spell slot the damage increases by 1d10 for each level above the first
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Hex to true) Hex
1st Level Enchantment
Casting Time: 1 Bonus Action
Range: 90 ft
Components: V, S, M (petrified eye of newt)
Duration: Concentration, Up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage whenever you hit the target with an attack. Also choose one ability when you cast the spell the target has disadvantage on ability checks made with that ability. If the target drops to 0 HP before the spell ends you can use a bonus action to turn your curse onto a new creature. A remove Curse cast on the target ends the spell early. When you cast this spell using a 3rd or 4th level spell slot you can maintain the hex for 8 hours. If you cast it with a spell slot of the 5th or 6th level you can maintain concentration on this spell for 24 hours.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Jump to true) Jump
1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A Grasshopper's hind leg)
Duration: 1 Minute
You touch a creature and that creatures jump distance is tripled until the spell ends.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Mage_Armor to true) Mage Armor
1st Level Abjuration
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor and a protective magical force surrounds them until the spell ends. The target's base AC becomes 13 + its dexterity Modifier. The Spell ends if the target dons armor or you dismiss the spell.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Magic_Missle to true) Magic Missile
1st Level Evocation
Casting Time: 1 Action
Range: 120 ft
Components: V, S
Duration: Instant
You create 3 glowing darts of magical energy. Each dart hits a creature of your choosing within range that you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Ray_Of_Sickness to true) Ray of Sickness
1st Level Necromancy
Casting Time: 1 Action
Range: 60 ft
Components: V, S
Duration: Instant
A ray of sickening greenish color lashes out towards a creature within range. Make a ranged spell attack against the target. On a hit the target takes 2d8 poison damage and must make a constitution saving throw. On a failed save it is poisoned until the end of your next turn. When you cast this spell with a spell slot of the second level or higher the damage is increased by 1d8 for each slot above the first.
(set:$Known_Spells -= 1)
[[Spells]]
(set:$Shield to true) Shield
1st Level Abjuration
Casting Time: 1 Reaction, which you take in response to being targeted by a magic Missile spell or hit with an attack.
Range: Self
Components: V, S
Duration: 1 round
An Invisible barrier of magical fore appears and protects you . Until the start of your next turn you have +5 to AC including against the triggering attack. And you take no damage from magic missile
(set:$Known_Spells -= 1)
[[Spells]]
(Set:$Witch_Bolt to true) Witch Bolt
1st Level Evocation
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (A twig from a tree that has been struck by lighting)
Duration: Concentration, up to 1 minute.
A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. You deal 1d12 lightning damage, and on each of your turns for the duration you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. the spell also ends if the target ever makes it outside the spell's range or if it has total cover from you. When you cast this spell with a spell slot of the 2nd level or higher the initial damage is increased by 1d12 for each spell slot above the first.
(set:$Known_Spells -= 1)
[[Spells]]
Appearance
For example, knowing your character has a big scar down their face from a battle might make an orc fighter proud, but an elf sorcerer ashamed. A pale lilac eyed half elf with pure white hair and ebony skin might know their elven parent was a drow (still standard half elf traits). Have fun with it.
(Set:$Appearance_Chosen to true)(if:$Expanded is true)[ You can choose a gender that fits your own or not. ]
Gender: (Dropdown: bind $Gender, "Male", "Female", "Nonconforming")
(if:$Expanded is true)[ If you need a reminder here is your race: $Race
Most creatures have the usual range of human hair colors. Creatures like sirens, merfolk, dryads, or Elderan may have more exotic hair colors.]
Hair:
Color:(Dropdown: bind $Hair_Color, "White", "Silver", "Blond", "Strawberry Blond", "Gold", "Copper", "Brown", "Black", "Red", "Orange", "Yellow", "Green", "Blue", "Purple")
Style:(Dropdown: bind $Hair_Style, "Loose", "Bald", "One Braid", "Two Braids", "Many Braids", "Spiked", "Dreaded", "Bun", "Two Buns", "Many Buns", "Updo", "Half Up Half Down", "Ponytail", "Two Ponytails", "Many Ponytails")
Length:(Dropdown: bind $Hair_Length, "Bald", "Buzzcut", "Short", "Chin length- Medium", "Shoulder Length - Medium", "Mid back length- Long", "Lower Back Length - Long", "Below Butt- Extra Long", "Knee Length- Extra Long", "Floor Length- Extra Long")
Texture(Dropdown: bind $Hair_Texture, "Frizzy", "Curly", "Wavy", "Kinky", "Straight")
(if:$Expanded is true)[Most creatures have the usual range of human eye colors. Many creatures like tieflings, drow, elves, aasimar, dryads, genasi, dragonborn may have more exotic eye colors.]
Eyes:
Description: (Dropdown: bind $Eye_Style, "Narrow", "Heavily Lashed", "Wide", "Innocent", "Suspicious", "Dangerous", "Bright", "Heterochromia")
Color:(Dropdown: bind $Eye_Color, "Gray", "Sky Blue", "Ocean Blue", "Saphire Blue", "Lilac", "Light Purple", "Amethyst", "Dark Purple", "Indigo", "Pale Green", "Olive Green", "Emerald Green", "Gold", "Topaz", "Yellow", "Honey", "Warm Brown", "Silver", "Hazel", "Ruby", "Onyx")
(if:$Expanded is true)[Humans have a wide variety of skin colors from sickly pale to deep dark brown. Creatures like Tieflings may have skin that is purple or reddish in color. Water genasi could have blue or green skin. Dragonborn could be brassy or a color reflecting their chromatic heritage. A Tabaxi might be orange. An undead may be white, or gray.]
Skin: (Dropdown: bind $Skin, "Gray", "Pale, Sickly", "Pale, Ruddy", "White", "Pink", "Red", "Lightly Tanned", "Sunkissed", "Deeply Tanned", "Olive", "Porcelain", "Olive Green", "Emerald Green", "Sea Foam Green", "Bronzed", "Gold", "Copper", "Tan", "Pale Blue", "Blue", "Dark Blue", "Dark Brown", "Warm Brown", "Obsidian", "Blue", "Purple", "Onyx")
(if:$Expanded is true)[ Generally playing an adult character will be the easiest. ]
$Age_Range.
Age: (Dropdown: bind $Age, "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17","18", "19", "20", "21", "22", "23", "24", "25", "26", "27", "28", "29", "30", "31", "32", "33", "34", "35", "36", "37", "38", "39", "40", "41", "42", "43", "44", "45", "46", "47", "48", "49", "50", "51", "52", "53", "54", "55", "56", "57", "58", "59", "60", "61", "62", "63", "64", "65", "66", "67", "68", "69", "70", "71", "72", "73", "74", "75", "76", "77", "78", "79", "80", "81", "82", "83", "84", "85", "86", "87", "88", "89", "90", "91", "92", "93", "94", "95", "96", "97", "98", "99", "100", "101", "102", "103", "104", "105", "106", "107", "108", "109", "110", "111", "112", "113", "114", "115", "116", "117", "118", "119", "120", "121", "122", "123", "124", "125", "126", "127", "128", "129", "130", "131", "132", "133", "134", "135", "136", "137", "138", "139", "140", "141", "142", "143", "144", "145", "146", "147", "148", "149", "150", "151", "152", "153", "154", "155", "156", "157", "158", "159", "160", "161", "162", "163", "164", "165", "166", "167", "168", "169", "170", "171", "172", "173", "174", "175", "176", "177", "178", "179", "180", "181", "182", "183", "184", "185", "186", "187", "188", "189", "190", "191", "192", "193", "194", "195", "196", "197", "198", "199", "200", "201", "202", "203", "204", "205", "206", "207", "208", "209", "210", "211", "212", "213", "214", "215", "216", "217", "218", "219", "220", "221", "222", "223", "224", "225", "226", "227", "228", "229", "230", "231", "232", "233", "234", "235", "236", "237", "238", "239", "240", "241", "242", "243", "244", "245", "246", "247", "248", "249", "250", "251", "252", "253", "254", "255", "256", "257", "258", "259", "260", "261", "262", "263", "264", "265", "266", "267", "268", "269", "270", "271", "272", "273", "274", "275", "276", "277", "278", "279", "280", "281", "282", "283", "284", "285", "286", "287", "288", "289", "290", "291", "292", "293", "294", "295", "296", "297", "298", "299", "300", "301", "302", "303", "304", "305", "306", "307", "308", "309", "310", "311", "312", "313", "314", "315", "316", "317", "318", "319", "320", "321", "322", "323", "324", "325", "326", "327", "328", "329", "330", "331", "332", "333", "334", "335", "336", "337", "338", "339", "340", "341", "342", "343", "344", "345", "346", "347", "348", "349", "350", "351", "352", "353", "354", "355", "356", "357", "358", "359", "360", "361", "362", "363", "364", "365", "366", "367", "368", "369", "370", "371", "372", "373", "374", "375", "376", "377", "378", "379", "380", "381", "382", "383", "384", "385", "386", "387", "388", "389", "390", "391", "392", "393", "394", "395", "396", "397", "398", "399", "400", "401", "402", "403", "404", "405", "406", "407", "408", "409", "410", "411", "412", "413", "414", "415", "416", "417", "418", "419", "420", "421", "422", "423", "424", "425", "426", "427", "428", "429", "430", "431", "432", "433", "434", "435", "436", "437", "438", "439", "440", "441", "442", "443", "444", "445", "446", "447", "448", "449", "450", "451", "452", "453", "454", "455", "456", "457", "458", "459", "460", "461", "462", "463", "464", "465", "466", "467", "468", "469", "470", "471", "472", "473", "474", "475", "476", "477", "478", "479", "480", "481", "482", "483", "484", "485", "486", "487", "488", "489", "490", "491", "492", "493", "494", "495", "496", "497", "498", "499", "500", "501", "502", "503", "504", "505", "506", "507", "508", "509", "510", "511", "512", "513", "514", "515", "516", "517", "518", "519", "520", "521", "522", "523", "524", "525", "526", "527", "528", "529", "530", "531", "532", "533", "534", "535", "536", "537", "538", "539", "540", "541", "542", "543", "544", "545", "546", "547", "548", "549", "550", "551", "552", "553", "554", "555", "556", "557", "558", "559", "560", "561", "562", "563", "564", "565", "566", "567", "568", "569", "570", "571", "572", "573", "574", "575", "576", "577", "578", "579", "580", "581", "582", "583", "584", "585", "586", "587", "588", "589", "590", "591", "592", "593", "594", "595", "596", "597", "598", "599", "600", "601", "602", "603", "604", "605", "606", "607", "608", "609", "610", "611", "612", "613", "614", "615", "616", "617", "618", "619", "620", "621", "622", "623", "624", "625", "626", "627", "628", "629", "630", "631", "632", "633", "634", "635", "636", "637", "638", "639", "640", "641", "642", "643", "644", "645", "646", "647", "648", "649", "650", "651", "652", "653", "654", "655", "656", "657", "658", "659", "660", "661", "662", "663", "664", "665", "666", "667", "668", "669", "670", "671", "672", "673", "674", "675", "676", "677", "678", "679", "680", "681", "682", "683", "684", "685", "686", "687", "688", "689", "690", "691", "692", "693", "694", "695", "696", "697", "698", "699", "700", "701", "702", "703", "704", "705", "706", "707", "708", "709", "710", "711", "712", "713", "714", "715", "716", "717", "718", "719", "720", "721", "722", "723", "724", "725", "726", "727", "728", "729", "730", "731", "732", "733", "734", "735", "736", "737", "738", "739", "740", "741", "742", "743", "744", "745", "746", "747", "748", "749", "750")
(if:$Expanded is true)[ Halflings and Gnomes are the smallest creatures ranging about 3-4 feet in height, Goliaths are the largest growing to up to 8 feet. Most creatures fall within normal human height variations from about 4’ 5” to over 6ft. ]
Height: (Dropdown: bind $Height, "3’ 0”", "3’ 1”", "3’ 2”", "3’ 3”", "3’ 4”", "3’ 5”", "3’ 6”", "3’ 7”", "3’ 8”", "3’ 9”", "3’ 10”", "3’ 11”", "4’ 0”", "4’ 1”", "4’ 2”", "4’ 3”", "4’ 4”", "4’ 5”", "4’6 ”", "4’ 7”", "4’ 8”", "4’ 9”", "4’ 10”", "4’ 11”", "5’ 0”", "5’ 1”", "5’ 2”", "5’ 3”", "5’ 4”", "5’ 5”", "5’ 6”", "5’ 7”", "5’ 8”", "5’ 9”", "5’ 10”", "5’ 11”", "6’ 0”", "6’ 1”", "6’ 2”", "6’ 3”", "6’ 4”", "6’ 5”", "6’ 6”", "6’ 7”", "6’ 8”", "6’ 9”", "6’ 10”", "6’ 11”", "7’ 0”", "7’ 1", "7’ 2", "7’ 3", "7’ 4", "7’ 5", "7’ 6", "7’ 7", "7’ 8", "7’ 9", "7’ 10", "7’ 11", "8’ 0")
(if:$Expanded is true)[ Halflings and Gnomes are the smallest creatures being around 40lbs, Goliaths and Centaurs are the largest. Most creatures fall within normal human weight variation, ranging from anywhere between 90 lbs. to 300lbs. ]
Weight:(Dropdown: bind $Weight, "37", "38", "39", "40", "41", "42", "43", "44", "45", "46", "47", "48", "49", "50", "51", "52", "53", "54", "55", "56", "57", "58", "59", "60", "61", "62", "63", "64", "65", "66", "67", "68", "69", "70", "71", "72", "73", "74", "75", "76", "77", "78", "79", "80", "81", "82", "83", "84", "85", "86", "87", "88", "89", "90", "91", "92", "93", "94", "95", "96", "97", "98", "99", "100", "101", "102", "103", "104", "105", "106", "107", "108", "109", "110", "111", "112", "113", "114", "115", "116", "117", "118", "119", "120", "121", "122", "123", "124", "125", "126", "127", "128", "129", "130", "131", "132", "133", "134", "135", "136", "137", "138", "139", "140", "141", "142", "143", "144", "145", "146", "147", "148", "149", "150", "151", "152", "153", "154", "155", "156", "157", "158", "159", "160", "161", "162", "163", "164", "165", "166", "167", "168", "169", "170", "171", "172", "173", "174", "175", "176", "177", "178", "179", "180", "181", "182", "183", "184", "185", "186", "187", "188", "189", "190", "191", "192", "193", "194", "195", "196", "197", "198", "199", "200", "201", "202", "203", "204", "205", "206", "207", "208", "209", "210", "211", "212", "213", "214", "215", "216", "217", "218", "219", "220", "221", "222", "223", "224", "225", "226", "227", "228", "229", "230", "231", "232", "233", "234", "235", "236", "237", "238", "239", "240", "241", "242", "243", "244", "245", "246", "247", "248", "249", "250", "251", "252", "253", "254", "255", "256", "257", "258", "259", "260", "261", "262", "263", "264", "265", "266", "267", "268", "269", "270", "271", "272", "273", "274", "275", "276", "277", "278", "279", "280", "281", "282", "283", "284", "285", "286", "287", "288", "289", "290", "291", "292", "293", "294", "295", "296", "297", "298", "299", "300", "301", "302", "303", "304", "305", "306", "307", "308", "309", "310", "311", "312", "313", "314", "315", "316", "317", "318", "319", "320", "321", "322", "323", "324", "325", "326", "327", "328", "329", "330", "331", "332", "333", "334", "335", "336", "337", "338", "339", "340", "341", "342", "343", "344", "345", "346", "347", "348", "349", "350", "351", "352", "353", "354", "355", "356", "357", "358", "359", "360", "361", "362", "363", "364", "365", "366", "367", "368", "369", "370", "371", "372", "373", "374", "375", "376", "377", "378", "379", "380", "381", "382", "383", "384", "385", "386", "387", "388", "389", "390", "391", "392", "393", "394", "395", "396", "397", "398", "399", "400", "401", "402", "403", "404", "405", "406", "407", "408", "409", "410", "411", "412", "413", "414", "415", "416", "417", "418", "419", "420", "421", "422", "423", "424", "425", "426", "427", "428", "429", "430", "431", "432", "433", "434", "435", "436", "437", "438", "439", "440", "441", "442", "443", "444", "445", "446", "447", "448", "449", "450", "451", "452", "453", "454", "455", "456", "457", "458", "459", "460", "461", "462", "463", "464", "465", "466", "467", "468", "469", "470", "471", "472", "473", "474", "475", "476", "477", "478", "479", "480", "481", "482", "483", "484", "485", "486", "487", "488", "489", "490", "491", "492", "493", "494", "495", "496", "497", "498", "499", "500", "600", "700", "800", "900", "1000+")
(if:$Expanded is true)[ Physical features like scars, tattoos, and birthmarks can add a more flavor to your character. Some races like tiefling, aasimar, faun, merfolk, siren, have additional unique features like horns, wings, or fins.]
Scar:
Location:(Dropdown: bind $Scar_Location, "None", "A variety of battle scars all over", "Over left eye", "Over right eye", "Over both eyes", "Across nose", "Over Lip", "Neck", "Right Cheek", "Left Cheek", "Both Cheeks", "Right Shoulder", "Left Shoulder", "Both Shoulders", "Right Ribs", "Left Ribs", "On both sides of the ribs", "Upper Back", "Lower Back", "Left Chest", "Right Chest", "Across all chest", "Abdomen", "Left upper arm", "Right Upper arm", "Both Upper arms", "Left forearm", "Right forearm", "Both forearms", "Left Hip", "Right Hip", "Both Hips", "Left Thigh", "Right Thigh", "Both Thighs", "Right Calf", "Left Calf", "Both Calves", "Feet", "Hands" )
Cause: (Dropdown: bind $Scar_Style, "None", "From An Animal Attack", "From A Melee Weapon Battle", "From Torture", "From Fire Burns", "From Acid Burns", "From a ranged weapon battle", "From Lightning", "From An Accident" )
Birthmark:
Location: (Dropdown: bind $Birthmark_Location, "None", "A few random Birthmarks", "Over left eye", "Over right eye", "Over both eyes", "Across nose", "Over Lip","Neck", "Right Cheek", "Left Cheek", "Both Cheeks", "Right Shoulder", "Left Shoulder", "Both Shoulders", "Right Ribs", "Left Ribs", "On both sides of the ribs", "Upper Back", "Lower Back", "Left Chest", "Right Chest", "Across all chest", "Abdomen", "Left upper arm", "Right Upper arm", "Both Upper arms", "Left forearm", "Right forearm", "Both forearms", "Left Hip", "Right Hip", "Both Hips", "Left Thigh", "Right Thigh", "Both Thighs", "Right Calf", "Left Calf", "Both Calves", "Feet", "Hands" )
Type:(Dropdown: bind $Birthmark_Style, "None", "Port Wine", "Freckles", "Moles", "Café un lait spots", "Harbinger")
Tattoo:
Location: (Dropdown: bind $Tattoo_Location, "None", "A variety of tattoos all over", "Over left eye", "Over right eye", "Over both eyes", "Across nose", "Over Lip", "Neck", "Right Cheek", "Left Cheek", "Both Cheeks", "Right Shoulder", "Left Shoulder", "Both Shoulders", "Right Ribs", "Left Ribs", "On both sides of the ribs", "Upper Back", "Lower Back", "Left Chest", "Right Chest", "Across all chest", "Abdomen", "Left upper arm", "Right Upper arm", "Both Upper arms", "Left forearm", "Right forearm", "Both forearms", "Left Hip", "Right Hip", "Both Hips", "Left Thigh", "Right Thigh", "Both Thighs", "Right Calf", "Left Calf", "Both Calves", "Feet", "Hands" )
Art Syle: (Dropdown: bind $Tattoo_Style, "None", "A variety of styles", "Tribal", "Traditional", "Watercolor", "Realistic", "New School", "Neo Traditional", "Japanese", "Black Work", "Illustrative", "Script")
Subject: (Dropdown: bind $Tattoo_Subject, "None", "A variety of subjects", "Nature", "Skulls", "Death", "Flowers", "Portraits", "Geometric", "Mechanical", "Patterns", "Surrealism", "Prophesy", "Animals", "Trade Tools", "Seas", "Boats", "Military Rank", "Family Crest", "Slavers Mark", "Armor", "Warrior", "Weapons", "Female Pinup", "Male Pinup", "Nautical Tools", "Beast", "Aberration", "Celestial", "Construct", "Dragon", "Elemental", "Fey", "Fiend", "Giant", "Monstrosity", "Ooze", "Undead", "Family Motto", "Personal Mantra")
Special Feature:(Dropdown: bind $Unique_Physical_Feature, "None", "Curling Rams Horns", "Deer Horns", "Elk Horns", "Goat Horns", "Small Faun Horns", "Antelope Horns", "Unicorn Horn", "Angel Wings", "Halo", "Glowing Eyes", "Angelic Voice", "Parrot Style Plumage", "Peacock Style Plumage", "Eagle Style Plumage", "Robin Style Plumage", "Raven Style Plumage", "Glowing Ruins", "Gills", "Head Fins", "Neck Fins", "Webbed Fingers", "Scales", "Fire Hair", "Lava Cracks", "Hero Wind Hair", "Constantly Blowing Clothes", "Wet Appearance", "Crystal Hair", "Dust Motes")
(if:$Expanded is true)[ Clothing helps express your characters personality when they are not in armor. The specifics can change, like if you’re going to a fancy party. Knowing you’re characters style helps flesh them out.]
Clothing:
Style: (Dropdown: bind $Clothing_Style, "Simple", "Ragged", "Fine", "Noble", "Common", "Comfortable", "Dirty", "Eclectic")
Color:(Dropdown: bind $Clothing_Color, "Brown", "Amber", "Black", "White", "Gray", "Ivory", "Cream", "Sepia", "Red", "Burgundy", "Pink", "Fuchsia", "Cerise", "Salmon", "Cherry", "Cinnamon", "Claret", "Copper", "Crimson", "Magenta", "Maroon", "Plum", "Puce", "Ruby", "Scarlett", "Vermillion", "Blue", "Periwinkle", "Light Blue", "Turquoise", "Azure", "Cobalt", "Ultramarine", "Navy", "Baby Blue", "Ice Blue", "Indigo", "Livid", "Peacock Blue", "Royal Blue", "Sea Green", "Teal", "Violet", "Orange", "Coral", "Saffron", "Yellow", "Apricot", "Canary", "Carmel", "Chartreuse", "Golden", "Silver", "Lime Green", "Off-White", "Olive", "Peach", "Sandy colored", "Straw colored", "Tawny", "Umber", "Burnt Umber", "Green", "Avocado", "Bottle Green", "Emerald", "Pea Green", "Purple", "Amethyst", "Lavender", "Lilac", "Mauve")
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Max-width:100%;
Max-height:100%
}
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<img
src=https://i.pinimg.com/originals/66/21/fa/6621fa0f116b1817a8a513ebbb3c690e.jpg
</div>
[[Your Appearance]] //Rasel looked over his mother’s grove, a charred burnt remain of a once lush, wild garden. He placed a hand against the husk of his mother’s tree, a once proud spruce, now just used tinder. The blood and bodies of the attackers were burnt along with her wood. At least she had done some damage, protecting herself. The crunch of burnt land under foot echoed in the stillness. Whoever had ordered this, was going to pay.//
Half-Dryads usually live on the fringes of society, their connection to their mother's fey heritage makes them more comfortable in places where things grow, cities tend to feel oppressive and unnatural. When a half-dryad has a home inside of a city's walls their residence is obvious from the explosion of foliage they have growing. Many half-dryads live in their mother's groves, some find a calling working with plants and become farmers or gardeners.
Half-Dryads and Dryads are the protectors of the forest and will defend it from anyone attempting to damage or desecrate the forest.
Half-Dryads will have similar features of their mothers, bark textured skin, or willowy limbs, hair that changes color with the season, not necessarily the wild blooms of their mother’s hair.
They are about the same height and shape of humans. Their size is medium.
They are considered an adult at 18, and live to be about 150 years old.
They have a bonus to intelligence and wisdom.
They have darkvision allowing them to see in darkness and dim conditions.
They can use the mask of the wild, attempting to hide when only lightly obscured by foliage, snow, rain, or mist.
They know nature magic, knowing the thorn whip cantrip.
They can speak with small beasts and plants as if they share a language.
They have fey ancestry and advantage on saving throws against being charmed and cannot be put to sleep by magic.
(set:$Size to "Medium" )
(set:$Walking_Speed to 30 )(set:$Age_Range to "Adult at 18. Live to about 150 years.")
(set:$Intelligence += 1)
(set:$Race to "Half Dryad")
(set:$Subrace to "None")
(Set:$Wisdom +=2)
(Set:$Features to "Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
Nature Magic. You have limited command of the wilds you are connected to. You know the thorn whip cantrip and can cast it without needing material components.
Speak with Beasts and Plants. You can communicate simple messages to beasts and plants, if you share a language.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
")
(set:$Sylvan to true)
(set:$Thorn_Whip to true)
(Set:$Subrace_Features to "None")
[[Continue|Your Race]] //Pru stomped her hoof impatiently. They had many miles to cover to keep up with the herd if they fell too far behind they wouldn’t wait. They finished breaking camp and galloped to catch back up. Easy travel over the plains as they approached their destination, a resting place for the next month or until their leader decided it was time to move on. The big stone markers loomed on the horizon.//
Most centaurs stand between 6 and 7 feet tall, and their horse bodies are about 8 feet long. Your size is Large.
Centaurs have the body of a horse, but from the withers up (where a head would normally be) the body continues vertically into a humanoid torso from the hips, with a pair of fully developed arms. Though their facial and upper torso features may closely resemble those of humanoid races. A thin, velveteen layer of fur covers most of their upper torso aside from their face and belly, they tend to have pointed, and mobile ears and their noses sometimes resemble snubbed snouts. Centaurs have large and complex bodies, requiring lots of maintenance, 4 times the normal food consumption, and twice the normal water consumption, of a human.
Centaurs are born in much the same way as a horse, and their bodies mature rapidly. They reach physical maturity by the age of three, but are considered to be "adults" only after proving themselves in a number of different regards, including service to the group, completing training or education provided by the herd, undergoing a trial, and other milestones. Elderly and sick centaurs who cannot keep up are left behind. Most are not long for the world, but a few linger on, taking up residence among settled people. Some settlements owe their very existence to the knowledge of such centaurs.
Centaurs grow hair in a thick mane starting at the top of the head and running down their spine to the base of their upper torso. They also grow long, thick tails. How they care for, trim, or tie their hair is one of the few genuine elements of centaur fashion. Insulting their hair in any regard is highly offensive. The upper torso contains the impressively large lungs, heart, and primary stomach, as well as a number of periphery organs. The lower torso contains the remaining digestive system and organs. Their digestive system is quite long and has four separate stomachs. They are fully omnivorous, though extremely sensitive to ingested poisons, particularly alcohol. Even a small amount of alcohol can fully inebriate an adult centaur.
Centaurs prefer open wilderness and only build temporary, usually portable settlement structures. What permanent structures the centaurs leave behind are mostly large marker stones for later generations and funeral sites. Humans occasionally settle in the middle of an ancient centaur migration path, this leads to conflicts. For a human, this can be shocking and confusing. Centaur migrations can span continents and take multiple generations to complete. A conflict between herds is rare, as crossing paths is usually a predictable and beneficial event.
Though few centaurs wear much clothing at all, they adorn themselves with practical articles, such as belts, or warm coverings in bad weather. In civilized society they wear some clothing. Centaurs prefer to live in the wilderness directly as a part of it, and so are often stereotyped as "talking animals". Among settled people, especially humans, centaurs often find themselves ostracized, and gawked at. Among Dwarves, they are usually not turned away, but they do not fit in Dwarven shelters very well. Elves have had a long-standing peace with centaurs, and the two races respect each other deeply.
They gain a bonus to constitution and strength.
They speak elvish and sylvan.
They can use equipment for medium sized creatures for their humanoid torso, and have a higher carrying capacity than a medium creature.
Their hooves are natural weapons.
Their nomadic heritage acquaints them with a particular kind of terrain that they become experts at navigating.
When they take the dash action they can make a hoof attack as a bonus action to trample their enemies.
They have trouble with climbing ladders, stairs, or ropes.
[[Continue|Your Race]]
(Set:$Race to "Centaur") (set:$Age_Range to "Adult at 3. Live to about 100 years")
(set:$Subrace to "None")
(set:$Subrace_Features to "None")
(Set:$Constitution += 1)
(set:$Features to "Centauroid Build: Even though your size is Large, your upper, humanoid torso is still of similar scale to that of other humanoid races. You use equipment and wield weapons as if you were a Medium-sized creature. You have twice the carrying capacity of a Medium creature, and you require four times as much food and water as a Medium creature would.
Hooves: Your hooves are a natural weapon, which you can use to make unarmed strikes. When you make an unarmed strike with your hooves, the damage die for your unarmed strike is 1d6. You are considered proficient in these strikes.
Nomadic Heritage: By the time a centaur reaches adulthood, they have become experts at navigating the lands that they are most familiar with. Choose one of the following environments: deserts, forests, grasslands, hills, mountains, or swamps. While you are traveling through the chosen environment, you add twice your proficiency bonus to Intelligence (Nature) and Wisdom (Perception and Survival) checks related to your immediate surroundings, instead of any proficiency bonus that you would normally apply. Additionally, you ignore difficult terrain while in your chosen environment.
Trample: When you use your action to take the Dash action on your turn, you may make one attack with your hooves as a bonus action.
Ungainly: You cannot make use of mounts and have trouble with things your humanoid counterparts may not such as climbing stairs, ladders, and rope." )
(set:$Strength += 2)
(set:$Elvish to true)
(set:$Sylvan to true)
(set:$Walking_Speed to 40)
(set:$Size to "Large")
Appearance:
$Gender
Hair:$Hair_Length, $Hair_Texture, $Hair_Color, $Hair_Style
Eyes: $Eye_Style, $Eye_Color
Skin: $Skin
(if:$Age_Chosen is true) [ Age:$Age
] (if:$Weight_Chosen is true) [ Weight:$Weight
] (if:$Height_Chosen is true) [ Height:$Height]
Scars: $Scar_Style, $Scar_Location
Birthmarks: $Birthmark_Style, $Birthmark_Location
Tattoos:$Tattoo_Style, $Tattoo_Subject, $Tattoo_Location
$Unique_Physical_Feature
Clothes: $Clothing_Color, $Clothing_Style
[[Let's Go!]] Write a short backstory on the next prompt so you can send something to the DM.
The DM can send you back a blurb that fits you into the world.
You can write a new blurb incorporating this information and send it to the DM as your official backstory. You can just keep them as two separate entities, but there is a chance you will get more world information if you send an updated backstory to your DM.
Your DM may also ask for things like 5 rumors, or 3 fears 3 likes, or additional details about your character.
If you’re really not sure, your DM is here to help. This final page of this game has all the other information that your DM needs to help you flesh out your character into something you will be excited to play as just send it all along. (You can just write in pop culture character that is similar to what you want to play as in the prompt.)
(set:$Backstory_Chosen to true)
Personality:
(dropdown: bind $Personality_1, "I idolize a particular hero of my faith and constantly refer to that person's deeds and example.", "I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.", "I see omens in every event and action. The gods try to speak to us, we just need to listen.", "Nothing can shake my optimistic attitude.", "I quote the sacred texts and proverbs in almost every situation.", "I misquote the sacred texts and proverbs in almost every situation.", " I am tolerant of other faiths and respect the worship of other gods.", "I am intolerant of other faiths and condemn the worship of other gods.", "I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.", " I've spent so long in the temple that I have little practical experience dealing with people in the outside world.", "I fall in and out of love easily, and am always pursuing someone.", "I have a joke for every occasion, especially occasions where humor is inappropriate.", "Flattery is my preferred trick for getting what I want.", "I'm a born gambler who can't resist taking a risk for a potential payoff.", "I lie about almost everything, even when there's no good reason to.", "Sarcasm and insults are my weapons of choice.", "I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.", "I pocket anything I see that might have some value.", "I always have plan for what to do when things go wrong.", "I am always calm, no matter what the situation.", "I never raise my voice or let my emotions control me.", "The first thing I do in a new place is note the locations of everything valuable--or where such things could be hidden.", "I would rather make a new friend than a new enemy.", "I am incredibly slow to trust.", "Those who seem the fairest often have the most to hide.", "I don't pay attention to the risks in a situation. Never tell me the odds.", "The best way to get me to do something is to tell me I can't do it.", "I blow up at the slightest insult.", "I know a story relevant to almost every situation.", "Whenever I come to a new place, I collect local rumors and spread gossip.", "I'm a hopeless romantic, always searching for that 'special someone'.", "Nobody stays angry at me or around me for long, since I can defuse any amount of tension.", "I love a good insult, even one directed at me.", "I get bitter if I'm not the center of attention.", "I'll settle for nothing less than perfection.", "I change my mood or my mind as quickly as I change key in a song.", "I judge people by their actions, not their words.", "If someone is in trouble, I'm always willing to lend help. ", "When I set my mind to something, I follow through no matter what gets in my way.", "I have a strong sense of fair play and always try to find the most equitable solution to arguments.", "I'm confident in my own abilities and do what I can to instill confidence in others.", "Thinking is for other people. I prefer action.", "I misuse long words in an attempt to sound smarter.", "I get bored easily. When am I going to get on with my destiny.", "I believe that everything worth doing is worth doing right.", "I can't help it--I'm a perfectionist.", "I'm a snob who looks down on those who can't appreciate fine art.", "I always want to know how things work and what makes people tick.", "I'm full of witty aphorisms and have a proverb for every occasion.", "I'm rude to people who lack my commitment to hard work and fair play.", " I like to talk at length about my profession.", "I don't part with my money easily and will haggle tirelessly to get the best deal possible.", " I'm well known for my work, and I want to make sure everyone appreciates it.", " I'm always taken aback when people haven't heard of me.", "I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.", "I am utterly serene, even in the face of disaster.", "The leader of my community has something wise to say on every topic, and I am eager to share that wisdom.", "I feel tremendous empathy for all who suffer.", "I'm oblivious to etiquette and social expectations.", "I connect everything that happens to me to a grand cosmic plan.", "I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.", "I am working on a grand philosophical theory and love sharing my ideas.", "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.", "The common folk love me for my kindness and generosity.", "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.", "I take great pains to always look my best and follow the latest fashions.", "I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.", "Despite my birth, I do not place myself above other folk. We all have the same blood.", "My favor, once lost, is lost forever.", "If you do me an injury, I will crush you, ruin your name, and salt your fields.", "I'm driven by a wanderlust that led me away from home.", "I watch over my friends as if they were a litter of newborn pups.", "I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.", "I have a lesson for every situation, drawn from observing nature.", "I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.", "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.", "I feel far more comfortable around animals than people.", "I was, in fact, raised by wolves.", "I use polysyllabic words to convey the impression of great erudition.", "I've read every book in the world's greatest libraries--or like to boast that I have.", "I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.", "There's nothing I like more than a good mystery.", "I'm willing to listen to every side of an argument before I make my own judgment.", "I...speak...slowly...when talking...to idiots...which...almost...everyone...is...compared...to me.", "I am horribly, horribly awkward in social situations.", " I'm convinced that people are always trying to steal my secrets.", "My friends know they can rely on me, no matter what.", "I work hard so that I can play hard when the work is done.", "I enjoy sailing into new ports and making new friends over a flagon of ale.", "I stretch the truth for the sake of a good story.", "To me, a tavern brawl is a nice way to get to know a new city.", "I never pass up a friendly wager.", "My language is as foul as an otyugh nest.", "I like a job well done, especially if I can convince someone else to do it.", "I'm always polite and respectful.", "I'm haunted by memories of war. I can't get the images of violence out of my mind.", "I've lost too many friends, and I'm slow to make new ones.", "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.", "I can stare down a hellhound without flinching.", "I enjoy being strong and like breaking things.", "I have a crude sense of humor.", "I face problems head-on. A simple direct solution is the best path to success.", "I hide scraps of food and trinkets away in my pockets.", "I ask a lot of questions.", "I like to squeeze into small places where no one else can get to me.", "I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.", "I eat like a pig and have bad manners.", "I think anyone who's nice to me is hiding evil intent.", "I don't like to bathe.", "I bluntly say what other people are hinting or hiding." )
(dropdown: bind $Personality_2, "I idolize a particular hero of my faith and constantly refer to that person's deeds and example.", "I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.", "I see omens in every event and action. The gods try to speak to us, we just need to listen.", "Nothing can shake my optimistic attitude.", "I quote the sacred texts and proverbs in almost every situation.", "I misquote the sacred texts and proverbs in almost every situation.", " I am tolerant of other faiths and respect the worship of other gods.", "I am intolerant of other faiths and condemn the worship of other gods.", "I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.", " I've spent so long in the temple that I have little practical experience dealing with people in the outside world.", "I fall in and out of love easily, and am always pursuing someone.", "I have a joke for every occasion, especially occasions where humor is inappropriate.", "Flattery is my preferred trick for getting what I want.", "I'm a born gambler who can't resist taking a risk for a potential payoff.", "I lie about almost everything, even when there's no good reason to.", "Sarcasm and insults are my weapons of choice.", "I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.", "I pocket anything I see that might have some value.", "I always have plan for what to do when things go wrong.", "I am always calm, no matter what the situation.", "I never raise my voice or let my emotions control me.", "The first thing I do in a new place is note the locations of everything valuable--or where such things could be hidden.", "I would rather make a new friend than a new enemy.", "I am incredibly slow to trust.", "Those who seem the fairest often have the most to hide.", "I don't pay attention to the risks in a situation. Never tell me the odds.", "The best way to get me to do something is to tell me I can't do it.", "I blow up at the slightest insult.", "I know a story relevant to almost every situation.", "Whenever I come to a new place, I collect local rumors and spread gossip.", "I'm a hopeless romantic, always searching for that 'special someone'.", "Nobody stays angry at me or around me for long, since I can defuse any amount of tension.", "I love a good insult, even one directed at me.", "I get bitter if I'm not the center of attention.", "I'll settle for nothing less than perfection.", "I change my mood or my mind as quickly as I change key in a song.", "I judge people by their actions, not their words.", "If someone is in trouble, I'm always willing to lend help. ", "When I set my mind to something, I follow through no matter what gets in my way.", "I have a strong sense of fair play and always try to find the most equitable solution to arguments.", "I'm confident in my own abilities and do what I can to instill confidence in others.", "Thinking is for other people. I prefer action.", "I misuse long words in an attempt to sound smarter.", "I get bored easily. When am I going to get on with my destiny.", "I believe that everything worth doing is worth doing right.", "I can't help it--I'm a perfectionist.", "I'm a snob who looks down on those who can't appreciate fine art.", "I always want to know how things work and what makes people tick.", "I'm full of witty aphorisms and have a proverb for every occasion.", "I'm rude to people who lack my commitment to hard work and fair play.", " I like to talk at length about my profession.", "I don't part with my money easily and will haggle tirelessly to get the best deal possible.", " I'm well known for my work, and I want to make sure everyone appreciates it.", " I'm always taken aback when people haven't heard of me.", "I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.", "I am utterly serene, even in the face of disaster.", "The leader of my community has something wise to say on every topic, and I am eager to share that wisdom.", "I feel tremendous empathy for all who suffer.", "I'm oblivious to etiquette and social expectations.", "I connect everything that happens to me to a grand cosmic plan.", "I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.", "I am working on a grand philosophical theory and love sharing my ideas.", "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.", "The common folk love me for my kindness and generosity.", "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.", "I take great pains to always look my best and follow the latest fashions.", "I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.", "Despite my birth, I do not place myself above other folk. We all have the same blood.", "My favor, once lost, is lost forever.", "If you do me an injury, I will crush you, ruin your name, and salt your fields.", "I'm driven by a wanderlust that led me away from home.", "I watch over my friends as if they were a litter of newborn pups.", "I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.", "I have a lesson for every situation, drawn from observing nature.", "I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.", "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.", "I feel far more comfortable around animals than people.", "I was, in fact, raised by wolves.", "I use polysyllabic words to convey the impression of great erudition.", "I've read every book in the world's greatest libraries--or like to boast that I have.", "I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.", "There's nothing I like more than a good mystery.", "I'm willing to listen to every side of an argument before I make my own judgment.", "I...speak...slowly...when talking...to idiots...which...almost...everyone...is...compared...to me.", "I am horribly, horribly awkward in social situations.", " I'm convinced that people are always trying to steal my secrets.", "My friends know they can rely on me, no matter what.", "I work hard so that I can play hard when the work is done.", "I enjoy sailing into new ports and making new friends over a flagon of ale.", "I stretch the truth for the sake of a good story.", "To me, a tavern brawl is a nice way to get to know a new city.", "I never pass up a friendly wager.", "My language is as foul as an otyugh nest.", "I like a job well done, especially if I can convince someone else to do it.", "I'm always polite and respectful.", "I'm haunted by memories of war. I can't get the images of violence out of my mind.", "I've lost too many friends, and I'm slow to make new ones.", "I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.", "I can stare down a hellhound without flinching.", "I enjoy being strong and like breaking things.", "I have a crude sense of humor.", "I face problems head-on. A simple direct solution is the best path to success.", "I hide scraps of food and trinkets away in my pockets.", "I ask a lot of questions.", "I like to squeeze into small places where no one else can get to me.", "I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.", "I eat like a pig and have bad manners.", "I think anyone who's nice to me is hiding evil intent.", "I don't like to bathe.", "I bluntly say what other people are hinting or hiding." )
Ideal:
(dropdown: bind $Ideal, "Aspiration. I work hard to be the best there is at my craft.", "Aspiration. I seek to prove my self worthy of my god's favor by matching my actions against his or her teachings. ", "Aspiration. I'm determined to make something of myself. ", "Aspiration. Someday I'll own my own ship and chart my own destiny.", "Aspiration. I'm going to prove that I'm worthy of a better life.", "Beauty. What is beautiful points us beyond itself toward what is true. ", "Beauty. When I perform, I make the world better than it was. ", "Change. We must help bring about the changes the gods are constantly working in the world. ", "Change. Life is like the seasons, in constant change, and we must change with it.", "Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things.", "Charity. I always try to help those in need, no matter what the personal cost.", "Charity. I distribute money I acquire to the people who really need it.", "Charity. I steal from the wealthy so that I can help people in need.", "Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. ", "Community. We have to take care of each other, because no one else is going to do it. ", "Creativity. I never run the same con twice. ", "Creativity. The world is in need of new ideas and bold action.", "Destiny. Nothing and no one can steer me away from my higher calling.", "Fairness. I never target people who can't afford to lose a few coins.", "Fairness. No one should get preferential treatment before the law, and no one is above the Law.", "Fairness. We all do the work, so we all share in the rewards.", "Family. Blood runs thicker than water.", "Freedom. Chains are meant to be broken, as are those who would forge them.", "Freedom. Tyrants must not be allowed to oppress the people.", "Freedom. Everyone should be free to pursue his or her livelihood.", "Freedom. The sea is freedom--the freedom to go anywhere and do anything.", "Free Thinking. Inquiry and curiosity are the pillars of progress.", "Friendship. Material goods come and go. Bonds of friendship last forever.", "Generosity. My talents were given to me so that I could use them to benefit the world.", "Glory. I must earn glory in battle, for myself and my clan.", "Greater Good. My gifts are meant to be shared with all, not used for my own benefit.", "Greater Good. Our lot is to lay down our lives in defense of others.", "Greater Good. It is each person's responsibility to make the most happiness for the whole tribe.", "Greed. I will do whatever it takes to become wealthy.", "Greed. I'm only in it for the money and fame.", "Greed. I'm only in it for the money.", "Honesty. Art should reflect the soul; it should come from within and reveal who we really are.", "Honor. I don't steal from others in the trade. ", "Honor. If I dishonor myself, I dishonor my whole clan.", "Independence. I must prove that I can handle myself without the coddling of my family.", "Independence. When people follow orders blindly they embrace a kind of tyranny.", "Independence. I am a free spirit--no one tells me what to do.", "Knowledge. The path to power and self-improvement is through knowledge.", "Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking.", "Logic. Emotions must not cloud our logical thinking.", "Live and Let Live. Meddling in the affairs of others only causes trouble.", "Master. I'm a predator, and the other ships on the sea are my prey.", "Might. The strongest are meant to rule.", "Might. In life as in war, the stronger force wins. ", "Might. If I become strong, I can take what I want--what I deserve.", "Nation. My city, nation, or people are all that matter. ", "Nature. The natural world is more important than all the constructs of civilization.", "Noble Obligation. It is my duty to protect and care for the people beneath me. ", "No Limits. Nothing should fetter the infinite possibility inherent in all existence. ", "People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.", "People. I like seeing the smiles on people's faces when I perform. That's all that matters.", "People. I'm committed to the people I care about, not to ideals. ", "People. I'm committed to my crewmates, not to ideals. ", "People. I help people who help me--that's what keeps us alive.", "Power. Solitude and contemplation are paths toward mystical or magical power.", "Power. If I can attain more power, no one will tell me what to do. ", "Power. Knowledge is the path to power and domination.", "Power. I hope to one day rise to the top of my faith's religious hierarchy. ", "Redemption. There's a spark of good in everyone. ", "Respect. People deserve to be treated with dignity and respect.", "Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.", "Respect. The thing that keeps a ship together is mutual respect between captain and crew. ", "Respect. All people, rich or poor, deserve respect. ", "Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. ", "Responsibility. I do what I must and obey just authority.", "Retribution. The rich need to be shown what life and death are like in the gutters. ", "Self-Knowledge. If you know yourself, there're nothing left to know. ", "Self-improvement. The goal of a life of study is the betterment of oneself. ", "Sincerity. There's no good pretending to be something I'm not. ", "Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld.", "Tradition. The stories, legends, and songs of the past must never be forgotten. ", "Ideals aren't worth killing for or going to war for." )
Bond:
(dropdown: bind $Bond, "I would die to recover an ancient artifact of my faith that was lost long ago.", "I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.", "I owe me life to the priest who took me in when my parents died.", "Everything I do is for the common people.", "I will do anything to protect the temple where I served.", "I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.", "I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.", "I owe everything to my mentor--a horrible person who's probably rotting in jail somewhere.", "Somewhere out there I have a child who doesn't know me.", "I'm making the world better for him or her.", "I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.", "A powerful person killed someone I love.", "Some day soon, I'll have my revenge.", "I swindled and ruined a person who didn't deserve it.", "I seek to atone for my misdeeds but might never be able to forgive myself.", "I'm trying to pay off an old debt I owe to a generous benefactor.", "My ill-gotten gains go to support my family.", "Something important was taken from me, and I aim to steal it back.", "I will become the greatest thief that ever lived.", "I'm guilty of a terrible crime. I hope I can redeem myself for it.", "My instrument is my most treasured possession, and it reminds me of someone I love.", "Someone stole my precious instrument, and someday I'll get it back.", "Someone I loved died because of a mistake I made. That will never happen again.", "I want to be famous, whatever it takes.", "I idolize a hero of the old tales and measure my deeds against that person's.", "I will do anything to prove myself superior to my hated rival.", "I would do anything for the other members of my old troupe.", "I have a family, but I have no idea where they are. One day, I hope to see them again.", "I worked the land, I love the land, and I will protect the land.", "A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.", "My tools are symbols of my past life, and I carry them so that I will never forget my roots.", "I protect those who cannot protect themselves.", "I wish my childhood sweetheart had come with me to pursue my destiny.", "The workshop where I learned my trade is the most important place in the world to me.", "I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.", "I owe my guild a great debt for forging me into the person I am today.", "I pursue wealth to secure someone's love.", "One day I will return to my guild and prove that I am the greatest artisan of them all.", "I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.", "Nothing is more important than the other members of my hermitage, order, or association.", "I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.", " I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.", " I entered seclusion because I loved someone I could not have.", "Should my discovery come to light, it could bring ruin to the world.", "My isolation gave me great insight into a great evil that only I can destroy.", "I will face any challenge to win the approval of my family.", "My house's alliance with another noble family must be sustained at all costs.", "Nothing is more important that the other members of my family.", "I am in love with the heir of a family that my family despises.", "My loyalty to my sovereign is unwavering.", "The common folk must see me as a hero of the people.", "My family, clan, or tribe is the most important thing in my life, even when they are far from me.", "I will bring terrible wrath down on the evildoers who destroyed my homeland.", "An injury to the unspoiled wilderness of my home is an injury to me.", "I am the last of my tribe, and it is up to me to ensure their names enter legend.", "I suffer awful visions of a coming disaster and will do anything to prevent it.", "It is my duty to provide children to sustain my tribe.", " It is my duty to protect my students.", "I have an ancient text that holds terrible secrets that must not fall into the wrong hands.", "I work to preserve a library, university, scriptorium, or monastery.", "My life's work is a series of tomes related to a specific field of lore.", "I've been searching my whole life for the answer to a certain question.", "I sold my soul for knowledge. I hope to do great deeds and win it back.", "I'm loyal to my captain first, everything else second.", "The ship is most important--crewmates and captains come and go.", "I'll always remember my first ship.", "In a harbor town, I have a paramour whose eyes nearly stole me from the sea.", "I was cheated of my fair share of the profits, and I want to get my due.", "Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.", "I would lay down my life for the people I served with.", "Someone saved my life on the battlefield. ", "To this day, I will never leave a friend behind.", "My honor is my life.", "I'll never forget the crushing defeat my company suffered or the enemies who dealt it.", "Those who fight beside me are those worth dying for.", "I fight for those who cannot fight for themselves.", "My town or city is my home, and I'll fight to defend it.", "I sponsor an orphanage to keep others from enduring what I was forced to endure.", "I owe my survival to another urchin who taught me to live on the streets.", "I owe a debt I can never repay to the person who took pity on me.", "I escaped my life of poverty by robbing an important person, and I'm wanted for it. ", "No one else is going to have to endure the hardships I've been through.")
Flaw:
(dropdown: bind $Flaw, "I judge others harshly, and myself even more severely. ", "I put too much trust in those who wield power within my temple's hierarchy.", "My piety sometimes leads me to blindly trust those that profess faith in my god.", "I am inflexible in my thinking.", "I am suspicious of strangers and suspect the worst of them.", "Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.", "I can't resist a pretty face.", "I'm always in debt.", "I spend my ill-gotten gains on decadent luxuries faster than I bring them in.", "I'm convinced that no one could ever fool me in the way I fool others.", "I'm too greedy for my own good. I can't resist taking a risk if there's money involved.", "I can't resist swindling people who are more powerful than me.", "I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.", "When I see something valuable, I can't think about anything but how to steal it.", "When faced with a choice between money and my friends, I usually choose the money. ", "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.", "I have a 'tell' that reveals when I'm lying.", "I turn tail and run when things go bad.", "An innocent person is in prison for a crime that I committed. I'm okay with that.", "I'll do anything to win fame and renown.", "I'm a sucker for a pretty face.", "A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.", "I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.", "I have trouble keeping my true feelings hidden.", "My sharp tongue lands me in trouble.", "Despite my best efforts, I am unreliable to my friends.", "The tyrant who rules my land will stop at nothing to see me killed.", "I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. ", "The people who knew me when I was young know my shameful secret, so I can never go home again.", "I have a weakness for the vices of the city, especially hard drink.", "Secretly, I believe that things would be better if I were a tyrant lording over the land.", "I have trouble trusting in my allies.", "I'll do anything to get my hands on something rare or priceless.", " I'm quick to assume that someone is trying to cheat me.", "No one must ever learn that I once stole money from guild coffers.", "I'm never satisfied with what I have--I always want more.", "I would kill to acquire a noble title.", "I'm horribly jealous of anyone who outshines my handiwork.", "Everywhere I go, I'm surrounded by rivals.", "Now that I've returned to the world, I enjoy its delights a little too much.", "I harbor dark bloodthirsty thoughts that my isolation failed to quell.", "I am dogmatic in my thoughts and philosophy.", "I let my need to win arguments overshadow friendships and harmony.", "I'd risk too much to uncover a lost bit of knowledge.", "I like keeping secrets and won't share them with anyone.", "I secretly believe that everyone is beneath me.", "I hide a truly scandalous secret that could ruin my family forever.", "I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.", "I have an insatiable desire for carnal pleasures.", "In fact, the world does revolve around me.", "By my words and actions, I often bring shame to my family.", "I am too enamored of ale, wine, and other intoxicants.", "There's no room for caution in a life lived to the fullest.", "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.", " I am slow to trust members of other races Violence is my answer to almost any challenge. ", "Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.", "I am easily distracted by the promise of information.", "Most people scream and run when they see a demon. I stop and take notes on its anatomy.", "Unlocking an ancient mystery is worth the price of a civilization.", "I overlook obvious solutions in favor of complicated ones.", "I speak without really thinking through my words, invariably insulting others.", "I can't keep a secret to save my life, or anyone else's.", " I follow orders, even if I think they're wrong.", " I'll say anything to avoid having to do extra work.", "Once someone questions my courage, I never back down no matter how dangerous the situation.", "Once I start drinking, it's hard for me to stop.", "I can't help but pocket loose coins and other trinkets I come across.", "My pride will probably lead to my destruction.", "The monstrous enemy we faced in battle still leaves me quivering with fear.", "I have little respect for anyone who is not a proven warrior.", "I made a terrible mistake in battle that cost many lives--and I would do anything to keep that mistake secret.", "My hatred of my enemies is blind and unreasoning.", "I obey the law, even if the law causes misery.", "I'd rather eat my armor than admit when I'm wrong.", " If I'm outnumbered, I always run away from a fight.", "Gold seems like a lot of money to me, and I'll do just about anything for more of it.", "I will never fully trust anyone other than myself.", " I'd rather kill someone in their sleep than fight fair.", " It's not stealing if I need it more than someone else. ", "People who don't take care of themselves get what they deserve." )
[[Write Your Own traits]]
Once you've chosen your bond, ideal, personality trait, and flaw
[[Write your backstory here]](set: $Backstory to (prompt: "Short blurb about your character" ,"Write some stuff here"))
$Backstory
[[Continue|Let's Go!]] //Pia placed a pawlike hand on the counter. Her claws retracted to appear less threatening. She ordered a drink, her ears flicking around to listen to different conversations happening around the tavern. She downed the drink and sauntered over to join a gentleman with an exciting story of a shipwreck and a siren, the tip of her tail twitching as she listened intently.//
Tabaxi are humanoid cat people, they are about the same height of humans, and have furry faces, whiskers, tails, ears, and cat eyes. They come in a variety of coat colors, and fur lengths.
Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
They reach adulthood around the same age as humans in their late teens, and live to be around 75 years old.
They have a bonus to charisma and dexterity.
They have a walking speed of 30 and a climbing speed of 20.
They have darkvision allowing them to see in dark and dim conditions.
They have feline agility allowing them to move with a burst of speed doubling their speed until the end of their turn, they can’t use it again until they’ve moved 0ft on a turn.
They have claws, allowing them to climb and defend themselves proficiently. They deal 1d4 slashing damage instead of bludgeoning damage with an unarmed strike.
They are preceptive and stealthy.
[[Continue|Your Race]]
(Set:$Race to "Tabaxi")
(set:$Subrace to "none")(set:$Age_Range to "Adult at 18. Live to about 75 years")
(set:$Subrace_Features to "none")
(Set:$Dexterity +=2) (set:$Charisma +=1) (set:$Size to "Medium")
(set:$Walking_Speed to 30) (set:$Climb_Speed to 20)
(set:$Language += 1)
(set:$Perception to true)
(set:$Stealth to true)
(set:$Features to "Darkvision. You have a cat’s keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.
Feline Agility. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.")
//Jarvis pulled himself onto the docks, his shining golden tail glittering in the sunlight, the red and brown stripes and fins accented his strong physique. He stretched his powerful arms and squeezed the water out of his reddish gold hair. He transformed his tail, to the awe of all the sailors, he strode down the dock.//
They are adapted to the open ocean they are swift and nimble. The Salt Water Merfolk have the most diverse coloring the ones living close to warm waters and coral reefs are colorful with beautiful frills, while ones making their home in open oceans are more grey and blue.
They are excellent at using what is on hand with their nature optimization, being proficient in medicine and animal handling skills.
They get a bonus to dexterity.
(Set:$Subrace to "Salt Water Merfolk")
(Set:$Subrace_Features to "Nature Optimization: You are proficient with Medicine and animal handling skills. ")
(set:$Medicine to true)
(Set:$Animal_Handling to true)
[[Continue|Your Race]]
(set:$Dexterity += 2) //Pertti tended the tomato plants he had planted a short distance off the lake. The waves at high tide lapped softly against the very tips of his forest green fin at the end of his tail. It looked like they were growing nicely. He dragged himself back into the lake.//
Fresh Water Merfolk reside in rivers and lakes and other bodies of water like marshes and swamps. They are typically a little smaller. They have more brown or green skin tones, to blend in with the murky water, and stone covered lake bottoms. Some Merfolk farm near their home rivers or marshes to supplement their diets.
Their tail walking speed increase to 25.
They have a bonus to charisma.
They can camouflage in swampy and forest terrain, they have advantage on dexterity stealth check when in those terrains.
[[Continue|Your Race]]
(Set:$Subrace to "Fresh Water Merfolk")
(Set:$Subrace_Features to "Tail walking speed increases to 25 on land.
Swamp Camoflage: You have advantage on Dexterity (stealth) checks made to hide in swampy or forest terrain. ")
(Set:$Charisma += 1) //Juan tucked his chin to his chest, sulking. He didn’t like being turned down, especially by the dwarven girls just because he didn’t have a big enough beard. Human girls thought he was too hairy. He flipped a coin onto the counter of the bar, the dwarven barmaid gave him a tankard of ale to drown his sorrows.//
The children of migrant humans seeking refuge in dwarven kingdoms, or of dwarven merchants who struck rich in the wide open world, half-dwarves come from proud and ambitious races on both sides. Some say that dwarven blood tempers human impatience, human heritage allows them to be more flexible than the stone.
Some half-dwarves live in human settlements, set apart by their emotional and physical differences. Others live with dwarves, restless and chafing against the strict rules of dwarven society while being treated like children by their elders. Though half-dwarves crave stability and community, they can often only find it by making a name for themselves as adventurers, wandering and finding their true families amongst other misfits and outcasts.
To humans, half-dwarves look like tall dwarves, and to dwarves, they look like short humans. They typically sit in the middle range of heights between their parents, although they're a little bulkier than the average human.
Half-dwarves share their dwarven parent's hairiness, though some choose to shave extensively to mask their dwarven ancestry. Half-dwarves can be as varied as either race, though they tend to have the coloration of their human parents. They are incredibly resilient, and more adaptable than their dwarven parents, making half-dwarves hardy enough to survive extreme climates and environments.
Their size is medium.
They have a walking speed of 30.
They have darkvision to see in darkness and dim light.
They have Dwarven Resilience, allowing saving throws gainst poison and resistance to poison damage.
They are adults around 18 like humans but live to about 150 years.
They speak dwarvish.
(set:$Race_Pick_Ability += 2) [[Let's Go!|Your Race]]
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Constitution += 2)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Dwarven resilience: You have advantage on saving throws against poison, and have resistance to poison.
")(set:$Age_Range to "Adult at 18. Live to about 150 years.")
(set:$Race to "Half Dwarf")
(Set:$Dwarvish to true)//Fioralba picked up the ales for the table, the only one who was willing to smile at the grizzled war veteran who manned the counter. She gave him a pleasant smile, even though he was at least two feet taller than her. She handed over the coins, and carefully carried the pints back to the table, quietly wishing she had her father’s luck.//
It is difficult to tell a half-halfling from a normal human, they have rounded ears and bright smiles, even if they are a little on the short side.
They are a little shorter and a little lighter than humans. They’re size is medium.
As halflings and humans share a similar color pallet in terms of hair and skin colors.
They are considered adults at 18 and live to around 150 years old.
They are brave, having advantage on saving throws against being frightened.
They are nimble, and able to move through the space of a creature larger than them.
They get a bonus to dexterity.
They have a walking speed of 30.
They speak halfling.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of a creature a size larger than you.
")
(Set:$Dexterity += 2) (set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Halfling_Language to true)
(set:$Race to "Half Halfling") //Iarlaith Nirupama quickly folded the cards, kicking her feet up on the table. She was short, but not quite so short as the gnome she was facing in cards. The tricks she had picked up during her time with her mother, a human in the city. This week was her fathers week, and the gnomes were too studious about the mechanics of the card game to realize she was cheating.//
Gnomes have large pronounced noses, wild hair, excited bright eyes, and a small stature.
Humans on the other hand have a wide variety of features. As variety is a key feature of being human.
Gnomish traditions, and human traditions are very different. The legacy a half Gnome carries forward can be the drive and innovation of the gnomish family, that prize intelligence and cunning, or they may follow the determination and perseverance to make a name for themselves from their human parent. They could have a mix of both, or neither.
Size: Medium, you stand between 4 and 5 ft tall.
Age: You age at the same rate as humans reaching maturity in your late teens. Half Gnomes have a lifespan of about 150 years.
They can see in darkness with their darkvision.
They have genome cunning, advantage on saving throws, of intelligence, wisdom, and charisma against magic.
Their walking speed is 30.
They speak gnomish.
They get a bonus to intelligence.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Gnome Cunning: You have advantage on all intelligence, wisdom, and charisma saving throws against magic.")
(Set:$Intelligence += 2) (set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Gnomish to true)
(set:$Race to "Half Gnome") //Boguslav asked the witch for the potion. He needed something to soothe his aching bones, his pounding head, the magic in his soul was building up. His options were this witch or risk destroying everything. He had already been turned into a potted plant once after a spell, and that was an incredibly unpleasant week. Another time he had been surrounded by flame, he was burned and live, but his friends had not been so lucky. He swore there he would not cast magic again, and he needed this potion to consume the unspent magic.//
Tieflings are marked by a curse, or misstep by an ancestor log ago. If the curse is close to ending, or the fiendish blood is diluted enough, a half tiefling may come into being.
They are often less infernal looking with one of the distinguishing tiefling traits, like a tail, purplish or red skin, horns, or iris and pupil less eyes.
They have darkvision to allow them to see in dark and dim conditions.
They have hellish resistance, making them resistant to fire damage.
They have a bonus to charisma.
They are about the same size and weight as human. Their size is medium.
They have a walking speed of 30.
They mature at about the same rate as humans, becoming adults in their late teens and living for about a century.
They speak infernal.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Hellish Resistance: You have a resistance to fire damage.")
(Set:$Charisma += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Tiefling")
(set:$Infernal to true) //Gunhilda smiled at her suitor, her father would never approve of the boy sitting across from her. A farmhand, nothing special. Her father was sometimes overly protective of her, she understood why. Being a single parent, and trying to run the shop was wearing him out. If she could find a suitable husband it would take a load off his mind. She was searching for polite reasons to make a swift exit.//
Beautiful, elegant much like their celestial parent, and still might have one or two features that set them apart from the rest of the general masses, but their celestial aasimar parent’s beauty will always be impossible to match.
It is very common for the celestial blooded Aasimar to mingle with humanity. Sometimes it’s enough generations apart that they begin to loose some of those celestial traits. They will often look beautiful like their Aasimar parent, but lack the distinguishing wings, or halo, or general holy glow that often surrounds full Aasimar.
They very often have golden hair, flawless skin, and golden eyes. Being half human introduces much more variety in their looks than full blood aasimar have.
Humanity is very kind to these beautiful people, as their celestial blessing is more well hidden. They are not sought out for prized slaves by the pit fiends, or even noticed by beings of the lower planes. They are not the target of jealously that full Aasimar often are.
They are considered adults at about 18 and live to about 100.
They have a bonus to charisma.
They have a walking speed of 30.
Their size is medium.
They speak celestial.
They have darkvision, and can see in the darkness as if it is dimly lit.
They have resistance to radiant and necrotic damage.
(set:$Race_Pick_Ability += 2) [[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Celestial Resistance: Resistant to Radiant and Necrotic damage.
")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Charisma += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Celestial to true)
(set:$Race to "Half Aasimar") //Helge tied his long red hair up in a braid. It was going to be a long day at the temple and he didn’t want it getting in the way. His mother wound a scarf around his neck and kissed him on the nose, she said it was just like his fathers. He pulled the hat down over his pointed ears and jogged to the temple//
Half Firbolgs are tall and heavy compared to humans.
They may have the same gray skin with large, fleshy pink noses and pointed ears, that their Firbolg parent has, or be anywhere in the human spectrum. Firbolg have a tradition of wearing their hair long, and growing thick beards, their half firbolg offspring may embrace this or reject it.
Size: Medium you stand between 5 and 6 ft tall, weighing between 100 and 300 lbs erring on the larger side.
Age: You mature at the same rate as a human reaching maturity in your late teens. Half Firbolgs live to be about 150 years old.
They have a powerful build and count as one size larger when determine their carrying capacity.
They have the hidden step, as a bonus action they can turn invisible until the start of their next turn or until they attack, make a damage roll, or forces a saving throw. Usable once long or short rest.
They have a bonus to wisdom.
Their walking speed is 30.
They speak elvish and giant.
(set:$Race_Pick_Ability +=2) [[Let's Go!|Your Race]]
(Set:$Features to "Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
")
(Set:$Wisdom += 2) (set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Firbolg")
(set:$Elvish to true)
(set:$Giant to true)//Éric ate his soup fast, there was always a race for seconds. If you didn’t finish your bowl quickly someone else was going to get there first. Every time his mother tried to make enough food for the family they always ran out. They traveled to visit his fathers family and Éric and his siblings had eaten the inn out of food. He ran to the stew pot past his little sister and scooped himself a second helping.//
Half Goliaths are taller and heavier than the standard human, though their size remains medium.
They often sport the tattoos of both cultures, and sometimes have skin somewhere between the mottled gray, or green of goliaths, and the warm pinks and browns of humanity. They may have the stony lithoderms that goliaths sometimes have.
Goliaths rarely sport body hair, or hair of any kind, while humans have hair that comes in all different colors and textures.
Humans and goliaths both accept those who can pull their own weight in society. Competitive humans and goliaths often get along quite well, as long as everyone plays by the rules.
They mature at the same rate as humans, reaching adulthood around the age of 18 and living about 100 years.
They are natural athletes, being proficient with the athletics skill.
They have a powerful build allowing them to count as one size larger for their carrying capacity, and the weight they can push, pull, drag, and lift.
They get a bonus to strength.
They speak giant.
They have a walking speed of 30.
(set:$Race_Pick_Ability += 2) [[Let's Go!|Your Race]]
(Set:$Features to "Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Athlete: Proficient with the athletics skill
")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Strength += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Athletics to true)
(set:$Race to "Half Goliath")
(set:$Giant to true)//Hamed hid is feathered arms inside his cloak, the gloves hiding the fine feathers on his hands. His dark hair cascaded around his shoulders camouflaging what the cowled neck of his cloak couldn’t. He was glad he didn’t have a beak at the very least. Life on the streets had been hard enough for him.//
Kenku are flightless birdlike humanoids. They are typically black feathered, with bird feet and beaks. They are small and lonely creatures. They tend to flock together in groups, but are often seen as a scourge to society as they tend to be cutpurses and thieves. The one thing they want more than anything is to fly.
Humans are variety in all things, coming in a wide range of colors, builds, persuasions, morality.
Half Kenku can have a mix of feathers and bird like features, and human ones in ratios that vary greatly between individuals.
They are about the same height as humans between 5 and 6 ft tall, their size is medium.
They age at the same rate as humans, living to about a century.
They are expert forgers, able to duplicate another creature’s handwriting or craftwork. They have advantage on all checks made to produce forgeries or duplicates of existing objects.
They have a bonus to Dexterity.
They’re walking speed is 30.
They can speak primordial.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.")
(Set:$Dexterity += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Kenku")
(set:$Primordial to true)//Phoibe quickly wrapped string and tendons around the feathers and shards of bone making blow darts for her companions. During their trek through the forest they had used up most of their supply. A short rest was necessary to treat their wounds enough to keep moving. She handed the blow darts off to their rogue to dip into poison, a distilled bottle of his dragon’s breath.//
Lizardfolk are a savage reptilian people. They live in swamps and forests, their only goal is survival. Survival of themselves, their clan, their lineage. They are naturally aggressive and find little time for sentiment. Mating is for offspring, hunting is for food, crafting is for tools or weapons.
They have scaley skin coming in a variety of colors, usually green or blue but sometimes red or orange. They have strong snapping snouted jaws, and tails that aid them in balancing upright, and swimming quickly.
Spending time with an adventuring party, or away from the mad dash scramble for survival they can learn to appreciate an easy life. They do not enjoy it the same way people do. They enjoy it in the way an animal enjoys not needing to hunt for food if it is freely given. They often have a hard time with metaphors.
Humans come in a variety of colors, shapes, sizes, moralities.
A half lizardfolk may exhibit a combination of features from either parent, like scaley skin, with human coloration, or patches of scaley blue. Instead of hair they may sport the frills, or their fingers are slightly webbed. There is more variety in half lizard folk than is found in either of the parent races alone.
They stand about 5 to 6 feet tall, their size is medium.
They age about the same rate as humans, reaching maturity in their late teens and living about a century.
They can hold their breath for up to 15 minutes at a time.
They are cunning artisans, being able to craft select weapons or shields from the harvested bones and hide of slain beasts.
They get a bonus to wisdom.
Their walking speed is 30 ft.
They speak draconic.
(set:$Race_Pick_Ability += 2)[[Let's Go!|Your Race]]
(Set:$Features to "Hold Breath. You can hold your breath for up to 15 minutes at a time.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Wisdom += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Lizard Folk")
(set:$Draconic to true)//Lauchlan dashed through the trees, the wolf close on his tail. He tired to lose it by dodging between trees and leaping over bushes, the wolf was fast. He put on a burst of speed and made his final fastest dash into town. Panting and listening with a tufted ear turned towards the woods for the wolf.//
Tabaxi are a nomadic cat people. They are curious by nature and have feline features like whiskers and cat faces while being similar in height to humans if not taller and more slender.
They have cat ears, tails, eyes, and a variety of fur patters.
Humans come in just as much variety as Tabaxi do, and because of that there are no two Half Tabaxi that are similar.
Half Tabaxi stand between 5 and 6 ft tall, and weigh similar weights to humans. Their size is medium.
They age at the same rate as humans and reach adulthood around 18, and live about a century.
They have darkvision to see in darkness and dim conditions.
They have Feline Agility, quick reflexes that allow them to double their speed during their turn in combat.
They get a bonus to dexterity.
Their walking speed is 30.
(set:$Race_Pick_Ability += 2)
(set:$Language += 1)
[[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Feline Agility. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.")
(Set:$Dexterity += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Tabaxi")
//Diana ran her hands through her short black hair. She dove into the ocean, the others were too afraid of the stormy seas. But this is where she was born, stormy seas and deep water. She poked her head back above the surface after thirty minutes. Beckoning for them to follow. They refused. She dove down deep, she would retrieve her mother’s necklace herself.//
Triton dwell in the deepness of the ocean, far deeper than the sea elves or merfolk. They are well adjusted to deep sea life, and have camouflage and adaptations suiting that environment.
They are usually a range of blues and greens that allow them to camouflage in the darkness of the sea. They will have hair in similar color palettes.
Half tritons come in the full range of human colors and deep sea camouflage colors of the tritons. They have inherited the adaptability of humans and some of the deep sea abilities of the tritons.
Size: Medium. They stand between 5 and 6 ft tall, and weigh about as much as humans do.
They mature at the same rate as humans, reaching adulthood in their late teens and living about a century.
They are guardians of the depths, about to adapt to the most extreme ocean conditions. Resistant to cold and the drawbacks of extreme pressure that come with the territory.
They can breathe air and water.
They get a bonus to strength.
They have a walking speed of 30 and a swim speed of 30.
They speak aquan and primordial.
(set:$Race_Pick_Ability += 2)[[Let's Go!|Your Race]]
(Set:$Features to "Guardian of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Amphibious: you can breathe air or water.")
(Set:$Strength += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)(Set:$Swim_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Triton")
(set:$Aquan to true)
(set:$Primordial to true) //Chidiegwu flew down from the nest. His brown wings matched his brown hair and brown eyes. He looked very much like his Aarakocra mother, drab like a sparrow. His full aarakocra brother was a cacophony of colors, reds and blues and jewel tones. A little resentful that he was often mistaken as a female, he was going to find his human father to live with for a while. He wanted to see if life would be better there.//
Half Aarakocra can be appear to be a physical mix of both human and Aarakocra, retaining the ability to fly like their Aarakocra parent as long as you are not wearing armor that restricts your wings. The rest of your body may appear mostly human apart from your wings, or more avian like your Aarakocra parent.
Size: Medium, you stand between 5 and 6 ft tall.
Age: You mature at the same rate as humans, reaching maturity in your late teens living about a century like humans.
They get a bonus to dexterity.
They have a walking speed of 30 and a flying speed of 30, as long as they are not wearing armor that restics their wings.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Flight 30 ft, as long as you are not wearing armor that restricts your wings.")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Dexterity += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30) (Set:$Fly_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Aarakocra")
(set:$Primordial to true)//Torborg made his way down to the lake. It was his favorite place to be. Sinking his feet deep into the soft cool mud. He took a deep breath and walked until he was entirely submerged. He would take a few steps back when he needed to breathe, hardly surfacing his nose to take a new lungful of air. It was peaceful under the water. So very different than the chaotic fast moving world above him now.//
Tortles are shelled reptilian humanoids. Their thick shells and heavy builds make them formidable opponents. They have leathery skin and powerful claws.
Humanity is variety in all things and Half Tortles are no exception to this rule.
Half Tortles do not have the heavy shell of their tortle parent but can have the leathery skin, and heavy builds looking more human than some of the other half breeds do.
They are proficient in survival.
They can hold their breath for up to 15 minutes at a time.
They mature at the rate of humans and are considered adults at the age of 18, they live to be about 100.
They are about the same height, but much heavier than humans. Their size is medium.
They have a walking speed of 30.
They speak aquan.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Survival Instinct. Proficiency in the Survival skill.
Hold Breath. You can hold your breath for up to 15 minutes at a time.")
(Set:$Wisdom += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Tortle")
(set:$Survival to true)
(set:$Aquan to true)//Buhle tried to pass herself off as dragonborn when she went into a city. Sometimes it worked, when they hadn’t met many dragonborn, her tail gave her away to those who had. They were not well accepted in most places, but sometimes she could get away with a night at the inn. Telling anyone she was part Kobold was a disaster waiting to happen.//
Kobolds are dragonlike, reptilian creatures, quick and dangerous in groups. They have scales, tails, and snouts. They are generally red, and serve the dragons.
Humans usually smooth skin, ranging in color from cool porcelain to warm rich dark brown. Hair comes in a wide range of colors and textures.
Half Kobolds will have a variety of mixed features, no two half kobolds look the same.
They are generally between 4 and 5 feet tall. Their size is medium.
They reach maturity around the same time as humans do at 18, and live to around a hundred years.
They get a bonus to dexterity.
They have darkvision that allows them to see in dark or dim conditions.
They have pack tactics, giving them advantage on attacks if they have an ally within 5 ft of the target.
They have a walking speed of 30 ft.
They speak draconic.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Pack Tactics: You have advantage on your attack roll against a creature if yu have an ally within 5 ft of your target.")
(Set:$Dexterity += 2)
(Set:$Size to "Medium")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Kobold")
(set:$Draconic to true)
//Ashraqat combed her wild sandy hair, there was little to be done about her complexion. She donned her armor, she wasn’t here to win the beauty contest. She pulled the visor down on her helm striding into the area with the confidence of a man twice her size, her heavy maul gripped in her hand. She grinned the terrifying grin of her bugbear mother, hidden behind the helm, bowed to her opponent and charged.//
Bugbears are medium humanoids covered in coarse hair, generally their skin is reddish or yellowish in tone, but half bugbears also can have human skin tones hair colors and eye colors.
Bugbears are very strong and pass that strength onto their half bugbear offspring, though tempered somewhat through the human parent.
Size: Medium, you stand between 5 and 6 ft tall.
Age: They mature at the same rate as humans, reaching maturity in their late teens, living about as long as humans do.
They have a walking speed of 30 ft.
They have darkvision, allowing them to see in dim light and darkness.
They are brutes, dealing an extra 1d4 of damage on melee attacks.
They get a bonus to strength.
They can speak goblin.
(set:$Race_Pick_Ability += 2) [[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Brute: when you hit with a melee attack you deal an extra 1d4 of damage.")
(Set:$Strength += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Bugbear")
(set:$Goblin to true)//Miloš snuggled up next to the dog at the hearth. Well as close to a hearth as a goblin nest could have. He was the tallest of the goblins, and his father was their leader, so he got preferential treatment. His red skin and dark hair, along with his pointed ears and sharp teeth let him fit right in with the rest of the tribe despite only being half. In fact since his father had taken control they had dominated four other tribes in the area.//
Goblins are small humanoids whose skin is generally reddish or yellowish, they have pointy ears, sharp teeth, and a knack for hiding.
Size. Medium, they stand between 4 and 5 ft tall. They are shorter and lighter than humans.
Goblins are sneaky, and cleverer than adventurers like to give them credit for. They will bow to the strongest amongst them, including bugbears and humans. Their hygiene usually isn’t the best, but living in caves and abandoned mines, and giving things to the strongest creature in an area makes for a less than optimal lifestyle.
Humans are great at overcoming hardship, it is not unusual for a human to break out of goblin traps and assert their dominance, goblins take servitude or running over death. Goblins often prostrate themselves to the new human overlord if it saves their lives.
Humans build cities from nothing that last for generations and have incredible adaptability, as well as variety amongst themselves.
Age: They mature at the same rate as humans, reaching maturity in their late teens, living about as along as humans do.
They have darkvision to see in dark and dim conditions.
They are naturally stealthy, being proficient in the stealth skill.
They have a bonus to dexterity.
Their walking speed is 30.
They speak goblin.
(set:$Race_Pick_Ability += 2) [[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Naturally stealthy: proficient with stealth skill.")
(Set:$Dexterity += 2) (set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Goblin")
(set:$Stealth to true)
(Set:$Goblin to true)//Irenaeus stood, black hair a plait down his back, head bowed, awaiting his father’s judgement. He didn’t want to go to war, and desertion was a serious offense. There was little that pleased the wizard these days, he didn’t have mercy for anyone. Irenaeus knew anything short of death was a light punishment from his father.//
Hobgoblins are the most intelligent of the goblinoids, they often have red skin or yellowish skin and dark hair that they wear long. They value battle cunning over all else.
They often lord dominion over goblins and occasionally bugbears. They are able to plan troop movements and pick the best locations for traps for the goblins to set. They think of themselves as superior to many creatures.
Humans are all about variety, they come in as many shapes, colors, and sizes imaginable. They vary from being the paradigm of good to the most abhorrent evil.
Size: Medium. They stand between 5 and 6 ft tall.
Age: They mature at the same rate as humans, reaching maturity in their late teens, living about as long as humans do.
They have darkvision allowing them to see in darkness and dim conditions.
They have Martial Advantage, if they have an ally within 5 ft of the creature they are attacking they can deal an extra 1d4 of damage.
They have a bonus to intelligence.
They have a walking speed of 30.
They speak goblin.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Martial Advantage: If you have an ally is within 5 ft of the creature you are attacking you can deal and extra 1d4 of damage.")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Intelligence += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Hobgoblin")
(set:$Goblin to true)//Tuula wanted to argue, but thought better of it. They didn’t like it when she put up too much of a stink about going into the dungeon first. If there were any poison traps she would survive, unlike their halfling friend. She rolled her slitted eyes and carefully crept forward, watching for traps.//
Yaun Ti Purebloods already closely resemble humanity, with slight reptilian features, like slitted eyes, forked tongues, patches of scales. They are often very attractive, and charismatic.
Half Yaun ti purebloods are less rare, as the Purebloods are often infiltrating courts and communities. Seducing nobles to get information half Yaun ti purebloods are brought into the world frequently. They are most often raised by their human parent, but a Yaun Ti Pureblood may see the potential of their child. Unfortunately, some are abandoned, forced to fend for themselves or be taken in by caring humans.
They have darkvision, to allow them to see in dim and dark conditions.
They are immune to poison.
They mature at the same rate as humans, reaching adulthood at around 18, and living for about a century.
They have a bonus to charisma.
They have a walking speed of 30.
They speak abyssal and Draconic.
(set:$Race_Pick_Ability += 2) [[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Poison immunity: You are immune to poison.")(set:$Age_Range to "Adult at 18. Live to about 100 years.")
(Set:$Charisma += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Yaun-ti Pureblood")
(set:$Abyssal to true)
(set:$Draconic to true)
//Concepta hid her horns the best she could under her hood. If she were with her father she would wear them proudly, adorned with metal bands. Here she was sure to be gawked at, too many people had heard stories of what happened to people who encountered a minotaur. She couldn’t say they were wrong, she had seen her father behead a man for looking at him the wrong way. All she needed to do was get some bread from the baker without causing a stir and all would be well.//
A minotaur is a creature of incredible strength from the labyrinth of the Abyss. They have the heads of a bull shoulders and torso of a human and thickly muscled, hairy legs of a bull. They are the most civilized of the creatures of death and fear that call the Abyss home.
Humans can adapt to anywhere, and are the epitome of variety.
A half minotaur will have more variety in appearance and skill than either parent alone.
They have Darkvision, allowing them to see in dark and dim conditions.
They can charge, dashing as an action they can make a melee weapon attack against a target within range.
They get a bonus to strength.
They’re size is medium, they stand around 5 to 6 feet tall, and weight slightly more than humans usually do.
They have a walking speed of 30.
They age at the same rate as humans, reaching adulthood in their late teens, but live to be about 150 years old.
(set:$Race_Pick_Ability += 2)
[[Let's Go!|Your Race]]
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Charge: When you use the dash action on your turn you can make a melee weapon attack against a target within range of your destination.")
(set:$Age_Range to "Adult at 18. Live to about 150 years.")
(Set:$Strength += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Race to "Half Minotaur") //Erik stood awkwardly at the edge of the field, his thick gray hand twisting nervously on the piece of parchment. His small gnomish friend prodded him forward with his staff. He swallowed hard and took a few cautious steps forward, fighting the urge to turn invisible and run away. She looked up at him with a big sunny smile on her face as he handed her the roll of parchment.//
Firbolgs are a reclusive race of giant kin. They resembled humans, and the males would sport great, thick beards. Their thick, grayish blue, tough skin was fleshy pink around their large, prominent nose and pointed ears.
Their hair, though it came in many colors, was usually either red or blonde and worn long.
A firbolg's voice was deep and smooth, and they tended to roll their consonants when speaking.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds.
Your size is Medium.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
They have a bonus to strength and wisdom.
Their walking speed is 30 ft.
They use their Firbolg magic to detect magic and disguise self using wisdom as their spellcasting modifier once a day.
They can use their magic to hide their steps, turning invisible until the start of their next turn or until they attack, make a damage roll or force someone to make a saving throw. They can use this once per long or short rest.
They have a powerful build meaning they can carry more than someone else their size.
They are able to communicate in a limited manner with beasts and plants. They can understand a Firblog but they cannot necessarily understand them back.
They speak elvish and giant.
[[Let's Go!|Your Race]]
(Set:$Strength += 1) (Set:$Wisdom += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Features to "Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.")
(set:$Race to "Firbolg")(set:$Age_Range to "Adult at 30. Live to about 500 years")
(set:$Elvish to true)
(set:$Giant to true)//Rudfudeg (the sound a alligator made when he killed it with his club) Fastmover (How quickly he moved in for the kill his companions insisted on calling him something) was confused why his companions didn’t want him to butcher the horse they had purchased, now that they had arrived at their destination. They were all going to an inn to celebrate, though he was not sure what celebration entailed, he guessed the coins tossed to the creature who took the hose was for someone else to slaughter it. //
The lizard folk's reptilian nature comes through not only in their appearance, but also in how they think and act. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizard folk see emotions as traits assigned to other creatures, objects, and situations. Lizard folk never become angry, but they are aggressive toward prey they want to eat, or creatures that want to harm them. Pleasurable people and things make life easier for lizard folk, and they protect those things fearsomely.
They assess situations based on their current and future utility and importance. A comrade who dies becomes a potential source of food. A lizard folk who lives among other humanoids can, learn to respect other creatures' emotions. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in other humanoids.
Their mindset results in a distinct speech pattern, rarely using metaphors. They might pick up idioms. Names can confuse them, unless they are descriptive. A lizard folk in cold weather might say, "This wind brings cold". The lizard folk mindset might seem cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Art and beauty have little meaning for them, as they are usually just trying to survive. Lizard folk have little interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Size. Lizard folk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Their size is Medium.
Age. Lizard folk reach maturity around age 14 and rarely live longer than 60 years.
They have a walking speed of 30.
They have a bonus to charisma and wisdom.
They can bite with their strong maw, proficient with the attacks, and able to deal piercing damage with it.
They are cunning artisans, able to craft a select variety of weapons and shields from items they harvest from their kills, during the time of a short rest.
They have hungry jaws, throwing themselves into a feeding frenzy quickly swallowing food when they make a bite attack to gain temp HP equal to their constitution modifier.
They can hold their breath for up to 15 minutes at a time.
They can speak draconic.
[[Let's Go!|Your Race]]
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")(set:$Age_Range to "Adult at 14. Live to about 60 years")
(Set:$Subrace_Features to "None")
(set:$Race to "Lizard Folk")
(Set:$Charisma += 2) (Set:$Wisdom +=1)
(Set:$Features to "Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Hold Breath. You can hold your breath for up to 15 minutes at a time.")
(set:$Draconic to true)
//Crash mimicked the sound of distant thunder, asking his fellows if they too thought there was a chance of rain tomorrow. Rain would be good, it would cover the sounds of their approach. Bang shook his head, ruffling the black feathers across the back of his neck. No rain, they would need to be extra quiet to pull of the heist. Slash cocked her head to the side curiously, her black eyes sparkling with an idea.//
The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane. Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them:
First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth.
Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls.
Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices.
Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane. Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves. Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an ore. Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.
HOPELESS PLAGIARISTS
As, a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes. Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.
IDEAL MINIONS
Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter. For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
KENKU ADVENTURERS
Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it. Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60
They get a bonus to dexterity and wisdom.
They have a walking speed of 30.
They are expert forgers, able to duplicate other creatures’ handwriting and craftwork. They have advantage on checks to produce forgeries or duplicates of existing objects.
They are proficient in deception and stealth.
They can mimic sounds they’ve heard including voices.
They speak Primordial.
[[Let's Go!|Your Race]]
(Set:$Dexterity += 2) (Set:$Wisdom += 1)
(Set:$Size to "Medium")(set:$Age_Range to "Adult at 12. Live to about 60 years")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Features to "Expert Forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training: You are proficient in Deception, and Stealth
Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
")
(set:$Deception to true)
(set:$Primordial to true)
(set:$Stealth to true)
(set:$Race to "Kenku") //Sethunya tossed the bolder down the mountain. The game was to see who’s would roll the farthest. Low stakes were a ration of bacon at the next meal. Sethunya was winning, fair and square. Grinning a big smile, she waited to see where her opponents stone would fall.//
At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Goliaths place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. Competition exists only when it is supported by a level playing field measuring talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths are careful to remember that such an advantage can always be lost.
Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders.
Goliaths are larger than a half-orc. Most of the goliaths stand between 7 to 8 feet tall. They weigh between 280 and 340 pounds. There is no difference in height and weight of male and female goliaths. Goliaths’ skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms. Their skin color is grey which is mottled with dark and light patches. Female goliaths have dark hair on their head which are grown to great length and kept braided always. On the other hand, males have hair only on their limbs. Blue or green are the colors of their eyes. Golthias dress as lightly as possible because of their skin mottling cultural significance. Lithoderms are common places to embed a gem or two.
Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
They get a bonus to strength and constitution.
Their walking speed is 30.
They are natural athletes.
They have stone’s endurance, allowing themselves to shrug off an injury when they take damage. Using their reaction to roll a d12, and reduce the damage by that much plus their constitution modifier.
They have a powerful build counting as a size larger for carrying, lifting, dragging, pushing.
They are mountain born, acclimated to the high altitude, and cold climate.
They speak giant.
[[Let's Go!|Your Race]]
(Set:$Strength += 2) (Set:$Constitution += 1) (Set:$Size to "Medium")
(set:$Walking_Speed to 30) (set:$Race to "Goliath")
(Set:$Subrace to "None")(set:$Age_Range to "Adult at 18. Live to about 100 years")
(Set:$Subrace_Features to "None")
(Set:$Features to "Natural Athlete: You have proficiency in the Athletics skill.
Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.") (set:$Athletics to true) (set:$Giant to true)//Javier twirled his trident through the water. His webbed fingers gripping tightly, as the whirlpool effect emanated from it threatening to tug it away. It was boring guarding the rift. The magicians had sealed it with such powerful magic that nothing could get through it. He continued to twirl his trident to spin the whirlpool the other direction.//
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane. The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies. Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding. With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
HAUGHTY NOBLES
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference. This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them. Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors.
STAUNCH CHAMPIONS
Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it. At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
STRANGERS TO THE SURFACE
Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies the. Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying. At its worst, a triton's arrogance compounds the tendency for the triton. not to understand the ways of the surface world. It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.
Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
They have a walking speed of 30, and a swim speed of 30.
They speak primordial and aquan.
They have a bonus to strength, constitution, and charisma.
They have darkvision, allowing them to see in darkness and dim light conditions.
They can control air and water, able to cast fog cloud, at the 3rd level gust of wind, at the 5th level wall of water. They can cast a spell once with this trait and recover it at the end of a long rest. They use charisma as their spellcasting ability.
They have an affinity with aquatic beasts and are able to communicate simple ideas with them but cannot understand them in return.
They are guardians of the depths, and as such are able to withstand the pressures and temperatures of the deep oceans without negative effects.
They can breathe air and water.
[[Let's Go!|Your Race]]
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)(set:$Swim_Speed to 30)
(Set:$Subrace to "None")(set:$Age_Range to "Adult at 15. Live to about 200 years")
(Set:$Subrace_Features to "None")
(set:$Primordial to true) (set:$Aquan to true)
(Set:$Constitution += 1) (set:$Strength +=1) (set:$Charisma +=1)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind, and starting at 5th level, you can also cast wall of water. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardian of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Amphibious: You can breathe air or water. ")
(set:$Race to "Triton") //Donato gave the glittering jewel a tentative lick, it was hard to resist the shiny glittering surface, a thousand reflections and rainbows. Kelly glared at him and snatched the jewel away. His feathers ruffled, Donato gave a whistle of irk, the jewel was beautiful, a perfect decoration for his nest, a nest that needed to lure a mate. He clicked his beak against a few coins, Kelly seemed to like coins, maybe she would accept them instead of the jewel.//
Homelands
Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.
Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.
Avian Mannerisms
The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.
Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.
The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.
They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.
Size: Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Age: Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Aarakocra get a bonus to wisdom and dexterity.
They have a fly speed of 50 and talons that deal 1d4 damage.
Aarakocra can speak primordial.
They have an unarmed strike from their thick talons.
[[Let's Go!|Your Race]]
(set:$Dexterity +=2) (Set:$Wisdom += 1) (Set:$Size to "Medium")
(set:$Walking_Speed += 25)(Set:$Fly_Speed += 50)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Features to "Flight: You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.")
(set:$Primordial to true)
(Set:$Race to "Aarakocra")
(set:$Age_Range to "Adult at 3. Live to about 30 years")//Francisco poked at the moss with his stick, checking to be sure the ground was solid enough for his travelers to walk across. He had fallen to his knees in muddy puddles before, horses had gotten stuck in mud he thought could hold him. It was embarrassing, and made him lose customers. Few people wanted to cross his swam and he needed every copper he could get. Determined to be a good guide he stabbed at the moss a few more times before crossing it himself first, and going to test the next patch of mud.//
Tortle’s are reptilian humanoids that closely resemble turtles or tortoises. They have leathery skin, and a hard protective shell. They are generally colored in greens and browns to blend in amongst the swampy wetlands they typically reside.
They stand between 5 and 6 ft tall and weigh on average 450 lbs. Their shells account for roughly one third of their weight. Their size is medium.
They begin to crawl after a few weeks before learning to walk on two legs. They reach maturity at the age of 15 and live about 50 years.
They have a bonus to strength, and wisdom.
They have a walking speed of 30.
They have claws they can use as natural weapons that you are proficient with when making an unarmed strike. Dealing 1d4 slashing damage instead of bludgeoning.
They can hold their breath for up to 1 hour at a time. They cannot swim because of their weight, but they can remain underwater for a long time before needing to come up for air.
They have natural armor, and because of the shape of their body with the shell, they are ill suited for wearing armor. The shell gives them a base ac of 17 with no affect from dexterity. They can still use a shield as normal.
They can use their shell as extra defense. They can withdraw into their shell as an action, gainin +4 to their AC. They have advantage on strength and constitution saving throws. While in their shell they are prone, their speed is 0, and have disadvantage on dexterity saving throws, they can’t take reactions or other actions except to emerge from their shell.
They are proficient with the survival skill.
They speak Aquan.
[[Continue|Your Race]]
(set:$Strength +=2) (Set:$Wisdom += 1)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")(set:$Age_Range to "Adult at 15. Live to about 50 years")
(Set:$Features to "Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. Proficiency in the Survival skill.
")(Set:$Survival to true)
(set:$Race to "Tortle") (set:$Aquan to true)//Ira jammed his spear into the corpse a couple extra times for good measure. A wizard was always particularly difficult to kill, sometimes they came back for no apparent reason, some failsafe spell in place. He got the feeling this wouldn’t be his last encounter with this wizard, or his skeleton masses. His yellow eyes scanned the horizon for other threats he might need to deal with on his way to the city.//
Yuan-ti purebloods are the most human-seeming of all yuan-ti breeds. They are snake-human hybrids, which were created in the earliest days of civilization.
Their culture fell from an advanced and enlightened state into cruelty and fanaticism. Purebloods are described as human-like with minor reptilian features like a forked tongue, snake-like eyes, and patches of scales on their skin.
Their height and weight range is same as humans. Purebloods usually speak the language of their race, which involves a great deal of ratling noises and hissing that require a forked tongue to execute. Most of the purebloods also learn Common in order to blend into foreign areas.
They hatched from eggs like the other yuan-ti. They reach adulthood around 12 years of age. Yuan-ti can live for up to 80 years but some rarely can live for 120 years.
Size. Purebloods match humans in average size and weight. Your size is Medium.
They have a bonus to charisma and intelligence.
They have darkvision allowing them to see in darkness and dimly lit areas.
They have innate spellcasting, knowing the poison spray cantrip. They can cast animal friendship an unlimited number of times on snakes. At the 3rd level they can cast suggestion with this trait once per long rest. Charisma is the spellcasting ability for these spells.
They have magic resistance, giving them advantage on saving throws against spells and other magical effects.
They are immune to poison damage and the poisoned condition.
They speak draconic and abyssal.
[[Let's Go!|Your Race]]
(set:$Charisma +=2) (Set:$Intelligence +=1) (Set:$Size to "Medium")
(set:$Walking_Speed to 30)(set:$Age_Range to "Adult at 12. Live to about 80 years")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.") (Set:$Race to "Yaun Ti Pureblood") (set:$Abyssal to true) (set:$Draconic to true)(set:$Poison_Spray to true)(set:$Animal_Friendship to true)//David scratched behind his ear, shrugging his orange, armor covered shoulders. He quirked a white eyebrow at his companion as he continued to rant about who kept chewing on his shoe. David had a suspicion it was the half orc barbarian, who always pointed fingers at everyone else.//
Fey Corgi are an exceedingly friendly playful race and can be found almost anywhere there are people and settlements. They are small, strong, deft companions and happiest with others. They look like corgis, with snouts and big ears that stand up. Their fey nature allows them to stand on two legs, or run very fast on all four.
They are originally found in the Feywild and most still reside there, their adventurous nature means they can be found far and wide, and they bond quickly with their traveling companions.
Curious with short attention spans they are well loved by those who travel with them. Being small you can’t wield two handed or heavy weapons, and versatile weapons are always wielded two handedly, but deal one handed damage.
Size: Small.
Average Height: 2’ 7” – 3’ 1” Weight: 30- 38 lbs
They have a bonus to strength and dexterity.
Their base walking speed is 25 on two legs but 45 on all fours.
They are proficient in intimidation and nature skills.
They have big ears and have advantage on hearing things.
Their fey origin keeps them from being put to sleep and gives them advantage on saving throws against being charmed.
They are oddball thieves, able to steal small items off an enemy in melee range.
They speak sylvan.
[[Let's Go!|Your Race]]
(set:$Strength +=2) (set:$Dexterity +=2) (Set:$Size to "Small")
(set:$Walking_Speed to 25)
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Features to "On all 4's your walking speed is 45
Skill Proficiencies: Intimidation, Nature
Big Ears: You have advantage on perception checks that are dependent on hearing.
Fey Origin: Your ancestors served the natives of the Feywild, you cannot be put to sleep by magic, and you have advantage on Saving throws against being charmed.
Oddball Thief: Fey corgi collect the strangest things from their enemies. As a bonus action you can attempt to steal a small item off an enemy within melee range.") (Set:$Intimidation to true) (Set:$Nature to true) (set:$Sylvan to true)(set:$Race to "Fey Corgi")(set:$Age_Range to "Adult at 10. Live to about 150 years")//Cyrus stomped his hooves and snorted a warning. It went unheeded by the bugbear, so Cyrus charged, swinging his huge axe once he dashed within range. It sunk in deeply, but not enough to dispose of the bugbear. He yanked it out as the bugbear clubbed him across the head. A goblin jumped on his back out of nowhere. He didn’t think it had backup.//
Created by demons, they live surprisingly civilized lives. They have a strict caste based system with priests at the top. Minotaurs believe that without the system they will fall into the clutches of Bahpomet once more.
Minotaurs lead simple lives which revolve around invention, following the laws, and following the tenets of erathis. When a minotaur breaks out of the organized caste system they are almost always banished for life. There is no greater crime save worshiping the horrid Baphomet.
They have a bull like head with big horns. Their legs are the back legs of a bull. And they have a somewhat human torso that is heavily muscled. They have copious amounts of brown or black fur that covers most of their bodies.
Size: Average Height: 7’1” – 7’ 5” Average Weight: 320 -350 Lbs. Their size is large.
They gain a bonus to strength and constitution.
They have a walking speed of 40.
They are considered to be adults at the age of 18 and live about 150 years.
They have darkvision to see in dim and dark lighting conditions.
They are monstrous, and are considered monstrosities for the purpose of effects that deal with that creature type.
They have a charge attack, when they use the dash action they can make a melee weapon attack against a target within range.
They have a labyrinth sense, they cannot get lost except by magic and can always retrace their steps. They know what way is north.
They have vigor giving them one additional hit dice.
They speak abyssal.
(set:$Strength +=2) (Set:$Constitution += 1)
(Set:$Size to "Large")
[[Let's Go!|Your Race]]
(set:$Walking_Speed to 40)(set:$Age_Range to "Adult at 18. Live to about 150 years")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Monstrous: You are considered a monstrosity for the purpose of effects that deal with creature type.
Charge: When you use the dash action on your turn you can make a melee weapon attack against a target within range of your destination.
Labyrinth Sense: You cannot get lost (execpt by magic) and you can always retrace your steps and know what way is north.
Vigor: You have one additional hit dice to spend on healing.") (set:$Race to "Minotaur") (set:$Abyssal to true)(set:$Divine_Domain to "Prophecy Domain")
//Luka touched the face of the bartender with her withered hand, the rest of her beautiful enough that he didn’t notice at first. Feeling the leathery bony touch he recoiled looking for the offender. She picked up the ale with her good hand and flicked him off with the withered middle finger, knowing he was going to say something vulgar about her before he even uttered a word.//
Unlike other Cleric Domains the prophecy domain does not belong solely to those gods who claim fate and destiny as their spheres of influence. Although gods and goddesses of fate and destiny do empower their clerics with this domain just as often as clerics empowered by a god who desires a prophet to spread his vision of the future in the world. Prophets dedicated to gods of other spheres typically have their visions of the future colored by their gods more common domains while prophets of the gods of fate and destiny are more emotionally distant and objective in their foretelling.
Bonus Cantrip: Starting at the first level you gain the guidance Cantrip.
Oracle’s Burden
Starting at the first level you gain one of the following burdens
Clouded Eyes: You eyes are clouded and milky. You are blind and have Blindsight to a distance of 30 ft.
Venerable: Your oracular vision came with advanced old age. You max HP is reduced by 1 HP per level. Your wisdom score Increases by 2 and you can use your ability score increase to increase your Wisdom score to a Max of 22. (this has not been added into automatic calculations)
Withered Hand: You have a withered hand. You have disadvantage on any weapon attacks and ability checks made with that hand and cannot carry a shield with it. You have advantage on the first spell attack you make each round.
Prophecy Domain Spells, these spells don't count against your prepared spells
Cleric Level 1st: Embrace Destiny, Guiding bolt.
Embrace Destiny
1st Level Divination
Casting Time: 1 Bonus Action
Components: VS
Duration: Concentration, up to 1 minute
You look into the future and see a murky vision of things to come. When you cast this spell roll a d20 and record the number rolled. Before the duration of this spell is over you can replace any attack roll saving throw or ability check made by you or a creature you can see with the foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost.
Channel Divinity: Prophetic Visions: Starting at the second Level you can use your channel Divinity to look into the near future and see the shape of things to come. As an action you roll your wisdom modifier in d20s and record the results. Within the next 10 minutes you can replace any initiative roll, attack roll, saving throw or ability check made by you or a creature that you can see with the foretold roll. You must choose to do this before the affected roll is made once a foretold roll is used it’s lost.
Channel Divinity: Cryptic Advice: Starting at the 6th Level as a bonus action you can give a piece of cryptic advice to a creature you share a language with. When that creature makes an attack roll, saving throw, or ability check within in the next hour they can recall your cryptic advice and reroll the die, using the second result instead. Once you have used this feature you cannot use it again until you compete a short or long rest.
Deadly Premonition: Starting at the 8th Level the first time each round you miss with a melee or spell attack you can choose to reroll the attack you must use the second result.
Soothsayers Skill: Starting at the 17th level you can cast any divination spells you know with a spell slot one lower than what would normally be required.1st level divinations become cantrips for you.
(set:$Divine_Domain_Chosen to true)
(Set:$Subclass to true)
(Set:$Secondary_Class to "Prophecy Domain")
(set:$Spellcasting to true)
(Set:$Guidance to true)
(set:$Embrace_Destiny to true)
(Set:$Guiding_Bolt to true)
[[Cleric|Cleric 2]]
(Set:$Subclass_Features to " Bonus Cantrip: Starting at the first level you gain the guidance Cantrip.
Oracle’s Burden
Starting at the first level you gain one of the following burdens
Clouded Eyes: You eyes are clouded and milky. You are blind and have Blindsight to a distance of 30 ft.
Venerable: Your oracular vision came with advanced old age. You max HP is reduced by 1 HP per level. Your wisdom score Increases by 2 and you can use your ability score increase to increase your Wisdom score to a Max of 22. (This has not been added into automatic calculations)
Withered Hand: You have a withered hand. You have disadvantage on any weapon attacks and ability checks made with that hand and cannot carry a shield with it. You have advantage on the first spell attack you make each round.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Prophetic Visions: Starting at the second Level you can use your channel Divinity to look into the near future and see the shape of things to come. As an action you roll your wisdom modifier in d20s and record the results. Within the next 10 minutes you can replace any initiative roll, attack roll, saving throw or ability check made by you or a creature that you can see with the foretold roll. You must choose to do this before the affected roll is made once a foretold roll is used it’s lost. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Detect Thoughts, See Invisibility ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Bestow Curse, Clairvoyance ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Channel Divinity: Cryptic Advice: Starting at the 6th Level as a bonus action you can give a piece of cryptic advice to a creature you share a language with. When that creature makes an attack roll, saving throw, or ability check within in the next hour they can recall your cryptic advice and reroll the die, using the second result instead. Once you have used this feature you cannot use it again until you compete a short or long rest. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Arcane Eye, Divination ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Deadly Premonition: Starting at the 8th Level the first time each round you miss with a melee or spell attack you can choose to reroll the attack you must use the second result. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Commune, Dream")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Seventeenth_Level_Features to "Soothsayers Skill: Starting at the 17th level you can cast any divination spells you know with a spell slot one lower than what would normally be required.1st level divinations become cantrips for you. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Detect_Thoughts to true)(Set:$See_Invisibility to true)](if:$Level is > 4)[(Set:$Clairvoyance to true)(Set:$Bestow_Curse to true) ](if:$Level is > 6) [ (Set:$Arcane_Eye to true)(Set:$Divination to true)](if:$Level is > 8) [ (set:$Commune to true)(Set:$Dream to true)]
//Efrain quoted the law about stealing to the rogue again. He grabbed the drow’s ear and dragged him back to the shop to return the items he had stolen. The drow rogue begrudgingly put the items he had pocketed back onto the counter before the owner. Efrain made him apologize before he let the fuming rogue go, safely outside of the shop.//
(set:$Divine_Domain to "Law Domain")
Gods of Law are common in most civilized societies. There is no better encouragement for upstanding behavior than the threat of everlasting divine retribution. Justice gods can include entities such as tyr, pholtus, or forseti and all imbue their followers with the power to stop evildoers and enforce the laws of the land. Clerics of the Law Domain are typically lawful, as they believe in the rigidity of fair justice first and foremost. Such clerics might study the intricacies of a legal procedure while other prowl the streets and enforce the law with a more personal bias.
Divine Domain Spells. These spells do not count against your known spells.
1st: Command, Hunter’s Mark
Bonus Proficiencies:
At the 1st level you gain proficiency with Martial weapons and Heavy Armor.
Keeping the Peace: at the 1st level you train in disabling and controlling enemies to better protect the innocent public. You learn maneuvers that are fueled by special superiority dice.
Maneuvers: You know two from the following list: Disarming Attack, Distracting Attack, Goading Attack, Maneuvering Attack, Pushing Attack, Rally, Sweeping Attack, or Trip Attack. You learn an additional maneuver at the 10th level.
Superiority Dice: You have 2d8’s that are your superiority dice. You expend it when you use it, to preform these maneuvers. You regain all expended uses after a long or short rest.
Saving Throws: Some maneuvers call for a saving throw to resist their effects, DC is the same as your spell save dc.
Channel Divinity: Lawful Arrest
Starting at the 2nd Level you can use your channel Divinity to restrain a creature for later judgement. As an action you present your holy symbol and invoke the name of your god. Once creature of your choice within 15 ft of you must make a dexterity saving throw or be restrained for 1 minute. If the creature is prone they have disadvantage on the save. The creature may attempt a strength saving throw against your spell save DC at the end of each of its turns ending the effect early on a success.
Channel Divinity: Dreadful Judge
At the 6th level your god empowers you to serve as judge, jury, and executioner to shoes who would defile the sanctity of the law. When you make an attack roll you may choose to expend your channel divinity if you have advantage on the attack roll, When you do so you deal the max damage possible for your weapon on a hit, if you choose to use your divine strike feature with this attack you also max the damage of that feature. Damage dealt by spells or magic effects are not maxed by this effect.
Divine Strike: At the 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 damage of the same type dealt by the weapon to the target. At the 14th Level this increases to 2d8.
Ultimate Authority: At the 17th level you become immune to charm and fear effects while you are conscious. Additionally, whenever a creature within 10 ft of you attempts to target you with frighten or charm effect you may use your reaction to use lawful arrest against them without expending a use of your channel divinity. You may do this once per long rest.
(set:$Divine_Domain_Chosen to true)
(Set:$Subclass to true)
(Set:$Secondary_Class to "Law Domain")
[[Cleric|Cleric 2]]
(Set:$Hunters_Mark to true)
(set:$Command to true)
(set:$Heavy_Armor to true)
(set:$All_Weapons_Martial to true)
(Set:$Subclass_Features to "Bonus Proficiencies:
At the 1st level you gain proficiency with Martial weapons and Heavy Armor.
Keeping the Peace: at the 1st level you train in disabling and controlling enemies to better protect the innocent public. You learn maneuvers that are fueled by special superiority dice.
Maneuvers: You know two from the following list: Disarming Attack, Distracting Attack, Goading Attack, Maneuvering Attack, Pushing Attack, Rally, Sweeping Attack, or Trip Attack. You learn an additional maneuver at the 10th level.
Superiority Dice: You have 2d8’s that are your superiority dice. You expend it when you use it, to preform these maneuvers. You regain all expended uses after a long or short rest.
Saving Throws: Some maneuvers call for a saving throw to resist their effects, DC is the same as your spell save dc.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Lawful Arrest
Starting at the 2nd Level you can use your channel Divinity to restrain a creature for later judgement. As an action you present your holy symbol and invoke the name of your god. Once creature of your choice within 15 ft of you must make a dexterity saving throw or be restrained for 1 minute. If the creature is prone they have disadvantage on the save. The creature may attempt a strength saving throw against your spell save DC at the end of each of its turns ending the effect early on a success. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Hold Person, Knock")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain Spells: Speak with Dead, Slow")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Channel Divinity: Dreadful Judge
At the 6th level your god empowers you to serve as judge, jury, and executioner to shoes who would defile the sanctity of the law. When you make an attack roll you may choose to expend your channel divinity if you have advantage on the attack roll, When you do so you deal the max damage possible for your weapon on a hit, if you choose to use your divine strike feature with this attack you also max the damage of that feature. Damage dealt by spells or magic effects are not maxed by this effect. ")
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Freedom of Movement, Locate Creature")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Divine Strike: At the 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 damage of the same type dealt by the weapon to the target. At the 14th Level this increases to 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Hold monster, Planar Binding")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to "Divine Strike increases to 2d8")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Ultimate Authority: At the 17th level you become immune to charm and fear effects while you are conscious. Additionally, whenever a creature within 10 ft of you attempts to target you with frighten or charm effect you may use your reaction to use lawful arrest against them without expending a use of your channel divinity. You may do this once per long rest. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Hold_Person to true)(Set:$Knock to true)](if:$Level is > 4)[(Set:$Speak_With_Dead to true)(Set:$Slow to true) ](if:$Level is > 6) [ (Set:$Freedom_Of_Movement to true)(Set:$Locate_Creature to true)](if:$Level is > 8) [ (set:$Hold_Monster to true)(Set:$Planar_Binding to true)]
Cosmic Origins
The sun, the moon, and the stars speak to you in the voiceless language of cycles. The Natural flow of the season tugs at your blood as the tine acts upon the oceans with gentle insistence regardless of the storm’s fury or dragons flight. Just as the constellations move around the sky at a steady imperturbable cadence your spells are strong an unshakable and tied to the energies that can outlast all others.
Cosmic Bloodline:
Starting at the first Level when you choose this you show traces of your bizarre bloodline. Whenever you are conscious you are in the phase of the sun, moon, or stars. While in the phase of the sun you glow, emitting bright light out to 10 ft and dim light out to 20 ft and have a resistance to fire damage. While in the phase of the moon, color drains out of your skin, hair eyes, and clothes leaving you entirely white and you have resistance to cold damage. While in the phase of the stars small points of light swirl around you, and you have a resistance to psychic damage. Whenever you wake up, sleep, trance, or unconsciousness roll a d4 1, sun phase, 2 moon phase, 3 star phase, 4 you choose the phase you are in.
Cosmic Casting:
At the first level your phase effects your spellcasting.
Sun phase: You gain/spend half the usual sorcerer points converting spell slots.
Moon Phase: You can apply 2 metamagic effects to any spell instead of 1.
Star Phase: You can add one metamagic effect (not Hightened spell, quickened spell, or twinned spell) to every spell you cast that a lower level than your sorcerer level divided by 3 (minimum of 1) without expending any sorcerer points.
Astrology
Starting at the sixth level you gain some control over your phase. You may roll a d4 to change your phase during a short rest. Once you use this feature you must finish a long rest before you use it again.
Cosmic Body
Starting at the fourteenth level your phase starts affecting your body even at rest. While you are in the phase of the sun, when you spend hit dice you may take the max result instead of rolling to regain hit points. While in the phase of the moon you are constantly affected by the walk water ability while you are standing on a patch of water with this ability you have resistance to all damage. While in the phase of the stars you may cast mirror image on yourself once until you finish a short or long rest which then you may cast it again.
Cosmic Union
Starting at the eighteenth level you are constantly in two phases instead of one. Instead of rolling 1d4 you roll 2d4. If both result in the same number you may choose what other phase you are in.
(set:$Subclass to true)
(set:$Secondary_Class to "Cosmic Origin ")
[[Sorcerer|Sorcerer 2]](Set:$Subclass_Features to " Cosmic Bloodline:
Starting at the first Level when you choose this you show traces of your bizarre bloodline. Whenever you are conscious you are in the phase of the sun, moon, or stars. While in the phase of the sun you glow, emitting bright light out to 10 ft and dim light out to 20 ft and have a resistance to fire damage. While in the phase of the moon, color drains out of your skin, hair eyes, and clothes leaving you entirely white and you have resistance to cold damage. While in the phase of the stars small points of light swirl around you, and you have a resistance to psychic damage. Whenever you wake up, sleep, trance, or unconsciousness roll a d4 1, sun phase, 2 moon phase, 3 star phase, 4 you choose the phase you are in.
Cosmic Casting:
At the first level your phase effects your spellcasting.
Sun phase: You gain/spend half the usual sorcerer points converting spell slots.
Moon Phase: You can apply 2 metamagic effects to any spell instead of 1.
Star Phase: You can add one metamagic effect (not Hightened spell, quickened spell, or twinned spell) to every spell you cast that a lower level than your sorcerer level divided by 3 (minimum of 1) without expending any sorcerer points. " )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Astrology
Starting at the sixth level you gain some control over your phase. You may roll a d4 to change your phase during a short rest. Once you use this feature you must finish a long rest before you use it again. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "Cosmic Body
Starting at the fourteenth level your phase starts affecting your body even at rest. While you are in the phase of the sun, when you spend hit dice you may take the max result instead of rolling to regain hit points. While in the phase of the moon you are constantly affected by the walk water ability while you are standing on a patch of water with this ability you have resistance to all damage. While in the phase of the stars you may cast mirror image on yourself once until you finish a short or long rest which then you may cast it again. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Cosmic Union
Starting at the eighteenth level you are constantly in two phases instead of one. Instead of rolling 1d4 you roll 2d4. If both result in the same number you may choose what other phase you are in. ")(set:$Subclass_Features_For_Level_18 to true)
Frozen Heart
Legends tell of an ancient queen whose cruelty was so great that the gods turned her to ice. Her power, terrible and great had manifested within you somehow. Perhaps you came in contact with an ancient relic from the deep north. Or you could be the latest member of a great line of succession leading back to the queen herself.
Frigid Soul: Propelled by a heart of ice your blood in your veins runs cold. At the first level bitter temperatures cause you no discomfort and you have a resistance to cold damage.
Chilling Touch:
Your touch is frigid as a winter night. Starting at the 1st level you can use your action to make a melee spell attack against a creature you can reach. On a hit the target takes 1d8 + your charisma modifier cold damage. This increases by 1d8 when you reach the fifth, eleventh, and seventeenth level.
Artic Spring: At the fourteenth level you can use an action and spend 2 sorcery points to create a free body of water of a size and shape that you choose. It must reside within a 10 ft cube centered on a point within 30 ft of you and cannot exceed half the volume of the cube. Your water magically retains it’s shape until the end of your next turn.
Glacial Prison: starting at the fourteenth level you can trap creature in ice with your flash freeze feature. Additionally you can use a bonus action and spend 1 sorcery point to freeze a body of water under the effect of one of your spells or features turning it to ice and ending the spell. A creature trapped in the ice becomes restrained. When it first becomes trapped and at the beginning of its turns it can make a strength saving throw. On a success, it is no longer restrained and can use it’s movement to take the shortest path to escape from the ice.
Winter Is Coming: Beginning at the eighteenth level you can extend your icy grip across the land. As an action you can spend 5 sorcery points to exude a freezing aura to a distance of 20 ft. for 10 minutes or until you lose your concentration. Surfaces within the aura become coated in frost and water freezes instantly. At the beginning of your turn each other creature within the aura must succeed a constitution saving throw or take 2d8 cold damage. You can expand or reduce the range of the aura by 10 ft to a max of 100 ft.
(set:$Subclass to true)
(set:$Secondary_Class to "Frozen Heart")
[[Sorcerer|Sorcerer 2]]
(Set:$Subclass_Features to " Frigid Soul: Propelled by a heart of ice your blood in your veins runs cold. At the first level bitter temperatures cause you no discomfort and you have a resistance to cold damage.
Chilling Touch:
Your touch is frigid as a winter night. Starting at the 1st level you can use your action to make a melee spell attack against a creature you can reach. On a hit the target takes 1d8 + your charisma modifier cold damage. This increases by 1d8 when you reach the fifth, eleventh, and seventeenth level. " )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Flash Freeze: At the sixth level when you deal cold damage to a creature with a feature or a spell of the 1st level or higher you can reduce it’s speed by half on its next turn. Additionally, your spells and features that deal cold damage can target objects and water, freezing them solid. This chilling effect occurs within a 5ft wide sphere around each point of contact or within the area of effect. You cannot freeze areas of water that are occupied by a creature or objects that are worn or carried. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "Artic Spring: At the fourteenth level you can use an action and spend 2 sorcery points to create a free body of water of a size and shape that you choose. It must reside within a 10 ft cube centered on a point within 30 ft of you and cannot exceed half the volume of the cube. Your water magically retains it’s shape until the end of your next turn.
Glacial Prison: starting at the fourteenth level you can trap creature in ice with your flash freeze feature. Additionally you can use a bonus action and spend 1 sorcery point to freeze a body of water under the effect of one of your spells or features turning it to ice and ending the spell. A creature trapped in the ice becomes restrained. When it first becomes trapped and at the beginning of its turns it can make a strength saving throw. On a success, it is no longer restrained and can use it’s movement to take the shortest path to escape from the ice. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Winter Is Coming: Beginning at the eighteenth level you can extend your icy grip across the land. As an action you can spend 5 sorcery points to exude a freezing aura to a distance of 20 ft. for 10 minutes or until you lose your concentration. Surfaces within the aura become coated in frost and water freezes instantly. At the beginning of your turn each other creature within the aura must succeed a constitution saving throw or take 2d8 cold damage. You can expand or reduce the range of the aura by 10 ft to a max of 100 ft. ")(set:$Subclass_Features_For_Level_18 to true)
Vampiric Bloodline
Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a moral, they may share a taste of their blood. This ritual is seldom practiced, and few vampires would dare to try it. Many of these sorcerers can trace their powers to a near death experience with a vampire. Whatever the case vampiric magic permeates your blood as well as your very being. Vampiric sorcerers often try to hide their ancestry since their origins can make them reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry and my even seek to become true vampires in death.
Denizen of the Night: Starting at Level one when you choose this origin you gain darkvision to 60 ft, if you already have darkvision it is extended by 30 ft.
Martial Prowess: At level one your vampiric ancestry grants you increased effectiveness in melee combat, your unarmed strikes use a d6 as their damage die. You use your charisma instead of strength for their attack and damage rolls.
Vampiric Regeneration:
At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to half your Sorcerer level, rounded up. The amount of temporary hit points gained is halved when you are in sunlight or running water.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Shapechanger:
Starting at 14th level, you can use your action to polymorph into a Tiny bat or back into your true form. While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.
Deathly Charm:
At 18th level, you gain the ability to cast Charm Person at will as a 1st level spell, without expending a spell slot. When you cast the spell in this manner, you must use your concentration to maintain it, and the creature regards you as a trusted friend to be heeded and protected, rather than a friendly acquaintance. Additionally, the creature must succeed on a Wisdom saving throw against your spell save DC at the end of the duration to realize it was charmed by you.
(set:$Subclass to true)
(set:$Secondary_Class to "Vampiric Bloodline")
[[Sorcerer|Sorcerer 2]]
(Set:$Subclass_Features to "Denizen of the Night: Starting at Level one when you choose this origin you gain darkvision to 60 ft, if you already have darkvision it is extended by 30 ft.
Martial Prowess: At level one your vampiric ancestry grants you increased effectiveness in melee combat, your unarmed strikes use a d6 as their damage die. You use your charisma instead of strength for their attack and damage rolls. " )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to "Vampiric Regeneration:
At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to half your Sorcerer level, rounded up. The amount of temporary hit points gained is halved when you are in sunlight or running water.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "Shapechanger:
Starting at 14th level, you can use your action to polymorph into a Tiny bat or back into your true form. While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to "Deathly Charm:
At 18th level, you gain the ability to cast Charm Person at will as a 1st level spell, without expending a spell slot. When you cast the spell in this manner, you must use your concentration to maintain it, and the creature regards you as a trusted friend to be heeded and protected, rather than a friendly acquaintance. Additionally, the creature must succeed on a Wisdom saving throw against your spell save DC at the end of the duration to realize it was charmed by you. ")(set:$Subclass_Features_For_Level_18 to true)
//Ágota fixed her hair and her makeup, she wanted to go into battle looking nice, even if it was going to be covered by her helmet. She accepted favors from admirers as she rode to the gates of the city, along with the other knights in her battalion. Her white stallion pranced in step with the horses on either side as she fell in line. She would protect her beautiful city, and the wonderful people inside of it, including her betrothed.//
Manifesting the lovely, charming nature of the world, the profound qualities of beauty in nature. These gods are the patrons of bards, musicians, artists, and all who dedicate themselves to instill beauty in the hearts of others. The clerics of the gods of beauty excel in inspiring others and influencing others to seek beauty in all its forms.
Cleric Spells:
1st: Charm Person, Disguise Self
3rd: Alter Self, Enthrall
5th: Aura of Vitality, Hypnotic Pattern
7th: Aura of Purity, Compulsion
9th: Greater Restoration, Seeming
Bonus Proficiencies: At the first level when you choose this domain you gain proficiency in the persuasion skill, disguise kit and 2 musical instruments.
Graceful: At the first level your inner and outer beauty make you harder to hit. While you are wearing no armor, your AC is 13 + Charisma modifier, if you so choose. You can use a shield and still gain this benefit.
Channel Divinity: at the second level you gain the following Channel Divinity options.
You present your holy symbol and each creature in a 30 ft of you must succeed a Wisdom saving throw or be blinded until the end of your next turn. You can cause who ever has failed their saving throw to drop any items in their hands at the moment of blinding if you choose.
Inner Beauty: Starting at the 6th Level You can cause the inner beauty of a creature to spring forth, making it more persuasive and confident. When a creature within 30 ft of you can see you make a charisma ability check or saving throw. You can use your reaction to add +5 to the roll. You can do so after the roll but the DM calls success or failure of the roll. You can use this a number of times equal to your Wisdom Modifier (min 1). And regain all uses when you finish a long rest.
Potent Spellcasting: At the 8th level you can add you Wisdom modifier to the damage you deal with any cleric cantrip.
Unearthly Beauty: at the 17th level you can transform into a vision of perfect beauty that mortal minds cannot withstand. Creature s failing a saving throw against your blinding beauty ability take 5d10 psychic damage and have their speed reduced to 0 until the end of your next turn. ON a success, they take half damage and suffer no additional effects
(set:$Musical += 2)
(Set:$Subclass_Features to " Bonus Proficiencies: At the first level when you choose this domain you gain proficiency in the persuasion skill, disguise kit and 2 musical instruments.
Graceful: At the first level your inner and outer beauty make you harder to hit. While you are wearing no armor, your AC is 13 + Charisma modifier, if you so choose. You can use a shield and still gain this benefit.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Divine_Domain_Chosen to true)
(Set:$Subclass to true)
(Set:$Secondary_Class to "Beauty Domain")
[[Cleric|Cleric 2]]
(Set:$Persuasion to true)
(set:$Charm_Person to true)
(set:$Disguise_Self to true)
(set:$Disguise_Kit to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: at the second level you gain the following Channel Divinity options.
You present your holy symbol and each creature in a 30 ft of you must succeed a Wisdom saving throw or be blinded until the end of your next turn. You can cause who ever has failed their saving throw to drop any items in their hands at the moment of blinding if you choose. ")
(set:$Subclass_Third_Level_Features to "Divine Domain Spells: Alter Self, Enthrall")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Divine Domain Spells: Aura of Vitality, Hypnotic Pattern")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Inner Beauty: Starting at the 6th Level You can cause the inner beauty of a creature to spring forth, making it more persuasive and confident. When a creature within 30 ft of you can see you make a charisma ability check or saving throw. You can use your reaction to add +5 to the roll. You can do so after the roll but the DM calls success or failure of the roll. You can use this a number of times equal to your Wisdom Modifier (min 1). And regain all uses when you finish a long rest. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells :Aura of Purity, Compulsion")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Potent Spellcasting: At the 8th level you can add you Wisdom modifier to the damage you deal with any cleric cantrip.")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Greater Restoration, Seeming")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Seventeenth_Level_Features to "Unearthly Beauty: at the 17th level you can transform into a vision of perfect beauty that mortal minds cannot withstand. Creature s failing a saving throw against your blinding beauty ability take 5d10 psychic damage and have their speed reduced to 0 until the end of your next turn. ON a success, they take half damage and suffer no additional effects. ")(set:$Subclass_Features_For_Level_17 to true)(if:$Level is > 2) [(Set:$Alter_Self to true)(Set:$Enthrall to true)](if:$Level is > 4)[(Set:$Aura_Of_Vitality to true)(Set:$Hypnotic_Pattern to true) ](if:$Level is > 6) [ (Set:$Aura_Of_Purity to true)(Set:$Compulsion to true)](if:$Level is > 8) [ (set:$Greater_Restoration to true)(Set:$Seeming to true)]
//Marie-José told the king to shut up and listen to her. He tried to have his wizards silence her with magic, but she resisted, continuing on her tirade about his oppressive reign, and personally leading the revolt if things didn’t change. Libertas imparted a glow, as the fervent prayer went up asking for divine intervention to prove the goddesses support for the cause.//
These clerics are called to oppose oppression, tyranny, and slavery. Gods and goddess of liberty often call on these clerics.
Domain Spells:
1st: Heroism, Sanctuary
3nd: Nysul’s Magic Aura, Pass Without a Trace
5th: Nondetection, Bestow Curse
7th: Dimension Door, Freedom of Movement
9th: Circle of Power, Passwall
Mouthpiece of the Divine: At the 1st level you gain advantage on saving throws against being silenced. If the effect does not normally allow for saving throws, you can on each of your turns take a Charisma saving throw, on a success being able to speak normally until the start of their next turn.
Channel Divinity: At the 2nd Level you can channel divinity to free allies from malicious magical entrapment or enslavement. As an action you present your holy symbol and choose a number of allies up to your wisdom modifier (min 1) within 30 ft of you who are under any magical Charm, hold, mind control, or binding effect, which is immediately dispelled.
Rampant: A the 6th Level you become immune to being charmed. You also gain advantage on saving throws against being paralyzed. In addition, you add your proficiency modifier to checks made to escape bonds, and saving throws against being mind controlled.
Emancipator’s Strike: At the 8th Level you can empower your blows to strike down the tyrannical. Once on each of your turns where you hit a creature with a weapon attack you can cause the attack to deal an additional 1d8 radiant damage. At the 14th level this becomes 2d8.
Out of Sight, Out of Mind: AT the 17th Level you cannot be targeted by divination magic. In addition, you and anyone you travel with cannot be perceived through magical scrying sensors as if under the effects of the nondeteaction spell.
(set:$Divine_Domain_Chosen to true)
(Set:$Subclass to true)
(Set:$Secondary_Class to "Freedom Domain") (if:$Level is > 2) [(Set:$Nysuls_Magic_Aura to true)(Set:$Pass_Without_A_Trace to true)](if:$Level is > 4)[(Set:$Nondetection to true)(Set:$Bestow_Curse to true) ](if:$Level is > 6) [ (Set:$Dimension_Door to true)(Set:$Freedom_Of_Movement to true)](if:$Level is > 8) [ (set:$Circle_Of_Power to true)(Set:$Passwall to true)]
[[Cleric|Cleric 2]]
(set:$Spellcasting to true)
(Set:$Heroism to true)
(set:$Sanctuary to true)
(Set:$Subclass_Features to " Mouthpiece of the Divine: At the 1st level you gain advantage on saving throws against being silenced. If the effect does not normally allow for saving throws, you can on each of your turns take a Charisma saving throw, on a success being able to speak normally until the start of their next turn.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: At the 2nd Level you can channel divinity to free allies from malicious magical entrapment or enslavement. As an action you present your holy symbol and choose a number of allies up to your wisdom modifier (min 1) within 30 ft of you who are under any magical Charm, hold, mind control, or binding effect, which is immediately dispelled. ")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to " Divine Domain Spells: Nysul’s Magic Aura, Pass Without a Trace")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Divine Domain spells: Nondetection, Bestow Curse")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to "Rampant: A the 6th Level you become immune to being charmed. You also gain advantage on saving throws against being paralyzed. In addition, you add your proficiency modifier to checks made to escape bonds, and saving throws against being mind controlled. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "Divine Domain Spells: Dimension Door, Freedom of Movement")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to "Emancipator’s Strike: At the 8th Level you can empower your blows to strike down the tyrannical. Once on each of your turns where you hit a creature with a weapon attack you can cause the attack to deal an additional 1d8 radiant damage. At the 14th level this becomes 2d8. ")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "Divine Domain Spells: Circle of Power, Passwall")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Fourteenth_Level_Features to "Emancipator's Strike deals 2d8 damage")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Seventeenth_Level_Features to "Out of Sight, Out of Mind: AT the 17th Level you cannot be targeted by divination magic. In addition, you and anyone you travel with cannot be perceived through magical scrying sensors as if under the effects of the nondeteaction spell. ")(set:$Subclass_Features_For_Level_17 to true)
//Kimmy wobbled on the top of the tower of two other halflings. They were precariously close to toppling over. Dale leaned against the counter as the hips, giving them some stability, and trying to lighten the load off of Greg on the bottom, most suffocated by the trench coat. They ordered ale and wobbled to the table to sit, and give Greg a much needed break.//
Three Halflings in a Trench Coat (Set:$Subclass to true) (Set:$Secondary_Class to "Three Halflihgs In A Trench Coat")
Disgruntled about the constant jokes and jabs three halflings decide to turn the tables on the tall folk. Armed with a trench coat and balance these halflings are ready to change their destiny.
True Devotion: You take this path from the first level instead of the third. (set:$Subclass_Features to " True Devotion: You take this path from the first level instead of the third.
The price of power: Your dexterity is focused on keeping your balance. All dexterity checks and saves have disadvantage. You cannot add proficiency bonus to any dexterity skills, finesse weapons cannot use dexterity and your movement speed is decreased by 5 ft.
Bond of brothers: A un-dispelable effect of warding bond runs between the halflings damage is shared equal and the max hp is 1/3 of normal HP. Gives +1 Ac
Power of Six Arms: If within melee range you can make three attacks in each action this ability stacks with extra attack and action surge. ")(set:$Subclass_Features_For_Level_1 to true)
The price of power: Your dexterity is focused on keeping your balance. All dexterity checks and saves have disadvantage. You cannot add proficiency bonus to any dexterity skills, finesse weapons cannot use dexterity and your movement speed is decreased by 5 ft.
Bond of brothers: A un-dispelable effect of warding bond runs between the halflings damage is shared equal and the max hp is 1/3 of normal HP. Gives +1 Ac
Power of Six Arms: If within melee range you can make three attacks in each action this ability stacks with extra attack and action surge.
Multi Form Technique: Starting at the 7th level you can use a free action to split up into 3 halflings and surround an attack to make an attack. This feature can only be used twice per short rest if there are no hostile witnesses. You must resume your base form at the end of your turn. For one turn all attacks made against the enemy have advantage and you do not suffer the price of power. (set:$Subclass_Seventh_Level_Features to " Multi Form Technique: Starting at the 7th level you can use a free action to split up into 3 halflings and surround an attack to make an attack. This feature can only be used twice per short rest if there are no hostile witnesses. You must resume your base form at the end of your turn. For one turn all attacks made against the enemy have advantage and you do not suffer the price of power. ")(set:$Subclass_Features_For_Level_7 to true)
Snitches get Stitches: Starting at the 10th level any witnesses to the multiform technique become terrified of the consequences of snitching. You can use this feature anywhere. Your secret is safe. (set:$Subclass_Tenth_Level_Features to " Snitches get Stitches: Starting at the 10th level any witnesses to the multiform technique become terrified of the consequences of snitching. You can use this feature anywhere. Your secret is safe. ")(set:$Subclass_Features_For_Level_10 to true)
Uncanny Valley: At the 15th level you have mastered the art of balancing 3 people in a trench coat. Your movements look almost real but not quite creating a feeling of unease. You gain advantage on all intimidation checks to anyone who hasn’t seen through your disguise. (set:$Subclass_Fifteenth_Level_Features to " Uncanny Valley: At the 15th level you have mastered the art of balancing 3 people in a trench coat. Your movements look almost real but not quite creating a feeling of unease. You gain advantage on all intimidation checks to anyone who hasn’t seen through your disguise. ")(set:$Subclass_Features_For_Level_18 to true)
The one they call Steve: At the 18th level you call upon your buddy Steve to aid your journey. You are now four halflings in a trench coat. (set:$Subclass_Eighteenth_Level_Features to " The one they call Steve: At the 18th level you call upon your buddy Steve to aid your journey. You are now four halflings in a trench coat. ")(set:$Subclass_Features_For_Level_15 to true)
[[Fighter|Fighter 2]]
Your patron is an ancient elemental spirit, either a dao, djinn, efreet, marid, or other similar powerful being. These spirits are often bound to the mortal world by seemingly mundane objects forcing them to serve those that control their prison. However, they are mischievous by nature and can twist the interpretation of commands they are given if they dislike their current master. Making a pact with an entity like this ensures some rules and formality to the relationship but one should always take great care in how the terms of the deal are precisely worded.
The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Absorb Elements, Chromatic Orb
2nd Dragons Breath, Spiritual weapon
3rd Elemental weapon, protection from energy
4th Conjure minor elementals, fabricate
5th Bigby’s hand, conjure elemental
Elemental Specialty: Starting at the 1st Level choose an element acid cold fire lighting poison or thunder. You gain resistance to the chosen element’s damage type, and whenever you cast a spell that deals force damage, it deals your chosen element’s damage instead.
Elemental Knowledge: At the sixth level you can add up to three spalls or cantrips from any spell list of they deal damage of your chosen element’s type. They count as warlock spells for you.
Elemental Aura: At the tenth level you can extend your elemental prowess to your allies in combat. As an action you can expend a spell slot to create an aura of elemental energy centered on yourself that extends for 30 ft. while within this aura whenever an allied creature makes an attack or casts a spell that deals damage you may have the attack or spell deal 2d6 damage of your chosen elements type. This aura lasts up to 1 minute or until you dismiss it as a bonus action.
Elemental Mastery: At the fourteenth level your ability or wreak destruction reaches new heights. When you cast a spell that deals damage of your chosen elements type, you can reroll the spells damage dice and use either total. Additionally, the spell deals double damage to objects and structures and ignores resistance to that damage type. Once you use this feature you can’t use it again until you finish a short or long rest.
[[Warlock|Warlock 2]]
(Set:$Subclass to true)
(set:$Subclass_Features to " The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Absorb Elements, Chromatic Orb
2nd Dragons Breath, Spiritual weapon
3rd Elemental weapon, protection from energy
4th Conjure minor elementals, fabricate
5th Bigby’s hand, conjure elemental
Elemental Specialty: Starting at the 1st Level choose an element acid cold fire lighting poison or thunder. You gain resistance to the chosen element’s damage type, and whenever you cast a spell that deals force damage, it deals your chosen element’s damage instead.
")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Elemental Knowledge: At the sixth level you can add up to three spalls or cantrips from any spell list of they deal damage of your chosen element’s type. They count as warlock spells for you. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Elemental Aura: At the tenth level you can extend your elemental prowess to your allies in combat. As an action you can expend a spell slot to create an aura of elemental energy centered on yourself that extends for 30 ft. while within this aura whenever an allied creature makes an attack or casts a spell that deals damage you may have the attack or spell deal 2d6 damage of your chosen elements type. This aura lasts up to 1 minute or until you dismiss it as a bonus action.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Elemental Mastery: At the fourteenth level your ability or wreak destruction reaches new heights. When you cast a spell that deals damage of your chosen elements type, you can reroll the spells damage dice and use either total. Additionally, the spell deals double damage to objects and structures and ignores resistance to that damage type. Once you use this feature you can’t use it again until you finish a short or long rest. ")(set:$Subclass_Features_For_Level_14 to true)
(set:$Chromatic_Orb_Choice to true) (set:$Absorb_Elements_Choice to true)
(if:$Level is > 2) [(set:$Dragons_Breath_Choice to true) (set:$Spiritual_Weapon_Choice to true)](if:$Level is > 4) [ (set:$Elemental_Weapon_Choice to true) (Set:$Protection_From_Energy_Choice to true) ] (If:$Level is > 7) [ (Set:$Conjure_Minor_Elementals_Choice to true) (Set:$Fabricate_Choice to true) ] (if:$Level is > 8) [ (Set:$Bigbys_Hand_Choice to true) (set:$Conjure_Elemental_Choice to true) ]
(set:$Secondary_Class to "Genie Patron")
Absorb Elements (set:$Absorb_Elements to true)
Abjuration Level 1
Casting time: Reaction
Range: Self
Components: S
Duration: 1 round
Using your reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher level:When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
(set:$Known_Spells -= 1)
[[Spells]]
The Symbiote
You have made a pact, willingly or not, with a being that now lives within you. The creature is alive and manifests as an envelopment of your form. Fight it or accept it, it is now part of you. It grants you strength as you grant it live and together you can become a being worthy of fear.
The symbiote lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Absorb Elements, inflict wounds
2nd acid arrow, enhance ability
3rd life transference, haste
4th black tentacles, vitriolic sphere
5th contagion, Destructive wave
Bonus Cantrip: you learn the savagery cantrip.
Reactive Spines: Beginning at the 1st level your symbiote jumps to defend you from harm ast critical moments. As a Reaction you gain +4 AC until the start of your next turn, even against the triggering attack. If this would make the triggering attack miss you, the attacker must make a Dexterity saving throw or take the damage themselves. You can use it a number of times equal to your proficiency bonus regain expended uses on a long or short rest.
Aggressive Symbiosis: As an action you let the symbiote grant you its strength. For 1 hour your jump distance is tripled and you gain advantage on strength checks and saving throws. You regain this ability after a long or short rest. You also gain proficiency with intimidation. If you already have proficiency in Intimidation, your proficiency with it is doubled.
Consume: At the sixth level the symbiote needs to feed as it grows stronger, preferably not on you. As an action, you touch a creature that has died within the last 24 hours. You regain hit points equal to 1d12 + your warlock level and regain all uses of reactive spines. You gain access to all the information that the creature would freely share with a casual acquaintance. Such as general details on its background and personal life but not secrets. It is enough information to grant you its vague memories, you may use consume once an it cannot be used again until you complete a long or short rest.
Adaptable Defense: Beginning at the tenth level your symbiote will temporarily sacrifice itself to protect its host from mortal blows. When you suffer damage you may use your reaction to immediately gain resistance to the triggering damage. Until the end of your next turn you may not use symbiotic bond or consume as your symbiote collects and repairs itself. You regain the use of the ability at the end of a short or long rest.
Perfect Form: At the fourteenth level you let yoru patron completely take over, becoming a terrible hybrid of moral and symbiote. As a bonus action you enter your perfect form. This ability recharges after you complete a long rest. While in this state you gain the following benefits for 1 minute:
As an action you may take 2 attacks with the primal savagery cantrip.
As a bonus action you may make one range spell attack as the symbiote lashes out with a tendril searching for prey. You are proficient with this attack and it has a range of 30 ft. If it hits a creature it is grappled by you and must be immediately pulled 30 ft in your direction. It must succeed a acrobatics or athletics check against your spell save DC to free itself from this tendril. There is no limit to the amount of creatures you can have grappled this way.
[[Warlock|Warlock 2]] (set:$Subclass to true)
(set:$Subclass_Features to " The symbiote lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
1st Absorb Elements, inflict wounds
2nd acid arrow, enhance ability
3rd life transference, haste
4th black tentacles, vitriolic sphere
5th contagion, Destructive wave
Bonus Cantrip: you learn the savagery cantrip.
Reactive Spines: Beginning at the 1st level your symbiote jumps to defend you from harm ast critical moments. As a Reaction you gain +4 AC until the start of your next turn, even against the triggering attack. If this would make the triggering attack miss you, the attacker must make a Dexterity saving throw or take the damage themselves. You can use it a number of times equal to your proficiency bonus regain expended uses on a long or short rest.
Aggressive Symbiosis: As an action you let the symbiote grant you its strength. For 1 hour your jump distance is tripled and you gain advantage on strength checks and saving throws. You regain this ability after a long or short rest. You also gain proficiency with intimidation. If you already have proficiency in Intimidation, your proficiency with it is doubled.
")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "Consume: At the sixth level the symbiote needs to feed as it grows stronger, preferably not on you. As an action, you touch a creature that has died within the last 24 hours. You regain hit points equal to 1d12 + your warlock level and regain all uses of reactive spines. You gain access to all the information that the creature would freely share with a casual acquaintance. Such as general details on its background and personal life but not secrets. It is enough information to grant you its vague memories, you may use consume once an it cannot be used again until you complete a long or short rest. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Adaptable Defense: Beginning at the tenth level your symbiote will temporarily sacrifice itself to protect its host from mortal blows. When you suffer damage you may use your reaction to immediately gain resistance to the triggering damage. Until the end of your next turn you may not use symbiotic bond or consume as your symbiote collects and repairs itself. You regain the use of the ability at the end of a short or long rest. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Perfect Form: At the fourteenth level you let yoru patron completely take over, becoming a terrible hybrid of moral and symbiote. As a bonus action you enter your perfect form. This ability recharges after you complete a long rest. While in this state you gain the following benefits for 1 minute:
As an action you may take 2 attacks with the primal savagery cantrip.
As a bonus action you may make one range spell attack as the symbiote lashes out with a tendril searching for prey. You are proficient with this attack and it has a range of 30 ft. If it hits a creature it is grappled by you and must be immediately pulled 30 ft in your direction. It must succeed a acrobatics or athletics check against your spell save DC to free itself from this tendril. There is no limit to the amount of creatures you can have grappled this way. ")(set:$Subclass_Features_For_Level_14 to true)
(set:$Absorb_Elements_Choice to true) (set:$Inflict_Wounds_Choice to true)
(set:$Secondary_Class to "Symbiote Patron")
(Set:$Savagery to true)
(set:$Intimidation to true)
(if:$Level is > 2) [(set:$Melfs_Acid_Arrow_Choice to true) (set:$Enhance_Ability_Choice to true)](if:$Level is > 4) [ (set:$Life_Transference_Choice to true) (Set:$Haste_Choice to true) ] (If:$Level is > 7) [ (Set:$Evards_Black_Tentacles_Choice to true) (Set:$Vitriolic_Sphere_Choice to true) ] (if:$Level is > 8) [ (Set:$Contagion_Choice to true) (set:$Destructive_Wave_Choice to true) ]
Sewing Life Alchemist
Give life: you can reliably make healing potions, they take 1 hour to produce and cost 35 GP or 3.5 hours of searching for ingredients to make. This ability is gained at the third level when you choose Sewing Life Alchemist.
[[Subclass Feature Description]]
(set:$Secondary_Class to "Sewing Life Alchemist")
(set:$Subclass to true)
(Set:$Subclass_Third_Level_Features to "Give life: you can reliably make healing potions, they take 1 hour to produce and cost 35 GP or 3.5 hours of searching for ingredients to make. This ability is gained at the third level when you choose Sewing Life Alchemist.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Capable of human speech: Starting at the 6th level, you have engendered a way to heal anything that speaks common, or a language that you can understand. Any health potion you create will heal any creature that you can understand the maximum amount.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Mercy: You can create greater healing potions in 1 hour at the cost of 50 GP or 5 hours of searching for ingredients. You gain this ability at level 10.")(set:$Subclass_Features_For_Level_10 to true)(Set:$Subclass_Fourteenth_Level_Features to "Tucker: You can create a potion of poison, a potion of poison looks exactly like the beneficial potion of your choice, drinking it deals 3d6 poison damage if the consumer fails a Constitution saving throw equal to 8+your intelligence modifier + Your proficiency bonus. At the start of each of the consumers turns they take 3d6 poison damage and can repeat the saving throw at the end of their turn. Each successful save decreases the damage by 1d6. The effect ends when the damage reaches 0. An Identify spell will reveal its true nature. You gain this ability at level 14. ")(set:$Subclass_Features_For_Level_14 to true)
Explosion Alchemist
Explosives Expert: Your bombs are impossible to escape, any creature in the blast-zone of one of your bombs automatically fails their saving throw. This ability is gained at the 3rd level when you choose Explosion Alchemist
[[Subclass Feature Description]]
(set:$Secondary_Class to "Explosion Alchemist")
(set:$Subclass to true)
(Set:$Subclass_Third_Level_Features to "Explosives Expert: Your bombs are impossible to escape, any creature in the blast-zone of one of your bombs automatically fails their saving throw. This ability is gained at the 3rd level when you choose Explosion Alchemist")(set:$Subclass_Features_For_Level_3 to true)(Set:$Subclass_Sixth_Level_Features to "Delayed Explosion: Starting at the 6th level, you can create bombs that when shaken produce gasses that cause pressure to break the fragile containers. You know the quantities needed to accurately time the explosions to your needs. You can create them like your alchemical bombs and do the same damage but require an additional 5 gold or 40 minutes of searching for ingredients for this special kind of bomb. ")(set:$Subclass_Features_For_Level_6 to true)(Set:$Subclass_Tenth_Level_Features to "More Power: you show no mercy to those injured by your explosions, you roll an additional damage dice every time you critically succeed an attack throw. You gain this ability at level 10")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Kimblee: Your charges are placed and explosions so devastating when using any alchemist skill, you critical on 18 and 19. You gain this ability at level 14.")(set:$Subclass_Features_For_Level_14 to true)State Alchemist
Private: You passed the exam to show your understanding and manipulation of the forces that allow you to bend materials on a fundamental level to your will, but you’re still a beginner. You know the 4 of the following cantrips poison spray, thorn whip, acid splash, fire bolt, shocking grasp, Ray of frost, mending or chill touch. You use intelligence as your spellcasting modifier. This ability is gained at the 3rd level when you choose State Alchemist. Your spellsave DC is 8+ your intelligence modifier + your proficiency bonus.
[[Subclass Feature Description]]
(set:$Secondary_Class to "State Alchemist")
(set:$Subclass to true)
(Set:$Subclass_Third_Level_Features to "Private: You passed the exam to show your understanding and manipulation of the forces that allow you to bend materials on a fundamental level to your will, but you’re still a beginner. You know the 4 of the following cantrips poison spray, thorn whip, acid splash, fire bolt, shocking grasp, Ray of frost, mending or chill touch. You use intelligence as your spellcasting modifier. This ability is gained at the 3rd level when you choose State Alchemist. Your spellsave DC is 8+ your intelligence modifier + your proficiency bonus. ")(set:$Subclass_Features_For_Level_3 to true)(Set:$Subclass_Sixth_Level_Features to "Lieutenant: Starting at the 6th level you’ve proven yourself to be a great asset and have gotten well deserved promotions. You’ve learned to knit flesh back together, pull moisture out of the air to produce water, and change the oxygen levels to produce fire. You can now a number of the following spells equal to your intelligence modifier + your alchemist level, thunderwave, cure wounds, healing word, detect poison and disease, inflict wounds, purify food and drink, fog cloud, hail of thorns, burning hands, color spray, Disguise Self, identify, illusory script, destroy or create water, false life. You have a number of spell slots equal to your alchemist level.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Major: You gain this at level 10, you have been permitted to learn a total number of spells equal to your intelligence modifier + your alchemist level + your proficiency bonus. You have a number of spell slots equal to your intelligence modifier they are all level 2. You can know any of the spells listed in the previous rank or here, Blindness/deafness could of daggers, heat metal, lesser restoration, protection from poison, barkskin, flame blade, gust of wind, flaming sphere, pass without a trace, spike growth, cordon of arrows, alter self, Scorching ray, web, rope trick.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Colonel: You gain this ability at level 14. You can know a total number of spells equal to your intelligence score, and have a number of spell slots equal to your intelligence modifier they are all level 3. You can choose to know any of the spells listed in the previous ranks or here, bestow curse, fear, feign death, leomund’s tiny hut, stinking clouds, call lightning, meld into stone, plant growth, sleet storm, water breathing, water walk, wind wall, create food and water, elemental weapon, lighting arrow, fireball, fly, lighting bolt.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass to true)
(set:$Secondary_Class to "Path Of The Swift")
For many barbarians, they feel distain when others see them as mindless machines of rage and brutality. These barbarians often aim to show everyone they are different, that they do not simply rage and thrash in a fight. They follow the path of the swift, a path that says there is more than strength in a fight, there is also agility.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Swiftness: A true warrior knows that it is not just the strongest who will survive, but also the quickest. When you take this path at the third level you know how to channel your inner anger and ferocity into speed and adrenaline. While raging you gain the following effects. Ranged attack rolls against you have disadvantage and when you take the dash action you can make a melee weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Overrun: At the 6th Level you gain the ability to climb and swim faster than normal. Climbing and swimming no longer cost extra movement. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Break the Ranks: At the 10th Level you are able to push past those that would seek to impede your progress. When you make a melee weapon attack you can choose to turn the attack into a breaking attack. You can only do this once per turn. On a successful hit with the breaking attack the target must make a strength saving throw (dc is 8+prof+strength mod) on a failed save you roll one additional weapon damage die, stunning the target until the start of its next turn. The target automatically fails the saving throw if the attack was a critical hit. You can freely move through the space of a creature stunned in this way. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Ricochet: At the 14th level your agility and reflexes allow you to strike projectiles with great strength and accuracy. When a ranged attack misses you, you can use your reaction to launch the attack at another target within 30 ft of you, to do so you make a ranged attack roll using your strength modifier, you are proficient with this ranged attack. On a hit the damage of this ranged attack is done to the target you redirected the attack to. The source of this damage is the creature that made the attack roll against you not yourself. If the ranged attack roll did not originate from a creature (like a trap) then you are the source of the damage. ")(set:$Subclass_Features_For_Level_14 to true)(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Reaver")
For the warrior who exults in death there is the path of the reaver. As a Reaver you gain power and adrenaline from causing your foes to fall. You thirst for death, even becoming stronger as you near it yourself.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Adrenaline: Beginning when you choose this path at the 3rd level your attacks have the potential to be absolutely devastating when you smell blood. While raging you gain adrenaline when you bring an enemy to 0 HP, score a critical hit against a foe, or have a critical hit scored on yourself. Once you have adrenaline you cannot gain it again until you have expended it. You can expend it while raging as part of a melee attack roll using strength. If you hit, you may reroll each damage dice which shows its max result and add the new roll to the original total. You can reroll each die with it max until all damage dice show less than their max damage. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Devour: Starting at the 6th level you can use your adrenaline as part of an attack to regain HP equal to the damage you dealt. You may use this ability 3 times and recover uses with a short or long rest. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Bloody Appetite: Beginning at the 10th level if you have adrenaline when your rage ends your regain one expended use of devour. In addition, you may use devour without regard to your uses remaining as long as your current HP are less than ¼ your HP Max. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Terrifying Assault: at the 14th level your attacks have the potential to be devastating and bloody causing your victims to fear you. When you score a critical hit while raging you can expend adrenaline. The target of your assault becomes afraid of you if they fail a wisdom saving throw against your fear save DC (8+Prof+Strength mod). ")(set:$Subclass_Features_For_Level_14 to true)(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Berserker")
For some barbarians, rage is a means to an end, that end being violence. The Path of the Berserker is slick with blood. and untrammeled fury. You enter the berserker’s rage you thrill in the chaos of battle, heedless of your own health or wellbeing.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Frenzy: At the third level you can go into a frenzy when you rage. If you do so for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends you suffer one level of exhaustion.")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Mindless Rage: Beginning at the 6th level you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage the effect is suspended for the duration of the rage. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Intimidating Presence: Beginning at the 10th Level you can use your action to frighten someone with your menacing presence. When you do so choose one creature that you can see within 30 ft of you that can see or hear you. It must succeed a Wisdom Saving Throw (DC is 8 + Proficiency Bonus + your Charisma Modifier) or be frightened of you until the end of your next turn. ON subsequent turns you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of the line of sight or is more than 60 ft from you. If the creature succeeds it’s saving throw it cannot be frightened for 24 hours. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Retaliation: Starting at the 14th Level When you take damage from a creature that is within 5 ft of you, you can use your reaction to make a melee weapon attack against that creature. ")(set:$Subclass_Features_For_Level_14 to true)(Set:$Subclass to true)
(set:$Secondary_Class to "Path of The Totem Warrior")
The Path of the Totem Warrior is a spiritual journey, as a barbarian accepts a spirit animal guide, protector, and inspiration. In battle your totem Spirit fills you with supernatural might, adding magical fuel to your Barbarian Rage. Most tribes consider a totem animal to be akin to a particular clan. In such cases it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you kinship with beasts. At the 3rd Level when you adopt this path you gain the ability to cast the beast sense and speak with animals spells but only as rituals.
Totem Spirit: At the 3rd level you choose a totem spirit, and gain this feature. Your must make or aquire a physical totem object, and amulet or similar adornment that incorperatires fur, feathers, claws, teeth, bones, of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit, like being really harry, or your eyes turn yellow. Your animal might be an animal related to those listed here, but more appropriate to your homeland. For example, you may choose a hawk or vulture instead of an eagle.
Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear make you tough enough to stand up to any physical punishment.
Eagle: While you’re raging and aren’t wearing heavy armor other creatures have disadvantage on opportunity attacks against you and you can use Dash as a bonus action. The spirit of the Eagle makes you a predator who can weave through the fray with ease.
Wolf: While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
Bear: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects.
Eagle: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks.
Wolf: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace. ")(set:$Subclass_Features_For_Level_6 to true) (set:$Subclass_Tenth_Level_Features to "Spirit Walker: At the 10th level you can cast the commune with nature spell but only as a ritual. When you do so a spiritual version of one of the animals you’ve chosen for your totem or Aspect appears to you to convey the information you seek. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
Bear: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened.
Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft.
Wolf: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack. ")(set:$Subclass_Features_For_Level_14 to true)(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Lore")
Bards in the college of lore know something about everything, collecting bits of knowledge from sources as scholarly tomes, and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts these bards use their gifts to hold audiences spellbound. When the applause dies down the audience might find themselves questioning everything, they held to be true, from the faith in the priesthood to their loyalty to the king. The loyalty of theses bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard would herald or a advisor knows the bard would rather be honest than politic. The college members gather in libraries and sometimes in actual colleges complete with classrooms and dormitories to share their lore with one another they also meet at festivals or affairs of state where they may expose corruption unravel lies and poke fun at self-important figures of authority.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Bonus Proficiencies: At the 3rd level you gain proficiency in three skills of your choice.
Cutting Words: You learn to use your wit to distract confuse and otherwise sap the confidence of competence of others. When a creature that you can see within 60 ft of you makes an attack roll an ability check or damage roll you can use your reaction to expend one of your sues of bardic inspiration rolling a bardic inspiration die and subtracting the number rolled from the creatures roll. You can choose to use this feature after the creature makes its roll but before the DM determines whether the attack roll or ability check succeeds or fails or before the creature deals damage. The creature is immune if it can’t hear you or if its’ immune to being charmed. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Additional Magical Secrets: at the 6th Level you learn two spells of your choice from any class, the spell you choose must be of a level you have spell slots for, or a cantrip. The chosen spell counts as a bard spell for you and doesn’t count against the number of bard spells you know.")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Peerless Skill: At the 14th level when you make an ability check you can expend one use of bardic inspiration. Roll a bardic inspiration die and add the number rolled to your ability check. You can choose to do so after the roll for the ability check but before the DM tells you if it’s a success or a failure. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass to true)
(set:$Secondary_Class to "College Of Valor")
Bards in the college of Valor are daring skalds whose tales keep alive the memory of the great heroes, inspiring new generations of heroes. They travel the land to witness great events firsthand and ensure the memory of those events doesn’t pass from the world. With their songs they inspire others to reach the same heights of accomplishment as the heroes of old.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies: at the 3rd level you gain proficiency with medium armor shields and martial weapons.
Combat Inspiration: At the 3rd Level you learn to inspire others in battle. A creature that has bardic inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternately when an attack roll is made against the creature it can use its reaction to roll the bardic inspiration die and add the number rolled to its AC against the attack after seeing the roll but before knowing whether it hits or misses. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Extra Attack: At the 6th Level you can attack twice instead of once whenever you take the attack action on your turn. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Battle Magic: at the 14th Level you have mastered the art of weaving spellcasting and weapon use in one harmonious act. When you use your action to cast qa bard spell you can make one weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_14 to true)The followers of the College of hysteria hear music in the leaves and voices in the wind. They can often be found preforming with mundane objects as their instruments in inventive ways. They tell tales of the forest orchestras and plays directed by the river magnificent songs sang by a strand of spiders web. They find music wherever it may be in the breath of life and the power into it. Often you can find them traveling the roads alone talking or singing to themselves. All the more content to listen to the music of the fey.
To join the college of Hysteria one has to be a little mad. At least they must seem mad to the outside world. Their name derives from the weird use of instruments and fey like songs. These bards seek to share their experiences with others even if it drives them insane in the process.
[[Subclass Feature Description]]
(Set:$Subclass to true)(Set:$Secondary_Class to "College Of Hysteria")(set:$Subclass_Third_Level_Features to "Bonus Proficiencies: Upon joining the college of Hysteria you gain proficiencies in Arcana, and Nature. Additionally, you have advantage when making any kind of intelligence roll for information about fairytales or fey creatures.
Do you hear what I hear: At the third Level you can hear the music of the world in all of its fey dream like nature. You may expend a bardic inspiration dice as a reaction whenever a spell is cast. Either the caster of the spell or the target of the spell must make a wisdom saving throw against your Spell Save DC or be charmed or frightened (Your choice) for number of rounds equal to your charisma modifier. The effect automatically ends if the creature suffers damage from your or your allies. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Mad World: Once you reach the 6th Level your spells are distorted by your madness and mania and those that suffer them become transfixed and enthralled by your insanity. When you cast a spell requiring a saving throw they use their intelligence modifier instead of the one normally required by the spell. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Manic Lullaby: at the 14th level you have learned to spread your hysteria to others through song and tale, upon spending a bardic inspiration die without using the Do you hear what I hear feature you can give a second bardic inspiration die to another creature as part of your bonus action. ")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Subclass to true)(Set:$Secondary_Class to "College Of Heroes")Bard of the college of Heroes are found all over the world that thing that gains these bard’s attention more than anything is the sense of adventure and companionship wherever they are. The desire often leads them to the deck of a ship where the sense of comradery is hard to match. When a fight breaks out these bards are quick to jump into the fray themselves and lead the battle efforts inspiring others with their actions not just their words and spells.
[[Subclass Feature Description]] (set:$Subclass_Third_Level_Features to "Bonus Proficiencies: When you join the college of heroes at level 3 you gain the proficiency in either wisdom or constitution saving throws medium armor and shields.
Lead By Example: at Level 3 you are able to rally your allies into battle by example. Inspiring with your actions. When you make an attack roll you can expend one use of bardic inspiration and add that number to the rolled to your attack roll. You can choose to add the bardic inspiration dice before or after the roll but before the DM calls a success or failure.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Trickery of Words: At the 6th Level you are able to confuse and trick a creature with your spellcasting and words. When you cast a spell that requires a saving throw you can expend one use of Bardic Inspiration. Roll a bardic inspiration die and subtract the number rolled from one creature saving throw against your spell. You can choose to do so after the creature makes its roll but before the DM tells you whether the saving throw succeeds of rails. The creature is unaffected by this feature if it cannot year you or is unbale to be charmed. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Influential Actions: Beginning at the 14th level you have become influential to those around you that your actions are able to spread your valor and bravery to those around you. When you use a Bardic Inspiration die for you Lead by Example or Trickery of Words you can use a bonus action on the same turn to give a bardic inspiration dice ot a creature within range instead of expending the die.") (set:$Subclass_Features_For_Level_14 to true)(set:$Subclass to true)(Set:$Secondary_Class to "College Of The Wanderer")Bards of the College of Wanderer are adventurers who travel the land sharing not only stories, music, and merriment but soothe the souls of those who have passed on. Members of the college of the wanderer have made it their goat to record history through poetry and verse, while at the same time travelling the world and seeking out wounded spirits from the land of the living and the dead.
[[Subclass Feature Description]] (set:$Subclass_Third_Level_Features to "Bonus Proficiencies: Beginning at the 3rd Level you gain proficiencies with Long bows, and two skills of your choice.
Swift Song: At the 3rd level allies who have a bardic inspiration die from you may roll it to increase their base walking speed by 5 for a number of turns equal to the number of the roll. Additionally, for one hour after receiving the healing benefits of your song of rest allies travel at normal speed in difficult terrain. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Foe’s Requiem: Beginning at the 6th Level allies who have a bardic inspiration die from you may roll it and add the number to the damage of the roll of a spell they just cast Alternatively, when a spell is cast against a creature they may roll the bardic inspiration die and add the result to the saving throw after seeing the roll but before knowing if it was a success or failure. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Wanderer’s Minuet: At the 14th Level you have learned to play the wanderer’s minuet. Using your action to play the song you ender an entranced state. You cannot move and take an action on the same turn while entranced. You gain the extra attack ability, when you attack as an action you can make a second attack. You gain advantage on ranged weapon attack rolls and you add your charisma modifier to your damage rolls along with all other bonuses you would normally receive. You remain in the entranced state for a number of rounds equal to your charisma modifier starting at the end of your turn. You may choose to end the entranced state as an action. You may play the wanderer’s minuet three times, regaining all uses on a long rest. ")(set:$Subclass_Features_For_Level_14 to true)(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Worship")Bards of the College of Worship have taken their talents of voice an hands to spread word of their deity. These are often choirmasters of temples and other places of worship. A cosmic mingling of arcane and divine magic produces wondrous hymns, inspiring carols and powerful chants. Other members of the college of worship travel far and wide as many bards do sharing their deity’s ideals and bringing news amongst the holy.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Canticle Initiate: When you choose this college at the 3rd level pick a divine domain from you chosen deity’s list of eligible domains. Alternately, the knowledge life and light domains are thematically appropriate and easily compatible with the college of worship. You can choose three spells from the cleric spell list. You can choose one of these spells to exchange to another Cleric Spell for which you have a level of spell slots for.
Inspirational Vigor: Also, at the 3rd Level your deity begins to bless those you choose to inspire. When a creature rolls a bardic inspiration die that came from you it gains temp HP equal to the number rolled. Alternatively, a creature can roll a bardic inspiration die that came from you to increase it’s movement speed until the start of its next turn by a number of feet equal to 5x the number rolled. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Inspiring Hymn: At the 6th level, as an action you produce a stirring divine song that flows out to the creatures around you choose a number of creatures other than yourself within 60 ft, that can hear you, equal to your charisma modifier (min 1) Each of those creatures gains a bardic inspiration die. Using this feature does not count as a use of your bardic inspiration die. You can use this once per long or short rest. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Divine Performance: At the 14th level you gain the ability to use divine words you sing tor speak to evoke the great power of your deity. Ass an action you can start a performance that lasts up to 1 minute requiring your concentration. You cast a spell you have from the cleric spell list without expending a spell slot if the spell is instant, you must use your action to continue casting the spell on each turn until the song ends. You have advantage on constitution saving throws that you make to maintain your concentration on the song. During your performance you cannot use your bonus action or reactions but can move normally. The song ends early if you are incapacitated, silenced, or voluntarily end it as an action. ")(set:$Subclass_Features_For_Level_14 to true)(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Land")
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to Whisper primal Secrets in Druidic. The circle’s wisest members preside as the chief Priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to "
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
Coast
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland
Druid Level Circle Spells
3rd Invisibility, Pass without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
Mountain
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
Swamp
Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to " Land’s Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In 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. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Nature’s Ward: When you reach 10th level, you can’t be Charmed or Frightened by Elementals or fey, and you are immune to poison and disease. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Nature’s Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to Nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the Attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its Attack against you. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass to True)
(Set:$Secondary_Class to "Circle Of The Moon")
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Primal Strike: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Elemental Wild Shape: At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "
Thousand Forms: By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass to true) (Set:$Secondary_Class to "Circle Of The Shaman")The circle of the shaman is made of warriors sworn to protect their people, they safeguard the mystic arts of interweaving natures true potential into every swing.
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Bonus Cantrip: At the second level you know Shillelagh, it doesn’t count against your known cantrips.
Nature’s Fury: At the second level when you make an attack you can choose to enchant your weapon with nature magic. As a bonus action you may incuse magical energy into your weapon for one minute, using concentration. When you hit with this weapon choose one of the following effects for the creature, this effect ends if you use this feature again or hit a creature. You can use this feature a number of times equal to wisdom modifier, you regain all uses with a long rest.
Entangle: Target enveloped in vines, restrained and prone, Target must succeed a strength or dexterity saving throw against your spell save DC to break free.
Fury: 3d8 Lighting Damage
Push: 1d8 force damage and is pushed 10 ft in a straight line.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Extra Attack: At the 6th Level you gain an extra attack when you use the attack option.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Eternal: At the 10th level the magic enchantment on your weapon is so strong it no longer fades immediately. When you use Natures Fury it no longer ends but once you use an enchantment you are only able to use that enchantment for the duration. You also gain access to the following enchantments in addition to the previous ones.
Ignite: At the start of each of its turns the hit creature takes 2d6 fire damage at the end of the creatures turn it can make a constitution saving throw to end this effect.
Decay: The target is unable to use its bonus action and action they can only use one. Additionally, their speed is halved and have disadvantage on dexterity saving throws. At the end of each of its turns it can make a wisdom saving throw to end these effects.
Poison: Target is poisoned. They have disadvantage on strength, dexterity and constitution saving throws. At the end of each of its turns it can make a constitution saving throw to end this effect.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Mystic Weaver: At the 14th Level you become Adept and proficient at weaving magic into your weapon that you now have the ability to weave two enchantments simultaneously. After using this feature, you must take a long rest to regain this ability. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass to true) (Set:$Secondary_Class to "Champion")The archetypical Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Remarkable Athlete: Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Additional Fighting Style: At 10th level, you can choose a second option from the Fighting Style class feature. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Superior Critical: Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Survivor: At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. ")(set:$Subclass_Features_For_Level_18 to true)Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
[[Subclass Feature Description]](set:$Subclass to true) (Set:$Secondary_Class to "Battle Master")
(set:$Subclass_Third_Level_Features to " Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers:
Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Know Your Enemy: Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels, if any
• Fighter class levels, if any ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to "Improved Combat Superiority: At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Relentless: Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass to true)(Set:$Secondary_Class to "Eldritch Knight")The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
[[Subclass Feature Description]]
</Style
<Img
src=https://db4sgowjqfwig.cloudfront.net/campaigns/90586/assets/367252/Eldritch_Knight_Spells.png?1410045923
</Div>
(set:$Subclass_Third_Level_Features to " Spellcasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots: The Eldritch Knight 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " War Magic: Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Eldritch Strike: At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Arcane Charge: At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Improved War Magic: Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_18 to true)Different fighters choose different approaches to perfecting their fighting prowess. Martial archetypes you choose to emulate reflect your approach. Fighters are required to be trained across though many tend to favor a select few. Weapon Masters strive to achieve perfection in all weapon types alternating between various aged techniques and utilizing their respective properties mid combat to become truly formidable adversary. Often traversing different lands and regions Weapon Masters seek to hone their craft and expand their knowledge of magical and non magical weapons.
[[Subclass Feature Description]]
(Set:$Subclass to true) (Set:$Secondary_Class to "Weapon Master")
(set:$Subclass_Third_Level_Features to " Always Armed: At the 3rd level choose a weapon that weighs less than 2 lbs. You have +5 to dexterity slight of hand checks you make to conceal this weapon.
Brutal Precision: Starting at 3rd level, your strikes become so graceful, precise and swift, that you can easily target exposed vital organs of a creature before they have enough time to react. Your weapon attacks can score a critical hit on a roll of a 19 or 20.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to "Weapon Mastery: Beginning at Level 7, choose a weapon you are proficient in. You now deal an extra 1d6 damage with that weapon. You now add your proficiency to your initiative rolls. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to "Battle Hungry: When you attain 10th level in this archetype on your turn you can use your dash action as a bonus action and while dashing in this way you do not provoke attacks of opportunity. If you are carrying a weapon you have mastered with Weapon Mastery you gain + 2 Armor Class. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Greater Weapon Mastery: When you reach level 15 in this archetype, you may choose a second weapon to master. It deals an additional 1d6 damage dice. Your first chosen weapon now does increased damage of 2d6. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to "One Man Army: At the 18th level you can make a peerless blow: Once per long rest you can do max damage with one attack. You also critical on 18 -20 and can choose an additional fighting style. ")(set:$Subclass_Features_For_Level_18 to true)(set:$Subclass to true)(Set:$Secondary_Class to "Galant")Gallants are charismatic fighters who pride themselves in their daring and courageous actions. Their bravado in turn inspires allies to act bravely themselves, while demoralizing enemies. With Quick wit and a sharp tongue, others find it difficult to persuade a Gallant to abandon their cause and may find themselves joining the Gallant themselves.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " En Garde
When you choose this archetype at the 3rd level, you can use your bonus action to taunt an opponent within 20 ft that can hear you into attacking you. The creature makes a wisdom saving throw against your En Guard DC (8+prof+ charisma mod). If it fails you and the creature have disadvantage on attack rolls against other targets other than each other. Only one creature can be effected by En Guard at a time, using it again ends it’s effect on the previous target. The effects last for one minute, or until someone else attacks the target or you and the target are more than 30 ft apart. You can use this a number of times equal to your charisma mod +1 (min 1). You regain this ability with a short or long rest.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Dashing Persona: At the 7th level your dashing personality and charisma allow you to turn the tables on those who would try to sway you. When you are subjected to an effect that would charm you and allows you to make a wisdom saving throw to negate the effects and you succeed, you can use your reaction to attempt to charm the creature in return. The creature makes a wisdom saving throw against your En Guard DC, on a failed save the creature is charmed by you for 1 minute or until the creature takes damage. You can use this feature twice and regain all uses after a long rest. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to "Bravado: Starting at the 10th level, as long as a hostile creature is taunted with En Guard, other creatures have disadvantage on attack rolls against you and the taunted creature. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Dauntless Vitality: Starting at the 15th level when you are reduced to 0 HP and you are not killed outright you can choose to drop to 1 HP instead. Once you use this ability you can’t use it gain until you finish a long rest. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Bravery Default: At the 18th level your inspirational prowess has reached its peak and can inspire allies to press onwards, even in the face of insurmountable odds. At the start of each of your turns you choose 2 allies within 15 ft that can hear you to regain HP equal to 2 + your charisma modifier if they have no more than half their HP left. Allies cannot benefit from this if they have 0 HP. ")(set:$Subclass_Features_For_Level_18 to true)(set:$Subclass to true) (Set:$Secondary_Class to "Oath Of Devotion")The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Spells: Protection from Evil and Good, Sanctuary")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Fifth_Level_Features to " Spells: Lesser Restoration, Zone of Truth ")(set:$Subclass_Seventh_Level_Features to "Aura of Devotion: Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. ")(set:$Subclass_Features_For_Level_5 to true)(set:$Subclass_Ninth_Level_Features to " Spells: Beacon of Hope, Dispel Magic")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Spells: Freedom of Movement, Guardian of Faith")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Spells: Commune, Flame Strike ")(set:$Subclass_Features_For_Level_17 to true)(set:$Subclass_Fifteenth_Level_Features to " Purity of Spirit: Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell. ")(set:$Subclass_Features_For_Level_15 to true)(set:$Subclass_Twentieth_Level_Features to " Holy Nimbus: At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.")(set:$Subclass_Features_For_Level_20 to true)
(set:$Subclass to true) (set:$Secondary_Class to "Oath Of The Unyielding") A paladin is defined by his cause, his oath. Oaths are often noble, a righteous cause a paladin devotes his life to. There are many oaths as there are paladins each defined by and defining the paladin who has devoted his life. Paladins who take the oath of the unyielding are those who are devoted to achieving their goals under any means necessary. Their discipline and dedication to their cause are unmatched and sometimes not even the face of death can stop them from striving to their goals.
Tenets of the Unyielding
Paladins who take this oath all share these tenets.
Perseverance: Never stop working towards your goal, no matter the cost.
Protection: Protect the things that mean the most to you, regardless of the sacrifices you must make.
Discipline: Don’t let yourself be distracted in pursuit of your goals.
Oath of the Unyielding Spells
3rd: False life, Shield
5th: Enhance Ability, Phantasmal Force
9th: Protection from Energy, Revivify
13th: Guardian of Faith, Freedom of Movement
17th: Wall of Force, Mass Cure Wounds
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Spells: False life, Shield
Channel Divinity:
When you take this oath at the 3rd Level you gain the following two Channel Divinity options.
Immovable: As an action you can make yourself an impenetrable wall. For 1 minute you can take one extra reaction per round. In addition, any enemy you hit must make a strength saving throw. On a failed save they are pushed back 5 ft and knocked prone.
Hold the Weak: As an action you can make every enemy within 15 ft of you make a wisdom Saving Throw. On a failed save the enemy cannot take a move action on their turn. This effect ends at the beginning of your next turn. (channel divinity DC is 8 + prof+ your charisma modifier)
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Fifth_Level_Features to " Spells: Enhance Ability, Phantasmal Force")(set:$Subclass_Features_For_Level_5 to true)(set:$Subclass_Ninth_Level_Features to " Spells: Protection from Energy, Revivify ")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Spells: Guardian of Faith, Freedom of Movement")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Spells: Wall of Force, Mass Cure Wounds ")(set:$Subclass_Features_For_Level_17 to true)(set:$Subclass_Seventh_Level_Features to " Aura of the Unyielding: At the 7th Level you and friendly creatures within 10 ft of you have advantage on saving throws against being moved while you are conscious. At level 18 this aura increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Fifteenth_Level_Features to " Unbending: At the 15th Level you gain proficiency in the persuasion and intimidation skills. If you already have proficiency in one of both of those skills, your proficiency bonus is doubled when you use that skill. ")(set:$Subclass_Features_For_Level_15 to true)(set:$Subclass_Twentieth_Level_Features to " Bastion of Defense: You are at your strongest when staring down defeat. At the 20th level when your HP hits 0 you regain Temp HP equal to one quarter your Max HP rounded down. In addition, enemy attacks against you have disadvantage and you have advantage on saving throws against spells that deal damage. The effect ends after 1 minute or when your HP hits 0 again, whichever comes first. Once you use this feature you cannot use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)(set:$Subclass to true) (set:$Secondary_Class to "Oath Of Vengeance") The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.
Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
Paladin Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Spells: Bane, Hunter's Mark ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Hold Person, Misty Step ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Haste, Protection from Energy ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Banishment, Dimension Door ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Soul of Vengeance: Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to "Spells: Hold Monster, Scrying ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to "Avenging Angel: At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(set:$Secondary_Class to "Oath Of The Ancients") (set:$Subclass to true) The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.
Tenets of the Ancients
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Spells: Ensnaring Strike, Speak with Animals ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Moonbeam, Misty Step ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to "Aura of Warding: Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Plant Growth, Protection from Energy ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Ice Storm, Stoneskin ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to "Undying Sentinel: Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Commune with Nature, Tree Stride ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Elder Champion: At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)
(set:$Subclass to true) (Set:$Secondary_Class to "Oath Of Love")Love is the foundation of all life, of which all civilization is built, and is the wellspring from which comes art and song. To have love is to know true beauty and serenity of a kind that every being seeks to achieve. As with all things of worth love takes work and a myriad of forces of discord and injustice align themselves against it. Love needs able-bodied defenders. Known as Knights of the Lilac Order or Rose Paladins, paladins who take the oath of love do so out of a desire to aid and protect all sentient beings particularly those whose affections have been placed in jeopardy through forces of disharmony that challenge the world. A Paladin takes this oath is always a defender of life and a champion of all the emotions that go with living. Paladins of Love are a well appreciated sight for any creature suffering the woes of the world.
Tenets of Love:
Held inscribed in murals and art decorating temples of gods of love infatuating and devotion such as Aphrodite, Ishtar, Shelyn, Myhriss, and Sune, the tenets of the Oath of Love exist to ensure the flourishing of both love and life for all who seek them.
Fight for Love: More precious than riches, fame, or glory true love is the font from which all that is good in the world springs. When you find love either your own or that of others do all that you can to preserve it, protect it, and enrich it.
Love is Love: Appreciate all forms of love so long as the expression of that love does not unjustly harm others. Love for land or ideals is just as valid as love for another person. Should you find that you disagree with a specific non harmful expression of love on a personal level, find it within yourself to respect its sentiments.
Life Begets Love, Love Begets Life: All life is born of love of one sort or another, whether weak or strong, good or evil, dedicated or of mere convenience and all life has the potential to bring more love into the world. Do not end the life without pressing reason, as an ended life cannot bring love.
Prove Love: Many doubt the power of love or even its existance of real, true love. To these and other people being, be as love itself. Inspire love in all things, of all things. Be the proof in love that they require.
Oath Spells:
3rd: Color Spray, Sanctuary
5th: Calm Emotions, Warding Bond
9th: Sending, Tongues
13th: Freedom of Movement, Moderkiaen’s Private Sanctum
17th: Dream, Passwall
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Sense Ardor: Starting at the 3rd level you may expend one use of yoru Devine sense feature as an action to inherently know the general nature of the love life of a specific creature with an intelligence score of at least 8 within 60 ft of you. This knowledge includes details such as approximately how many years their recent relationship has lasted, how long since their last major relationship, their romantic Predilections, vague gossip, and other similar information.
Channel Divinity: When you take this oath at the 3rd level, you gain the following 2 Channel Divinity options.
Passions Prowess: As an action you can use your channel Divinity and produce your holy symbol which begins to radiate a sense of harmony and eternal love. All friendly creatures within 60 ft of you (including yourself) are bolstered by the powerful emotion gaining and amount of temp HP equal to twice your charisma modifier (Min 2). Temp HP gained from this feature last for up to a minute.
Heart’s Desire: Using your Channel Divinity and an action on your turn you may target a creature with an intelligence score of at least 8 within 120 ft of you and you reveal to them Knowledge of their single truest desire. The one thing they crave above all else. Many Creatures are not completely or exactly sure of their desires. The use of theis ability may be something of a revelation for them. When you use this ability you may decide to trick the creature into believe that it has achieved this desire. If you do the creature rolls an intelligence saving throw against your spell save DC. ON a fail the creature believes it has achieved their greatest desire, and hallucinating life under such conditions. This hallucination is convincing and fully involves any of the creatures senses pertinent to the experience. This typically fully distracts the creature and limits the awareness to the world around it, usually rendering it unable to take harmful actions or reactions. It can repeat the saving throw at the end of its turn, at which time the effect ends, or if it takes damage, or after a minute has passed. Creatures immune to charm effects may not be affected by this portion of this ability.
Spells: Color Spray, Sanctuary ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Calm Emotions, Warding Bond ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura of Affection: Beginning at the 7th level, the love you feel cascades out from you in waves, bringing comfort and vivacity to those around you. Any time a creature within 10 ft of you rolls at least one die to replenish its hit points (either their own or another creatures) increase the result of each die rolled by 2. At 18th level the range increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Sending, Tongues ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Freedom of Movement, Moderkiaen’s Private Sanctum ")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Fifteenth_Level_Features to " Radiant Empathy: at the 15th Level the compassion you carry within your heart is so powerful your foes find it difficult to do you harm. When a creature within 30 ft of you that is not immune to charm effects damages you with a spell or attack you may reduce that damage by your charisma modifier. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Dream, Passwall")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Endless devotion: Beginning at the 20th Level your love resonates in harmony with all creation, allowing you to tap directly into the empathic connection between all things. As an action you gain the following benefits for one minute.
You glow pink, violet, white or red dim light that extends in a 15 ft radius.
When an ally within 60 ft of you (other than yourself) takes damage you may use your reaction to reduce that damage by half.
Enemies that start their turn adjacent to you and are not immune to charm effects make a wisdom saving throw against your spell save DC. If the creature fails this save it drops any weapons it is holding in its hands, and the creature may not attack on its turn.
This effect ends early if you are incapacitated or if you die, once you use this feature you can’t use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)
(set:$Secondary_Class to "Oath Of Death") (Set:$Subclass to true)
The oath of death is a vow to preserve the natural flow of life. There comes a time when one simply must pass on and leave tis world for the next. Paladins who take this oath attempt to ensure those who extend their lives beyond proper can actually die and join others in the afterlife, while protecting others who have yet to reach that point. They specialize in killing the undead like vampires liches and ghosts, as well as those who make promises with fiends for eternal life. Depending on the person a paladin who takes this oath may be known as a savior, reaper, death, or assassin of the elderly.
Tenets of Death:
Some have different ideas on what constitutes as denying death, and what types of life should be protected but regardless the main ideas of the oath remain the same.
Pass the Torch: ease a soul’s passing into the afterlife and honor the memory of one of the lord’s creations.
Help Creation: Protect those who cannot yet fight or think for themselves and those who are helping nurse brining new life into the world.
Kill the Breathless: Let those who have denied death and prevented it be able to move into the next stages of their existence by sending them in to the afterlife.
Bear Fruits: Celebrate life with others and aid the creation of the next generation.
Oath Spells:
3rd: Cure Wounds, Inflict Wounds
5th: Gentle Repose, Warding Bond
9th: Lesser Restoration, Mass Healing Word
13th: Aura of Life, Ice Storm
17th: Cone of Cold, Greater Restoration
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity:
When you take this oath at the 3rd Level you gain the following two channel divinity options.
Icy Death: You can use channel Divinity to make the target feel the chilling presence of death. As an action, cast chill touch using your spellcasting DC this damage cannot be reduced in any way.
Life’s Flame: As a bonus action you can use your channel divinity to imbue creatures within 30 ft with divine energy. Choose a number of creatures up to your charisma modifier. Attacks the creatures make that deal damage deal an additional 1d4 radiant damage.
Spells: Cure Wounds, Inflict Wounds")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Gentle Repose, Warding Bond")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura of Preservation: at the 7th level the air around you seems to be robbed of it’s warmth while your body feels pleasantly warm to the touch. You and friendly creatures within 10 ft of you have resistance to cold, fire, and necrotic damage. At the 18th level the range of the aura increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Lesser Restoration, Mass Healing Word")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Aura of Life, Ice Storm")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Birth and Demise: Starting at the 15th level when a friendly creature deals radiant or fire damage to a creature you can use your reaction to cast a spell you have prepared that deals necrotic or cold damage. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Cone of Cold, Greater Restoration")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Deathly Presence: Starting at 20th level, as an action, you can emanate an aura of heavy shadows around yourself. For 1 minute, your aura flairs out around you, protecting you from harm while hampering other creatures. At the start of your turn, you gain temporary hit points equal to your paladin level. Also, any creature that starts their turn with 10 feet of you has disadvantage on Constitution saving throws from magic and has their movement speed reduced by half rounded down until the start of their next turn. You regain use of this feature after you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)
(set:$Secondary_Class to "Oath Of The Drowned") (set:$Subclass to true) The Oath of The Drowned is taken by the desperate, which may turn reluctant. When a person dies in the oceans, from drowning they may beg and plead to the gods for mercy. These people may be revived as drowned paladins. Their personalities shifted and their life restored now these paladins fight the monsters of the ocean and try to prevent others from the same fate as them. Despite this most of them adore water and especially the open sea.
Tenets of the Drowned
The tenets of the drowned are moral guides that are ingrained into a drowned paladin upon their reincarnation. They simply have strong feelings towards these things as the gods must have forced them into the person. Some say this is proof that the drowned paladins have given up free will for another life and as such will always die to the sea once more.
Save the Drowning: The worst death a person can experience I would never wish it upon the vilest of villains.
Allegiance to Friends: A crew is nothing without honesty and loyalty. I will place the wellbeing of my crew higer than even my own.
Never Stagnate: As the waters flow endless so too will I. To stop and never change is proof I will never improve.
Parlay: No person, however vile, should ne deprived the act of parlay. Conflicts can be resolved through words instead of weapons.
Never Maroon: To be left alone and abandoned is perhaps the most tragic of situations. To leave a person alone without any hopes is the worst action any person can do.
Oath Spells
3rd: Thunderous Smite, Heroism
5th: Gust of Wind, Misty Step
9th: Water Breathing, Aura of Vitality
13th: Control Water, Freedom of Movement
17th: Cone of Cold, Raise Dead
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at the 3rd level you gain the following two channel divinity options:
Turn the Sea: As an action you present your holy symbol and speak a prayer censuring aquatic and amphibious creatures using your channel Divinity. Each aquatic or amphibious creature that can see or hear you within 30 ft must make a wisdom saving throw. IF the creature fails it is turned for one minute or until it takes damage. A turned creature spends its turns trying to move as far from you as possible and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. For it’s actions it can only use dash or try to escape from an effect that prevents it from moving. If there is no where to move the creature uses the dodge action.
Conquer the Water: As an action you can cause swirling water to launch out from your holy symbol and latch onto 4 creatures, which can include yourself. All creatures chosen can choose to gain a swim speed of 30. This lasts a number of hours equal to your charisma modifier.
Spells: Thunderous Smite, Heroism")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Gust of Wind, Misty Step")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura of Humidity: Beginning at the 7th Level you have an aura of humidity around you. The area within 10 ft of you is considered difficult terrain. You can choose to exclude specific creatures from this effect. In addition, you feel comfortable in temperatures as high as 125 degrees f, and you are unaffected by humidity. At the 18th level this aura increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to "Spells: Water Breathing, Aura of Vitality ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Control Water, Freedom of Movement ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Dancing Water Weapon: At the 15th level you can harvest water around you to extend your reach. As a bonus action you can have pillars of swirling water grab onto one or two melee weapons from your hands and carry them away. Your reach within those melee weapons is increased by 20 ft. IN addition to the exra reach the water carrying the weaposn assists in the fight. When you make an attack with dancing water it deals an additional 1d6 bludgioning damage. As the water jets out at the creature. The weapons will dance for an amount of round equal to your charisma modifier, after which the weapons will return to your hands, if your hands are full they fall to your feet. You regain this feature with a long or short rest. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to "Spells: Cone of Cold, Raise Dead ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Stormy Waters: At the 20th level as an action you can cause the ground within 30 ft of you to bubble and flow with water. For 1 minute you gain the following benefits.
If a creature that moves within 30 ft of you, you can cause a geyser to erupt under their feet as a reaction. They make a dex saving throw and on a fail are tossed 30 ft into the air.
You can use your action to cause water weapons to attack all creatures of your choice within 30 ft. make separate melee attacks against all creatures in the area.
Once you use this feature you can’t use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(set:$Secondary_Class to "Oath Of The Grave") (set:$Subclass to true) The oath of the grave is a seldom practiced tradition, sometimes called winter knights, or black knights. The oath emphasizes the passing between the warmth of the life to the everlasting cold of death. They struggle against the forces of undeath as they see them as the most unholy abominations that blight this land. They adorn themselves in the images of death and winter, skulls, ravens or similar symbols of their patron gods.
Tenets of the Grave:
The Tenets of the Grave have been passed down for generations. This oath emphasizes the passing between the warmth of life into the everlasting cold of death, and punishes those that defile this passing with the unholy raising of the undead.
Annihilate the Undead: The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they already have.
Preserve the Righteous: Death should not come early to those who have led a blessed life. Preserve the righteous so they may live without fear.
Let Souls Pass On: Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.
Accept Death: Death comes to all eventually. Accept it and you will find a place in the afterlife.
Oath of the Grave Spells.
3rd: Inflict wounds, Ice Knife
5th: Gentle Repost, Snilloc’s Snowball Swarm
9th: Sleet Storm, Speak with Dead
13th: Blight, Ice Storm
17th: Cone of Cold, Destructive Wave
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Channel Divinity:
When you take this oath at the third level you gain the following two Channel Divinity Options:
Icy Repost: As an action you present your holy symbol and speak a prayer against undeath, using your channel divinity. Each undead that you can see or hear you within 30 ft of you must make a wisdom saving throw. On a fail the creature is frozen for 1 minute or until it takes damage. A frozen creature is affected by petrification until the effect ends, at which point the creature can move normally again.
Vow of Death: As a bonus action you can utter a vow of death against a creature you see within 10 ft of you, using your channel divinity. You deal an extra 1d6 necrotic damage to the creature whenever you hit it with an attack for 1 minute or until it drops to 0 HP or falls unconscious. If a creature under this effect dies it cannot become undead.
Spells: Inflict wounds, Ice Knife ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Gentle Repost, Snilloc’s Snowball Swarm ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to "Aura of Preservation: At the 7th level you and friendly creatures within 10 ft of you have resistance to necrotic damage cannot be charmed or frightened or possessed by the undead. At the 18th level this increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Sleet Storm, Speak with Dead")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Blight, Ice Storm ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Soul of Demise: By the 15th level your vow of death has become far more persistent. When a creature under the effect of your vow of death dies, that creature cannot be raised from the dead for the next 30 days outside of using a wish spell. Additionally, you can use a bonuse action on a subsequent turn to mark a new creature. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Cone of Cold, Destructive Wave ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Reaper of Winter: At the 20th level as an action you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 ft radius. Whenever an enemy creature starts their turn in this area the creature takes 10 cold damage and their movement speed is reduced by 10 ft. In addition, whenever a creature dies in this area you regain 20 HP. Once you use this feature you can’t use it again until completing a long rest. ")(set:$Subclass_Features_For_Level_20 to true)
(set:$Subclass to true) (Set:$Secondary_Class to "Oath Of Temperance")The oath of temperance is taken by those who wish to use their resources to help others without receiving benefits or rewards. They value themselves no higher than the common man. Those that follow this path believe all evil can be repented and only wish for the good of all of humanity.
Tenants of Temperance:
The tenants of those who follow this oath were created by some of the humblest knights. Those that follow them do so strictly seeming them as hard rules meant to be followed.
Always Show Restraint: Power used recklessly can cause more harm than good.
Give Mercy: Everything and Everyone has a shard of good in them, give it a chance to emerge.
Be Humble: Remember that your job is no more important than the farmer or the blacksmith.
Moderation of Ego: Understand that sometimes what you want is not what you need, or what needs to be done.
Oath Spells:
3rd: Bless, Heroism
5th: Calm Emotion, Hold Person
9th: Glyph of Warding, Leomund’s Tiny Hut
13th: Polymorph, Otiluke’s Resilient Sphere
17th: Hold Monster, Wall of Force
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Channel Divinity
When you take this oath at the 3rd level you can use the two following channel divinity options.
Repenting Prayer: As an action you can pray for the soul of the creature you want to attack. For one minute every attack you make against that creature may have your wisdom modifier added to both the attack and damage rolls. Additionally, your divine smites, and spell based smites do extra 1d8 damage to that creature. You may not do lethal damage to this creature until the combat is over and the creature commits another evil act as per DM decision
Vow of Humanity: As an action when you see a frightened or charmed creature you may present your holy symbol and begin to prey for them. That creature is no longer charmed or frightened however you must make a wisdom saving throw equal to 8 + proficiency + wisdom modifier or suffer the effects yourself.
Spells: Bless, Heroism ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Calm Emotion, Hold Person ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to "Life Saver: at the 7th level you produce a aura around you for 10 ft. When any creature is struck while inside the aura you can use your reaction to split the damage between you and the creature. At the 18th level the aura spreads to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Glyph of Warding, Leomund’s Tiny Hut ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Polymorph, Otiluke’s Resilient Sphere ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Blessing of Mercy: at the 15th level when you see a creature hit 0 HP you have until the end of your turn (or one minute while not in combat) to cast spare the dying as a bonus action on the creature, keeping it stable and unconscious at 0 HP. A creature may only receive this blessing once. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to "Spells: Hold Monster, Wall of Force ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Savior of Souls: When you reach the 20th level you can take the form of a savior of souls, you may gain a halo of radiant light, begin to exude a gentle aura, hush the sounds and levels of light around you, or some other peaceful effect signaling your transformation. Using your action, you may undergo this transformation for 1 minute you gain all of the following effects. You can roll a number of hit dice as an action losing that much health but resting it to all of the creatures within 10 ft of you. Creatures you strike must roll a hit die. When they fall out the amount of HP rolled or lower, they are incapacitated but blessed and cannot fall to 0 HP unless they commit another evil act. The play decides whether an act is evil, and the creature cannot be blessed more than once in a lifetime. Allied creatures within 10 ft of you automatically pass saving throws but you must make the same saving throws at disadvantage or suffer the effects. Once you use this feature you cannot use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)
(set:$Subclass to True) (Set:$Secondary_Class to "Oath Of The Protector") A protector is a paladin who devotes themselves to others. Doing whatever is necessary to protect the lies of the people they surround themselves with. No sacrifice is too great, and they see it as a honor to give their lives so another may live. Most often swearing oaths to Vadis, the dragon.
Tenets of Protection: Through the exact words and strictures of the oath of protection vary, paladins of this oath share these tenets.
Leadership: If you take care of your team, they will take care of their mission. Trust them
Loyalty: Your comrades are what make you strong. Don’t let your belief in them falter
Truth: We are all fallible, rectify your mistakes, learn and grow from them. Do not judge one for the mistakes they have made.
Oath Spells:
3rd: Disguise Self, Sanctuary
5th: Alter Self, Flame Blade
9th: Fireball, Slow
13th: Fire Shield, Greater Invisibility
17th: Reincarnate, Wall of Force
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Channel Divinity: When you take this oath at the 3rd level you gain the following 2 channel divinity options.
Dragon’s Breath: As a bonus action, speaking a prayer to Vadis, you become imbued with draconic power. A fire begins burning in your chest and you are able to exhale a destructive blast of fire on your foes. When you use this breath weapon each creature in a 30 ft cone must make a Dexterity saving throw. A creature takes 2d10 + paladin level on a failed save and half as much on a success.
Golden Protection: As an action you grasp your holy symbol you touch a creature and grant them the protection of Vais. For the next minute their skin becomes covered in golden dragon scales raising their ac by 2. They now have resistance to fire damage as well as all bludgeoning piercing and slashing damage from nonmagical weapons.
Spells: Disguise Self, Sanctuary ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Spells: Alter Self, Flame Blade ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Leading the Charge: Starting at the 7th level so long as you are conscious any allies who start combat within 10 ft of you gain temp HP equal to your paladin level + your charisma modifier. The temp HP disappear as soon as you exit combat. At the 18th level you gain a +5 bonus to their initiative rolls. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to "Spells: Fireball, Slow ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Fire Shield, Greater Invisibility ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Undying Devotion: At the 15th level your devotion to others gives you greater power to protect your allies. When an alley within 10 ft of you is attacked you can use your reaction to switch places with them. You occupy the space they were in and you shove them 5 ft in any direction from their original spot as long as it is not currently occupied by another creature. The attack made against your ally is now made against you with disadvantage. If the attack is unsuccessful you may attack the creature when taking the place of your ally you do not provoke attacks of opportunity. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Reincarnate, Wall of Force ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to "Draconic Protector: At the 20th level you can assume the form of Vadis. Using your action you undergo a transformation that lasts for 1 minute. During this time you gain the following abilities. Golden wings sprout form your back you gain a flying speed of 60 ft. You gain a swimming speed of 30 ft. You emanate an aura of healing in a 30 ft radius. Each creature of your choice that starts their turn in this area recovers 5 HP and has a +2 bonus to their AC. This effect ends if they leave your aura, and it heals you a total of 10 HP each of your turns. As an action you exhale fire in a 30 ft cone (recharge 5-6) a creature in the area must make a dexterity saving throw taking 10d10 fire damage on a failed save and half as much on a successful one. You can use this ")(set:$Subclass_Features_For_Level_20 to true)
Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
[[Subclass Feature Description]]
(set:$Subclass to true)
(set:$Secondary_Class to "Hunter")
(set:$Subclass_Third_Level_Features to "Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.")(set:$Subclass_Features_For_Level_3 to true) (set:$Subclass_Seventh_Level_Features to "Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened.")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to "Multiattack
At 11th level, you gain one of the following features of your choice.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to "Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
")(set:$Subclass_Features_For_Level_15 to true)
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
(set:$Subclass to true) (Set:$Secondary_Class to "Beast Master")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action
required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to "Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. ")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to "Bestial Fury
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to "Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. ")(set:$Subclass_Features_For_Level_15 to true)You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
[[Subclass Feature Description]]
(Set:$Subclass to true)(set:$Secondary_Class to "Theif")(set:$Subclass_Third_Level_Features to "Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second Story Work: When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to "Supreme Sneak: Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "Thief’s Reflexes: When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.")(set:$Subclass_Features_For_Level_17 to true)(set:$Subclass to true)(Set:$Secondary_Class to "Assassin")You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to "Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.")
(set:$Subclass_Features_For_Level_17 to true)Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks o f enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
[[Subclass Feature Description]]
(Set:$Subclass to true)(Set:$Secondary_Class to "Arcane Trickster")(set:$Subclass_Third_Level_Features to "Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the w izard spell list. Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Arcane Trickster 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the w izard spell list. The spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice and must be o f a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must b e o f a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves’ tools to pick locks and disarm traps at range.
Arcane Trickster Spellcasting
— Spell Slots per Spell Level—
3rd (cantrips known) 3 (Spells Known)3 (Spell Slots 1st level) 2 (2nd)—(3rd) — (4th) —
4th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)— (3rd) — (4th) —
5th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)—(3rd) — (4th) —
6th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)— (3rd) — (4th) —
7th (cantrips known) 3 (Spells Known)5 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
8th (cantrips known) 3 (Spells Known)6 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
9th (cantrips known) 3 (Spells Known)6 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
10th (cantrips known)4 (Spells Known)7 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
11th (cantrips known)4 (Spells Known)8 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
12th (cantrips known)4 (Spells Known)8 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
13th (cantrips known)4 (Spells Known)9 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
14th (cantrips known)4 (Spells Known)10 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
15th (cantrips known)4 (Spells Known)10 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
16th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
17th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
18th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
19th (cantrips known)4 (Spells Known)12 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) 1
20th (cantrips known)4 (Spells Known)13 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) 1
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight o f Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to "Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "Versatile Trickster
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from
another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.")(set:$Subclass_Features_For_Level_17 to true)
(Set:$Subclass to true)(Set:$Secondary_Class to "Way Of The Open Hand")Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Open Hand Technique:
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one o f the following effects on that target:
• It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end o f your next turn.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "Tranquility: Beginning at 11th level, you can enter a special meditation that surrounds you with an aura o f peace. At the end of a long rest, you gain the effect o f a sanctuary spell that lasts until the start o f your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your W isdom modifier + your proficiency bonus.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to "Quivering Palm: At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d 10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.")(set:$Subclass_Features_For_Level_17 to true)Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family m embers, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads o f these monasteries expect the unquestioning obedience of their students.
[[Subclass Feature Description]](Set:$Subclass to true)(set:$Secondary_Class to "Way Of The Shadow")(set:$Subclass_Third_Level_Features to "Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "Cloak of Darkness
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to "Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.")(set:$Subclass_Features_For_Level_17 to true)You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Four Elements")
[[Subclass Feature Description]]
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for
the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost
and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Monk level 5th—8th Max Ki Points for a spell 3
Monk level 9th—12th Max Ki Points for a spell 4
Monk level 13th—16th Max Ki Points for a spell 5
Monk level 17th—20th Max Ki Points for a spell 6
Elemental Disciplines
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.
Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Eternal Mountain Defense (11th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.
Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d 10 fire damage.
Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.
Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.
Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.
Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.
Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.
River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.
Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no
larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d 10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone.
(set:$Subclass_Third_Level_Features to "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines”
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "You learn one additional elemental discipline of your choice")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "You learn one additional elemental discipline of your choice")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to "You learn one additional elemental discipline of your choice")(set:$Subclass_Features_For_Level_17 to true)
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
[[Subclass Feature Description]]
(set:$Subclass to true)(Set:$Secondary_Class to "School Of Abjuration")
(set:$Subclass_Second_Level_Features to "Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your w izard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again
until you finish a long rest.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Improved Abjuration: Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Spell Resistance: Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.")(set:$Subclass_Features_For_Level_14 to true)
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
[[Subclass Feature Description]]
(set:$Subclass to true) (Set:Secondary_Class to "School Of Conjuration")
(set:$Subclass_Second_Level_Features to "Conjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration: Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Benign Transposition: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Focused Conjuration: Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Double Summons: Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.")(set:$Subclass_Features_For_Level_14 to true)The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
[[Subclass Feature Description]]
(set:$Secondary_Class to "School Of Divination")(set:$Subclass to true)
(set:$Subclass_Second_Level_Features to "Divination Savant: Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.
Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "The Third Eye: Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Grater Portent: Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.")(set:$Subclass_Features_For_Level_14 to true)
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
[[Subclass Feature Description]]
(set:$Subclass to true) (Set:$Secondary_Class to "School Of Enchantment")
(set:$Subclass_Second_Level_Features to "Enchantment Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
Hypnotic Gaze: Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. A s an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Instinctive Charm: Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Split Enchantment: Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Alter Memories: At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.")(set:$Subclass_Features_For_Level_14 to true)
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
[[Subclass Feature Description]]
(set:$Subclass to true) (Set:$Secondary_Class to "School Of Evocation")
(set:$Subclass_Second_Level_Features to "Evocation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculp Spells: Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Potent Cantrip: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Empowered Evocation: Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Overchannel: Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d 12. This damage ignores resistance and immunity.")(set:$Subclass_Features_For_Level_14 to true)
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions tofrighten and fool others for their personal gain.
[[Subclass Feature Description]]
(set:$Subclass to true) (Set:$Secondary_Class to "School Of Illusion")
(set:$Subclass_Second_Level_Features to "Illusion Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion: When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Malleable Illusions: Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Illusory Self: Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Illusory Reality: By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.")(set:$Subclass_Features_For_Level_14 to true)
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to "Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.")(set:$Subclass_Features_For_Level_6 to true)(set:$Secondary_Class to "School Of Necromancy") (set:$Subclass to true)(set:$Subclass_Tenth_Level_Features to "Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.")(set:$Subclass_Features_For_Level_14 to true)
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
[[Subclass Feature Description]]
(set:$Secondary_Class to "School Of Transmutation")(Set:$Subclass to true)
(set:$Subclass_Second_Level_Features to "Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Transmuter’s Stone: Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet, as described in chapter 8
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Shapechanger: At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast w hose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Master Transmuter: Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.
Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons
affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3 d 10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.")(set:$Subclass_Features_For_Level_14 to true)
(if:$Athletics is true) [ Athletics: Climb up difficult surface, jump an unusually long distance, stay afloat in turbulent water. A strength based skill that allows you to do things like climb a difficult surface, avoid a hazard while climbing, or climb while something is trying to knock you off. Athletics will also apply when you are trying to jump unusually long distances, or trying to perform a stunt midair. You may also be called on to make a Strength, Athletics check when swimming in dangerous currents, thick seaweed, or if something is trying to pull you under.
](if:$Acrobatics is true) [ Acrobatics: Staying on your feet during tricky situations like on ice, or to do stunts like rolls, tucks, summersaults, or flips.
] (if:$Slight_Of_Hand is true) [ Slight of hand: Planting or pick pocking an item off a person or creature.
](if:$Stealth is true) [ Stealth: doing something sneaky, slipping past guards, hiding.
] (if:$Arcana is true) [Arcana: Recalling lore on magical symbols, spells, planes of existence, being who inhabit those planes.
](if:$History is true)[History: Recalling facts about the world, legendary people, major events, wars, past disputes, lost civilizations.
](if:$Investigation is true)[Investigation: Looking for clues and making deductions based on those clues, like the location of a hidden object, looking at a wound and determining what kind of weapon dealt it.
](if:$Nature is true)[Nature: recalling lore and information on plants, animals, terrain, weather patterns.
](if:$Religion is true) [Religion: recalling lore about gods, goddesses, cults, prayers, holy symbols, religious orders.
](if:$Animal_Handling is true)[Animal Handling: Keeping a mount calm, intuiting an animals intent, keeping a domesticated animal calm.
](if:$Insight is true)[Insight: reading body language, noting speech habits, and changes in mannerisms to predict someone’s next move or determine if someone is lying.
](if:$Medicine is true)[Medicine: stabilizing a companion in combat, or determine the cause of an illness.
](if:$Perception is true)[Perception: Spot, hear, or otherwise detect the presence of something. It measures the general awareness of your surroundings, and keenness of your senses. You may be eavesdropping on a conversation from below a window, or trying to spot things that are hard to miss like orcs in an ambush, or candlelight under a secret door.
](if:$Survival is true)[ Survival: Surviving in the wilderness, tracking game, navigating a frozen wasteland, identifying signs an owlbear lives nearby, avoiding quicksand.
](if:$Deception is true)[Deception: how convincing you are at lying, telling half-truths, keeping a straight face in an outright lie, fast talking a guard, conning a merchant, how convincing your disguise is.
](if:$Intimidation is true)[Intimidation: When you attempt to influence someone through overt threats, hostile actions, and physical violence, trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
](if:$Performance is true)[Performance: How well you delight an audience with dance, song, acting, storytelling, or some form of entertainment.
](if:$Persuasion is true)[Persuasion: When you attempt to influence someone or a group of people with tact, social graces, or good nature, when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette, convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.]
[[Loading Endgame Skills]]
(Set:$Skills_Chosen to true)(If:$Bagpipes is true)[ Bagpipes ]
(if:$Drums is true) [ Drums ]
(if:$Dulcimer is true) [ Dulcimer ]
(if:$Flute is true) [ Flute ]
(if:$Lute is true) [ Lute ]
(if:$Lyre is true) [ Lyre ]
(if:$Horn is true) [ Horn ]
(if:$Pan_Flute is true) [ Pan Flute ]
(if:$Shawm is true) [ Shawm ]
(if:$Viol is true) [ Viol ]
(set:$Musical_Chosen to true)
(Set:$Musical_Instrument_Chosen to true)
[[Loading Endgame Modifiers]] (if:$Alchemist_Supplies is true) [ Alchemist's Supplies ]
(if:$Brewer_Supplies is true) [ Brewer's Supplies ]
(If:$Calligrapher_Supplies is true) [ Calligrapher's Supplies]
(if:$Carpenter_Tools is true) [Carpenter's Tools]
(if:$Cartographer_Tools is true)[Cartographer's Tools ]
(if:$Cobbler_Tools is true)[ Cobbler's Tools ]
(if:$Cook_Utensils is true) [ Cook's Utensils ]
(if:$Glassblower_Tools is true) [ Glassblower's Tools]
(if:$Jeweler_Tools is true)[Jeweler's Tools ]
(If:$Leatherworker_Tools is true) [ Leatherworker's Tools ]
(If:$Mason_Tools is true) [ Mason's Tools]
(if:$Painter_Supplies is true) [ Painter's Supplies ]
(if:$Smith_Tools is true) [ Smith's Tools ]
(if:$Potter_Tools is true) [ Potter's Tools ]
(if:$Tinker_Tools is true) [Tinker's Tools ]
(if:$Weaver_Tools is true) [ Weaver's Tools ]
(if:$Wookcarver_Tools is true) [ Woodcarver's Tools ]
(set:$Tool_Chosen to true)
[[Loading Endgame Modifiers]] [[Just a few more things]]
(set:$Ability_Score_Chosen to true)(If:$Acrobatics is true)[ Acrobatics Staying on your feet during tricky situations like on ice, or to do stunts like rolls, tucks, summersaults, or flips. ]
(If:$Animal_Handling is true)[Animal Handling Keeping a mount calm, intuiting an animals intent, keeping a domesticated animal calm.]
(if:$Arcana is true) [ Arcana Recalling lore on magical symbols, spells, planes of existence, being who inhabit those planes.]
(if:$Athletics is true) [ AthleticsClimb up difficult surface, jump an unusually long distance, stay afloat in turbulent water ]
(if:$Deception is true)[ Deception how convincing you are at lying, telling half-truths, keeping a straight face in an outright lie, fast talking a guard, conning a merchant, how convincing your disguise is.]
(if:$History is true)[ History Recalling facts about the world, legendary people, major events, wars, past disputes, lost civilizations.]
(if:$Insight is true)[ Insight reading body language, noting speech habits, and changes in mannerisms to predict someone’s next move or determine if someone is lying.]
(if:$Investigation iS true)[ Investigation Looking for clues and making deductions based on those clues, like the location of a hidden object, looking at a wound and determining what kind of weapon dealt it. ]
(if:$Intimidation is true) [Intimidation When you attempt to influence someone through overt threats, hostile actions, and physical violence, trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.]
(if:$Medicine is true)[ Medicine stabilizing a companion in combat, or determine the cause of an illness. ]
(if:$Nature is true)[ Nature recalling lore and information on plants, animals, terrain, weather patterns. ]
(If:$Perception is true)[ Perception Spot, hear, or otherwise detect the presence of something. It measures the general awareness of your surroundings, and keenness of your senses. You may be eavesdropping on a conversation from below a window, or trying to spot things that are hard to miss like orcs in an ambush, or candlelight under a secret door.]
(if:$Performance is true)[ Performance How well you delight an audience with dance, song, acting, storytelling, or some form of entertainment.]
(if:$Persuasion is true)[ Persuasion When you attempt to influence someone or a group of people with tact, social graces, or good nature, when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette, convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.]
(if:$Religion is true)[ Religion recalling lore about gods, goddesses, cults, prayers, holy symbols, religious orders.]
(if:$Slight_Of_Hand is true) [ Slight of Hand Planting or pick pocking an item off a person or creature.]
(if:$Stealth is true)[ Stealth doing something sneaky, slipping past guards, hiding. ]
(if:$Survival is true)[ Survival Surviving in the wilderness, tracking game, navigating a frozen wasteland, identifying signs an owlbear lives nearby, avoiding quicksand. ]
(Set:$Any_Skills_Chosen to true)
[[Loading Endgame Skills]] Common languages
(If:$Dwarvish is true) [ Dwarvish is spoken by dwarves and uses the Dwarvish script.
The Dwarvish script is sharp and angular, from often being carved into stone.
The dwarvish language has few vowel sounds, and often taps consonant sounds like Ls and Rs. It sounds rough to speakers of common. ]
(If:$Elvish is true) [ Elvish is mostly spoken by elves, and uses the elvish script.
Elvish script is elegant and flowing, much like the elvish spoken language. Elvish is spoken with great emphasis on the vowel sounds, with light consonant sounds, and is often spoken softly. ]
(If:$Giant is true) [Giant is spoken mostly, unsurprisingly, by giants. It uses the Dwarvish script when written.
When spoken it sounds it has soft consonant sounds, and long vowel sounds and sounds surprisingly gentle coming from such large creatures.
]
(If:$Gnomish is true) [ Gnomish is a technical, fast, percise language spoken mainly by gnomes. It uses the dwarvish script for writing.
The gnomish libraries are legendary for the technical documentation and innovation.
]
(If:$Goblin is true) [ Goblin is spoken by goblinoids, like goblins, hobgoblins, and bugbears.
It has no script of its own, but it uses the dwarvish script.
Goblin is spoken with fast stacatto sounds, it is less gutteral than orc, but sounds more wild than fearce. ]
(if:$Halfling_Language is true) [ Halfling is usually used by halflings, and uses common for its script. Halfling is no a secret language, but halflings tend to only speak it to other halflings.
Halfling is a very nasal language, with a lot of longer vowel sounds, often dropping "r" sounds, and replacing t's with d sounds. ]
(If:$Orc_Language is true) [ Orcish is typically spoken by Orcs, and uses the dwarvish script as it has no script of its own.
The orc language is a gutteral with harsh consonants and few vowels.]
Exotic Languages
(if:$Abyssal is true) [ Abyssal is typically spoken by demons in the Abyss. It uses the infernal script when written.
Lower-ranking demons spoke using sounds like the barking of canines, while the speech of more refined demons sounded like softly droning ocean waves mingled with the violence of a swarm of angry hornets. Their speech was unpredictable, and sometimes an elite balor's words were rougher or a lowly bar-lgura's words smoother.]
(if:$Celestial is true) [ Celestial is typically spoken by celestials, and uses its own script.
Celestial is a musical language, using tone, volume, and melody to convey their meaning.
The celestial script is compact, and efficient. ]
(If:$Deep_Speech is true) [ Deep Speech is mostly spoken by mind flayers and beholders. It has no written language, and is breathy and slow, often with long drawn out large words. ]
(if:$Draconic is true) [ Draconic is spoken by dragons and dragonborns. It has it’s own script, that looks like it’s been carved by a claw into stone, or drawn with a large brush.
Draconic has slow stretched out syllables with sounds deep in the back of the throat. ]
(if:$Infernal is true) [ Infernal is mostly spoken by Devils in the 9 hells, and uses its own script.
It has extra, elongated vowel sounds. No p sounds, and rolled R’s. ]
(if:$Primordial is true) [ Primordial is mostly spoken by Elementals, and those on the elemental planes it uses the dwarvish script.
When spoken primordial is breathy and hissy, while being stern and sounding unyielding while being spoken.
There are several accents associated with the language of primordial.
Auran: Is typically spoken by air elementals and is exceptionally hissy.
Terran: Is typically spoken by earth elementals and is exceptionally harsh sounding.
Ignan: Is typically spoken by Fire elementals and his exceptionally crackly and breathy. ]
(if:$Sylvan is true) [ Sylvan is spoken by people of the forest.
It sounds like a weird, fancy common. Some of the words are the same but they are often used in a weird way and mean something completely different. ]
(If:$Undercommon is true) [Undercommon is used by those who live in the Underdark, or those who frequent the Underdark. It uses the elvish script when written.
Undercommon sounds almost like common, using common words in a strange way that those who speak common can almost but not quite understand. It is a combination of slang and different languages of those who inhabit the Underdark, a melting pot of languages that formed a new language. ]
(if:$Aquan is true) [ Aquan is the language spoke by creatures of the deep, water elementals, sea elves and half sirens particularly. It uses an elvish written script.
It sounds like beautiful music underwater, but shrieks, screams, clicks, and gurgles above water. ]
(set:$Language_Chosen to true)
[[Loading Endgame Modifiers]]
//Shadiya didn’t notice the strange looks she got as she walked into the tavern. She got looks everywhere she went. She ordered a drink and slammed it back, tossing coins for a room on the wooden bar. She wiped froth from her lips, and grinned. The greatsword on her back dripped blood onto the floor as she accepted the room key and went up the stairs.//
History
A cambion, unlike a tiefling, is born directly from a human and a fiend or the offspring of an incubus and a succubus. The result of this union appears to be stillborn, not showing a sign of life through pulse or breath, though responsive to touch and, as legend tells, as heavy as a horse. This continues until the age of seven when they start to resemble their human parent more closely, although their often red skin, leathery wings and sinewy tails betray their otherworldly heritage.
Society
Cambions can often be found in positions of leadership throughout the realms but rarely with their own kin by their side. Their powerful bodies and endless ambition lead many of them to seek out power, particularly in the domination of weaker creatures of which there are many by comparison. Though rare and far between they can most frequently be found in places of fiendish worship or in areas having suffered a fiendish incursion where they have often been abandoned to fend for themselves in a world that doesn't want them. Yet, by their nature, they rise from roughest quarters of those places, where they often grow up to be commanders, lords, or rulers in some way shape or form.
Cambion Names
Cambion names fall into two broad categories. Cambions born into another culture typically have names reflective of that culture while others have names derived from the Infernal or Abyssal language, passed down through generations.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, lados, Kairon. Leucis, Melech, Mordai, Morthos. Pelaios, Skamos. Therai
Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
Cambion Traits
The children of a fiend and a humanoid, cambions show their parentage through their physical appearance, ability to live comfortably in heated regions that for most would be intolerable and their wicked natures.
Age. Cambions mature at a faster rate than the children of mortals attaining immortality at the peak of their maturity.
Alignment. Cambions are born to be bad, with innately evil tendencies that can cause even the most devout mortal parent to abandon them leading them down a darker path, but if the parent of a cambion can holdfast and nurture the child they can become better than their nature. As evil, as they are ambitious many of them sway towards chaos or law depending on their fiendish parents, own wicked makeup.
Size. You typically resemble your humanoid parent in height and build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
They can see well in the dark. Have very charming personalities, being able to cast charm person once per day.
Their type is fiend.
They can use their fiendish presence to add their charisma modifier to their AC when a creature hits them with an attack potentially causing the attack to miss.
They can cast a mote of fire at an enemy once per long or short rest.
They have resistance to fire damage.
They can speak infernal.
They have a bonus to charisma.
(set:$Pick_Ability += 1)(set:$Charisma += 2)
(set:$Size to "Medium")(set:$Age_Range to "Adult at 18. Live to about 750+ years")
(set:$Walking_Speed to 30)
(set:$Features to "Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fiend. Your creature type is fiend, instead of humanoid, and are affected by spells and abilities as such.
Fiendish Charm. You can cast the charm person spell once at will with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Fierce Presence. When another creature hits you with an attack, you can use your reaction to add your Charisma modifier to your Armor Class for that attack, potentially causing the attack to miss you. After you use this trait, you can’t use it again until you complete a short or long rest.
Fire Ray. As an action, you can hurl a bolt of searing energy at a creature within 120 feet, forcing them to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.
Otherworldly Resistance. Though you may have been born and bound to the Material Plane you possess a natural resistance to the forces that permeate it. You are resistant fire damage.")
(set:$Infernal to true)(set:$Subrace to "none")(set:$Race to "Cambion")(set:$Subrace_Features to "None")
[ [[Continue|Your Race]] ]//Steinunn licked the sharp white teeth that sprouted from her violet jaws. Surface world traveler’s stew was always a treat. Her companions were already digging in, complaining about the hardness of the bread. She offered to eat it for them, holding out her scaley, three fingered hand for it.//
Violet dragonborn are often called Deep Dragonborn these dark, blueish purple dragonborn live far beneath the surface in the Underdark. Every so often adventure will compel on to the surface usually to quell a threat to their home below. They are usually very reclusive and secretive. They rarely reveal where they come from, knowing their home does not have the best reputation in the surface world.
They have a psychic breath attack in a 15 ft cone.
They are resistant to psychic damage.
(set:$Subrace_Features to "Draconic Ancestry: Breath weapon deals Psychic damage in a 15 ft cone, against an intelligence saving throw, dealing half as much damage on a success. You are resistant to psychic damage" )
[[Ready to continue?|Your Race]]
//Melba shook sand out of her clothes. It always got into every crevasse after a storm. Her walking stick sunk into the soft freshly tossed sand as she stepped forward. Her soft sand colored scales blended into the surroundings, traveling slowly and stealthily. She had a long way to go before she reached the oasis.//
Yellow dragonborn are nomadic by nature, often living alone or in very small groups as they wander the deserts. They are very comfortable in the dry arid lands with their fire resistance. They can easily be mistaken for a gold dragonborn, their scales if they reveal any of their chromatic heritage can range from florescent yellow, to pale sandy yellow.
They can breathe a cone of fire, and are resistant to fire damage.
(set:$Subrace_Features to "Draconic Ancestry: Breath weapon deals fire damage in a 15 ft cone. Breath imposes a dexterity Saving throw. You have resistance to fire damage. ")
[[Ready to continue?|Your Race]]
//Iúile packed up her bag, they were on the move again. This time it was because a green dragon had moved into the cave above them. Rather than fight they would leave and find another mountain to settle. Last time it was a new dwarvish tunnel, the time before that flock of Aarakocra. It was beginning to feel like they would never find a suitable place to settle.//
Iron dragonborn are reclusive, tending to live in small clans in mountains or rocky hills. Generally they are somewhat nomadic looking for places to settle for a few years before moving on. Their scales can be chrome like in appearance or dark gray, if they display their draconic heritage strongly.
They have a lightning breath weapon, and are resistant to lightning damage.
(Set:$Subrace_Features to "Draconic Ancestry: Breath weapon deals lightning damage in a 15 foot cone. Dexterity saving throw. You are resistant to lightning damage. ")
(Set:$Subrace to "Iron")
[[Ready to continue?|Your Race]]//Brittani stoked the forge, the blade heating. The strikes of the hammer echoed around her. Her strong arm gripping both tongs and hammer, expertly turning the blade to create the rapier the elf had requested. A blast of acid down the blade gave it a unique pockmarked appearance, there would be no mistaking this blade for anything but a Dragonborn forged sword.//
Steel dragonborn make their homes in city centers, or the more reclusive make homes in iron mines. They have a love of craft and metallurgy. Their items often rival the craftsmanship of the dwarves. Friendly and corporative, though somewhat rare, they fit into thriving cities better than their other metallic cousins. Their scales range from light shining gray to nearly black if they have strong pureblood ties.
They have an acid breath attack, and they are resistant to acid damage.
(set:$Subrace to "Steel")(Set:$Subrace_Features to "Draconic Ancestry: Your breath weapon deals acid damage in a 15 ft cone. Dexterity saving throw. You have resistance to Acid Damage.")
[[Ready to continue?|Your Race]]
Pact Of the chian
(Set:$Level_Three_Features to "At level 3:Pact of the chain
You learn the find Familiar spell and can cast it as a ritual. This spell doesn’t count against the total number of spells known. When you cast this spell you can choose one of the following special forms: Imp, Psudodragon, Sprite. Additionally, when you take the attack action you can forgo one of your own attacks to allow your familiar to make an attack of it’s own as a reaction. ")
You learn the find Familiar spell and can cast it as a ritual. This spell doesn’t count against the total number of spells known. When you cast this spell you can choose one of the following special forms: Imp, Psudodragon, Sprite. Additionally, when you take the attack action you can forgo one of your own attacks to allow your familiar to make an attack of it’s own as a reaction. (set:$Find_Familiar to true)(set:$Pact_Boon_Chosen to true)(set:$Boon to "Pact Of The Chain")[[Warlock|Warlock 2]](Set:$Level_Three_Features to "Your Patron gives you a Grimoire called the book of shadows. When you choose this feature choose three cantrips from any class’s spell list. They don’t need to be from the same list. While this book is on your person you can cast those cantrips at will. They don’t count against the number of cantrips you know. If they don’t appear on the warlock spell list they are still warlock spells for you.
If you lose your book of shadows you can preform a 1 hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a short rest, destroys the previous book, and the book turns to ash when you die. ")Your Patron gives you a Grimoire called the book of shadows. When you choose this feature choose three cantrips from any class’s spell list. They don’t need to be from the same list. While this book is on your person you can cast those cantrips at will. They don’t count against the number of cantrips you know. If they don’t appear on the warlock spell list they are still warlock spells for you.
If you lose your book of shadows you can preform a 1 hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a short rest, destroys the previous book, and the book turns to ash when you die. [[Warlock|Warlock 2]]
(set:$Known_Cantrip += 3) (set:$Pact_Boon_Chosen to true)(Set:$Boon to "Pact Of The Tome")(Set:$Level_Three_Features to "At level 3: Pact of the blade
You can use your action to create a pact weapon in your empty hand. You 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.
Your pact weapon disappears if it is more than 5 ft from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss it, or you die. You can transform one magic weapon into your pact weapon by preforming a ritual while you hold the weapon. The ritual lasts 1 hour and can be done over a short rest. You can dismiss the weapon into an extradimensional space and it appears whenever you create your pact weapon. You can’t affect an artifact or sentient weapon in this way. The weapon ceases being your weapon if you die, if you preform the 1 hour ritual on a different weapon, or if you use the 1 hour ritual to break your bond with it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.")Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You 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.
Your pact weapon disappears if it is more than 5 ft from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss it, or you die. You can transform one magic weapon into your pact weapon by preforming a ritual while you hold the weapon. The ritual lasts 1 hour and can be done over a short rest. You can dismiss the weapon into an extradimensional space and it appears whenever you create your pact weapon. You can’t affect an artifact or sentient weapon in this way. The weapon ceases being your weapon if you die, if you preform the 1 hour ritual on a different weapon, or if you use the 1 hour ritual to break your bond with it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.(set:$Boon to "Pact Of The Blade")
(set:$Pact_Boon_Chosen to true)[[Warlock|Warlock 2]]Pact Boon: Pact of the Deck
(Set:$Level_Three_Features to "At level 3: Pact of the deck
You use a deck of cards as a spellcasting focus. This is your pact deck, through which you channel your spells. You add +5 to all ability checks relating to card games. Every time you cast a warlock spell of the 1st level or higher including those attained though invocations, draw and discard a number of cards from your pact deck equal to the spell level. If at least two of the cards are aces you cast a spell without expending a spell slot. If at least one card is a joker you cast the spell and roll for an effect on the wild magic surge table. Instead of regaining sorcery points on 99-00 you regain an expended spell slot. Shuffle the discard pile back into the remaining deck after each long rest this is the only time the piles are brought together. If you run out of cards your spellcasting reverts to it’s original format and you experience none of the effects granted by your pact deck features that require you to discard cards.
You are proficient with using cards from your deck as weapons, separate from your spells. They are one handed thrown finesse weapons with a range of 30/60 ft. As a bonus action you can draw and discard from your deck and make a ranged attack against a target. It’s suit and face value determine the effect. You are able to do this a number of tiems equal to your charisma modifier and regain expended uses after a long rest. You do not need to recover cards after battle they simply get transferred to the discard pile.
The face value of the cards 2-10 represent the damage the card deals on a successful hit. The damage type depends on the suit. The ace and face cards have unique effects instead of inflicting damage. On a critical hit draw and discard two cards, and throw both.
Spades- Slashing
Hearts- Fire
Clubs- Force
Diamonds- Cold
Ace- The target is vulnerable to a damage type of your choice until the end of your next turn
Number cards- Damage
Jack -The target’s movement is halved until the end of its next turn as small spikes appear at it’s feet.
Queen-Draw and throw another card choosing any damage type for the attack.
King- The target must succeed on a strength saving throw or be knocked prone
Joker-Roll for an effect on the wild magic table.
You are able to dismiss your pact deck to an extradimensional space and summon it to your hand at any time. IF the deck is destroyed you can meditate over a traditional deck of cards over a short rest and roll 1d20. On a roll of 10 or higher the deck is transformed into your spell deck. ON a roll of 1 the deck is destroyed.")You use a deck of cards as a spellcasting focus. This is your pact deck, through which you channel your spells. You add +5 to all ability checks relating to card games. Every time you cast a warlock spell of the 1st level or higher including those attained though invocations, draw and discard a number of cards from your pact deck equal to the spell level. If at least two of the cards are aces you cast a spell without expending a spell slot. If at least one card is a joker you cast the spell and roll for an effect on the wild magic surge table. Instead of regaining sorcery points on 99-00 you regain an expended spell slot. Shuffle the discard pile back into the remaining deck after each long rest this is the only time the piles are brought together. If you run out of cards your spellcasting reverts to it’s original format and you experience none of the effects granted by your pact deck features that require you to discard cards.
You are proficient with using cards from your deck as weapons, separate from your spells. They are one handed thrown finesse weapons with a range of 30/60 ft. As a bonus action you can draw and discard from your deck and make a ranged attack against a target. It’s suit and face value determine the effect. You are able to do this a number of tiems equal to your charisma modifier and regain expended uses after a long rest. You do not need to recover cards after battle they simply get transferred to the discard pile.
The face value of the cards 2-10 represent the damage the card deals on a successful hit. The damage type depends on the suit. The ace and face cards have unique effects instead of inflicting damage. On a critical hit draw and discard two cards, and throw both.
Spades- Slashing
Hearts- Fire
Clubs- Force
Diamonds- Cold
Ace- The target is vulnerable to a damage type of your choice until the end of your next turn
Number cards- Damage
Jack -The target’s movement is halved until the end of its next turn as small spikes appear at it’s feet.
Queen-Draw and throw another card choosing any damage type for the attack.
King- The target must succeed on a strength saving throw or be knocked prone
Joker-Roll for an effect on the wild magic table.
You are able to dismiss your pact deck to an extradimensional space and summon it to your hand at any time. IF the deck is destroyed you can meditate over a traditional deck of cards over a short rest and roll 1d20. On a roll of 10 or higher the deck is transformed into your spell deck. ON a roll of 1 the deck is destroyed. [[Warlock|Warlock 2]]
(set:$Pact_Boon_Chosen to true)(set:$Boon to "Pact Of The Deck")//Sevastian landed lightly on the windowsill, his glittering golden dragonfly wings flapping absent mindedly behind him. He sat on the edge, kicking his feet. It was darker than in the Feywild, it was getting hard to see. He lit up his body a glowing orb of golden light, illuminating the faces of those who passed by his perch. He watched them curiously.//
Pixies are tiny beautiful fey with some kind of insect wings and tiny adult human bodies. They often have butterfly or dragonfly wings, but could have beetle or another kind of insect wings.
They have a slight nature that makes it difficult for them to wield some weapons and they move slowly walking.
Pixies will often bond with another creature, most often its another pixie that they bond with for their entire lives. Sometimes they bond with a mortal creature, and will pass on when their bonded companion also leaves the material plane.
Size: They are between 6 inches and 1 foot tall, they are around 4lbs. Their size is tiny.
Age: Born into their adult bodies they are essentially ageless. However some pixie’s form supernatural bonds with another creature, in which case a pixie will pass of old age along with their bound friend.
Speed: Walking Speed of 10 ft.
They have a bonus to charisma an dexterity.
They speak sylvan.
They are fey, native to the Feywild and are treated as fey for all spells and effects that affect fey creatures.
They have wings, a pair of insect like wings that combine with their innate magic to allow them to fly. They have a fly speed of 30 ft as long as they don’t have a heavy load. If they end their turn more than 10 ft above a surface that can bear their weight, they can’t keep yourself aloft and fall.
They are miniature warriors, they cannot wield heavy weapons and must wield weapons that do not have the light property two handed. Two handed melee weapons are treated as heavy for them and they have disadvantage wielding them.
They have Fairy Magic. They innately know the light cantrip and can cast it at will with a target of themselves. They can cast levitate once per long or short rest with only the material component (sand or dust). At the 5th level they can cast the fly spell once per long rest. They use charisma as their spellcasting ability.
(set:$Charisma += 1) (Set:$Dexterity += 1)
(set:$Size to "Tiny")
(Set:$Walking_Speed to 10)(Set:$Fly_Speed to 30)
(set:$Sylvan to true)(set:$Age_Range to "Adult at Birth. Live to about 750+ years")
(set:$Features to "Fey: Native to the feywild, you are treated as fey for all spells and effects that affect fey creatures.
Wings: You have a pair of insect like wings, which inconjunction with innate magic allows them to fly. You have a fly speed of 30 as long as you don’t carry a heavy load. In addition if you end your turn more than 10 ft above a surface that can bear your weight you can’t keep yourself aloft and fall.
Miniature Warrior: You cannot wield heavy weapons and must wield weapons that do not have the light property with two hands. You treat two handed melee weapons as heavy and take disadvantage while wielding them.
Fairy Magic: You innately cast light at will with a target of yourself. You can also cast levitate once per short or long rest the spell only requires the material component (a small amount of sand or dust). Starting at the 5th Level you can cast fly once per long rest with charisma as your casting stat. ")(set:$Race to "Pixie")(set:$Subrace to "none")(set:$Subrace_Features to "None")(set:$Light to true)
[ [[Continue|Your Race]] ]//Egil looked up at the barkeep with huge green eyes, his cat eye pupil huge, he perked his ears up, standing his white whiskers on end. He knew he looked cute, adorable, and sweet enough to wrangle the discount on his room. He was only going to be in town for one night and he was running low on coin, he didn’t want to need to grab a bounty to complete before he got to the next town.//
A short lived race, rumored to have seven lives but all of them are only 7 years long.
They typically take on adventuring to regain the full lifetimes they use to have, look for a cure for the supposed curse on their lives, or find answers of what truly happened in the past of their race.
They look like large somewhat humanoid kittens smaller than a halfling, keeping the big eyes and adorable stature. Occasionally they are mistaken for young tabaxi, though they keep their diminutive size their whole lives.
Their coats are soft and come in a variety of colors.
Age: Consider fully adult by 10
Size: 2-3 feet tall and weigh 30 lbs. Their size is small.
Speed: 25 ft.
They have a climbing speed of 15ft. and their sharp claws deal 1d4 + strength slashing damage with an unarmed strike.
They are able to see in darkness.
They use their short and adorable stature to their advantage and once per long rest they can roll with advantage on their first persuasion attempt on a friendly creature.
They are curious by nature and have proficiency with the investigation skill.
They know an additional language.
They have a bonus to charisma and dexterity.
(set:$Charisma += 2)(set:$Dexterity += 1)
(set:$Size to "small")
(set:$Walking_Speed to 25)(set:$Climb_Speed to 15)
(set:$Features to "Claws: Climb speed of 15 ft. When you land an unarmed strike you can deal 1d4 + strength modifier of slashing damage.
Darkvision: You are able to see in darkness as if it is dimly lit for 60 ft and in dim light as if it is brightly lit.
Persuasion: Felis use their short and cute stature to their advantage. Once per long rest you can roll with advantage on your first persuasion attempt on a friendly creature.
Curious Nature: Proficiency with the Investigation skill. ")
(set:$Investigation to true)(set:$Race to "Felis") (Set:$Subrace to "none")(set:$Subrace_Features to "none")(set:$Age_Range to "Adult at 10. Live to about 63 years")
(set:$Language += 1)
[ [[Continue|Your Race]] ]//Beau leveled her bow, at the intruder. These were their forests, outsiders were a threat. Her nimble deer back leg stamped the ground as she warned him to retreat with the creaking of her bowstring. He laid down his sword onto the mossy ground backing away slowly. Kaimana patted her shoulder, Beau lowered the bow. The stranger ran deep into the forest, she knew her people could follow him, track him for days without him knowing. She hoped they would. Humans were too wild, unknowable chaos. Elves could at least be reasoned with, they understood the timelessness of the forest. Kaimana gently touched her forehead to Beau’s their antlers clicked together, and they headed back to the forest settlement.//
Alseid have the torso of an elf attached to the wither region of a deer. Their size is medium, being smaller and lithe compared to centaurs, with the same six limbed configuration. They often have deer antlers on their heads.
They have little room for short lived human customs, preferring to be close with nature, many Alseid become druids or at least worship the old gods.
They get a bonus to wisdom, and dexterity.
Age: Reach maturity at about 20 known to live well beyond 100 years.
They have a walking speed of 40.
They are considered the monstrosity type by rangers, and druids, though they would not call themselves monsters.
They have difficulty with stairs and structures that require climbing.
Their people receive training with spears and shortbows.
Living in their forest homes has made them skilled in stealth, perception, and survival.
(set:$Race to "Alseid")
(Set:$Dexterity += 2) (Set:$Wisdom += 1)
(set:$Subrace to "none")(set:$Subrace_Features to "none")
(set:$Size to "Medium")
(Set:$Walking_Speed to 40)
(set:$Features to "Monstroisty: for the purpose of spells that pertain to Monstrosities you are one.
Darkvision: You can see in the dark for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Alseid Weapon Training: Proficient with spears and shortbows.
Quadruped: Some structures like stairs, ladders, and trap doors can be significant obstacles, becoming extremely difficult terrain or impossible terrain.
Woodcraft: Proficient with stealth, perception and survival skills, and you know what way is north. ")(set:$Sylvan to true)(set:$Elvish to true)(set:$Stealth to true)(set:$Perception to true)(Set:$Survival to true)(set:$Spear to true)(set:$Shortbow to true)(set:$Age_Range to "Adult at 20. Live to about 200 years")
[ [[Continue|Your Race]] ]Marksman:
(Set:$Subclass to true)
(set:$Secondary_Class to "Marksman")
Focusing on getting the perfect shot in the most critical places.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Deadeye Shot:
When you choose this archetype at the 3rd level you can take careful aim at a creature ensuring a solid hit. As a bonus action choose a creature or object you can see while wielding a ranged weapon until you move, stow, or drop that weapon, the target becomes hidden, or you use this feature again you have advantage on wisdom perception checks against the target and ranged attacks made against it with that weapon gain the following benefits.
They ignore non-total cover.
They don’t suffer disadvantage on attacks roll at long range.
They don’t need advantage on attack rolls to use your sneak attack dice if your Deadeye target hasn’t changed this turn.
In my sights:
Starting at the 3rd Level you have trained yourself to pick up on the clues that might provide a target. You don’t suffer disadvantage from lightly obscured areas when making Wisdom Perception checks that rely on sight and can use the search action as a bonus action. You gain proficiency with the perception skill if you don’t have it already, if you already have proficiency with the perception skill you double it. ")
(set:$Subclass_Ninth_Level_Features to "Lie In Wait:
At the 9th level you gain the ability to convincingly blend into your surroundings and conceal your presence. If you haven’t moved since the beginning of your last turn you gain a +10 bonus to Dexterity Stealth checks and can attempt to hide even when only lightly concealed. While hidden missing doesn’t reveal your location and when you make an attack roll with advantage that benefits from your Deadeye Short Feature you can reroll one of it’s attack dice once. ")
(set:$Subclass_Thirteenth_Level_Features to "With Extreme Prejudice:
At the 13th level your expert aim gains the ability to land devastating hits on your foe’s vitals. Once per turn when you have advantage on the attack roll or an attack that benefits from your Deadeye Shot feature you can forgo that advantage. If you do and the attack hits the target and deals damage the target must make a Constitution saving throw (8+dex mod + prof) on a failure it’s a critical hit. ")
(set:$Subclass_Seventeenth_Level_Features to "In The Zone:
At the 17th Level ending a life comes as naturally to you as breathing, once frought instance of sighting and targeting an enemy is now second nature. Once per turn after you reduce a creature to 0 HP with a ranged weapon that benefits from your Deadeye Shot feature you can use your Deadeye Shot feature on another creature you can see and immediately make a ranged weapon attack against it. This attack can use your sneak attack without needing advantage on it’s attack roll even if you’ve already used it this turn. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Way of the Winds
Motion and action, mobility and freedom of movement.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Winds")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Ride the Winds: Beginning at the 3rd Level you have learned how to utilize your ki to improve your mobility. When you use step of the wind you may expend any amount of ki. For every point you spend beyond 1 your speed increases by 15 ft, your long jump by 10 ft and your high jump by 5 ft. In addition to this your next attack this turn deals an additional 1d4 slashing damage for each ki point you spend beyond the 1st. ")
(set:$Subclass_Sixth_Level_Features to "Dashing strike:
Starting at the 6th Level your attuement to the winds lends itself not only to your step but also your strikes. When you take the dash action you can make a special attack as part of the dash called a dashing strike. In order to perform a dashing strike you must spend 1 ki point before making the attack. Your dashing strike deals thunder damage equal to your martial arts damage die + dex modifier + monk level when the attack is preformed. ")
(set:$Subclass_Eleventh_Level_Features to "Crashing Strike:
Starting at the 11th level you can manipulate the winds around you with such ease you are able to deliver a powerful whirlwind around you as you come crashing down to the ground. On your turn you can spend 2 ki points and preform a special action called a crashing strike. In order to preform a crashing strike you must have fallen or jumped at least 20 ft directly before taking it as an action. Crashing strike causes a blast of wind to launch out from your impact. Each creature within 10 ft of you must make a Strength saving throw, taking thunder damage equal to three of your martial arts damage dice + dex mod + monk level on a failed save and half as much on a successful one. ")
(set:$Subclass_Seventeenth_Level_Features to "Improved Strikes:
At the 17th level your attuement to the winds has reached a point of mastery. You can control the winds around your dashing strikes as well as your crashing strikes. When you hit a creature with a dashing srike you can impose one of the following effects on the target.
It must succeed a Dexterity saving throw or be thrown 10 ft in the air and remain there until the end of your turn when it falls to the ground if it doesn’t have a fly speed.
It must succeed a Strength saving throw or be pushed up to 20 ft away from you.
It must succeed a Wisdom Savign throw or any creature within 5 ft of it can make a melee weapon attack against it as a reaction.
It Succeed a Constitution Saving Throw or take an additional 3d6 necrotic damage.
In addition whenever you preform a crashing strike you can apply one of these effects to it before you take the action.
The radius of your crashing strike is increased by 5 ft
You can exclude any number of creatures from the effect of your crashing strike.
Creatures that fail their saving throws against your crashing strike are pushed 10 ft from you.
After preforming crashing strike you can freely move through the space of any creatures that were damaged by your crashing strike.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Death Stalker
(Set:$Subclass to true)
(set:$Secondary_Class to "Death Stalker")
A bastion against the undead and unholy threat that often threaten civilizations.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Archetype Spells:
You gain archetype spells at the ranger levels listed. Once you have access to an archetype spells you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day. All spells on this list are Ranger spells for you, even if they originate on another list.
3rd: Detect Evil and Good, Protection from Evil and Good
5th: Magic Weapon, See Invisibility
9th: Magic Circle, Speak With Dead
13th: Banishment, Death Ward
17th: Dispel Evil and good, Hallow
Exorcism:
Starting at the 3rd Level when you hit a creature with a weapon attack, the creature takes an extra 1d6 radiant damage. The damage increases by 1d6 if the target is undead. You deal this extra damage only once per turn. Additionally if the target undead is under the command of another creature within 60 ft of it the creature also takes this damage. ")
(set:$Subclass_Seventh_Level_Features to "Hallowed Ground:
At the 7th level where other find fear you find strength that have been interred with the bodies of the dead. You now considerer crypts, graveyards, cemeteries, and other such environments Favored Terrain for the purposes of your Natural Explorer freature.
Inured to the Unholy
At the 7th Level you add your wisdom modifier to saving throws that are not spell effects if it is imposed by an undead such as a ghoul’s paralysis, a ghost’s possession, or a vampire’s charm. In addition to this you gain resistance to necrotic damage. ")
(set:$Subclass_Eleventh_Level_Features to "Righteous Hunter:
At the 11th level, the damage die from exorcism increases to a d8 and you can deal the damage from the feature on all of your attacks instead of only one. Also you can no longer be raised from death as an undead creature. ")
(set:$Subclass_Fifteenth_Level_Features to "Protection from the Profane: At the 15th Level you are always under the effects of the protection from evil and good spell. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Marksman
Focousing on ranged attacks and getting the perfect shot.
(Set:$Subclass to true)
(set:$Secondary_Class to "Marksman")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Exceptional Range:
At the 3rd Level the distance of your weapons normal and long range is doubled, for example the longbow range becomes 300/1200ft
Aimed Shot:
At the 3rd Level if you havent moved you can drop to a knee and take a moment to ensure a true shot. When you make your first attack on your turn, you can decide to make an Aimed Shot. Doing so gives you advantage on ranged weapon attacks during this turn, but gives disadvantage on Dexterity saving throws and reduces your speed to 0 until your next turn. ")
(set:$Subclass_Seventh_Level_Features to "Hit the Mark:
At the 7th Level, even if you don’t always bypass your enemy’s armor, you still make the shot. When you fail an attack roll you still deal half your weapons damage die roll rounded down. You don’t add your ability modifier to the damage of this attack. As the blow does not surpass the targets armor it is insufficient for the purposes of dealing additional damage from features like steak attack or Hunter’s mark. ")
(set:$Subclass_Eleventh_Level_Features to "Head Shot:
At the 11th Level, once per long rest you can use a bonus action to declare a headshot. When you do the next ranged attack you make is a critical hit. ")
(set:$Subclass_Fifteenth_Level_Features to "Spotter:
At the 15th level you can choose a number of creatures with hunter’s mark equal to the level of the spell slot you cast it with. If more than one of the targets drops to 0 HP before the spell ends you can use a bonus action on a subsequent turn of yours to mark new creatures. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. (In Christina’s campaigns any gods exist as long as they are being worshiped, forgotten realms or otherwise.)
Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Were you exiled from your temple or still in good standing? Is there a particular idol or ideal of your faith you idolize?
[[Your Background]]
(set:$Insight to true)
(set:$Religion to true)
(set:$Language += 2)
(set:$Background_Equipment to "A holy Symbol
A prayer book or wheel
5 sticks of incense
Vestments
Common Clothes
A pouch
15 Gold")
(set:$Background_Features to "Shelter Of The Faithful: As an acolyte, you command the respect of those who share your faith. You can preform the religious ceremonies of your deity. You and your adventuring companions can expect free healing, and care at any temple, shrine, or established presence of your faith, though you must provide components for spells. Those who share your faith will support you, and only you, at a modest lifestyle. You might also have ties with a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you use to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your home temple you can call upon the priests for assistance provided it is nonhazardous and you remain in good standing with your temple.")
(set:$Background to "Acolyte")Commando
Specialized operatives given high priority tasks, when you want something done right you send a commando.
(Set:$Subclass to true)
(set:$Secondary_Class to "Commando")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Special Operations:
At the 3rd Level you gain proficiency with stealth skill and thieves tools. Additionally you gain all the benefits of your natural explorer feature in urban settings such as villages, cities, sewers, and castles.
Danger Sense
At the 3rd Level you have an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge away from danger. You 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. ")
(set:$Subclass_Seventh_Level_Features to "Swift Fingers:
At the 7th Level, you can use your bonus action to preform one of the following.
Reload a ranged weapon with the loading quality. Doing so allows you to fire the weapon more than once.
Draw or stow a weapon, shield, or item.
Take the use an object action.")
(set:$Subclass_Eleventh_Level_Features to "Quick Work:
At the 11th level whenever you score a critical hit, reduce a creature to 0 HP with a weapon attack or knock a creature unconscious you may immediately move up to half you speed and take the hide action. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Dex Modifier (min of 1 time) You regain all uses of this feature upon completing a long or short rest. ")
(set:$Subclass_Fifteenth_Level_Features to "Specialized Tactics:
At the 15th level when you complete a long rest you may choose one fighting style option from the fighting style feature that you do not already know. You are treated as having that fighting style until you start a long rest. In addition to the fighting style listed in the ranger calss features you can choose any of the following options.
Close Quarter Shooter: You are trained in making ranged attacks at close quarters. When making ranged attacks you are within 5 ft of hostile creature you do not have disadvantage on the attack roll. Your ranged attacks ignore half and three quarters cover against targets within 30 ft of you.
Defense: While wearing armor you gain a +1 bonus to AC.
Mariner: As long as you are not wearing heavy armor or using a shield you have swimming speed and a climbing speed equal to your normal walking speed. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Oath Of Attrition
The oath of attrition is taken by those who wish to truly vanquish evil from the multiverse. It is for those who are ready to dedicate their lives, or perhaps even more than their lives, to the endless struggle against the wicked. For a paladin to take this oath they must be one hundred percent certain they want to spend the rest of their existence in the pursuit of this ultimate goal.
Tenets of Attrition
Never stop battling evil, no matter the cost, no matter the challenge, overcome through sheer willpower.
Survival: Do not die. It is impossible to carry on the fight if you die.
Fearlessness: Simple courage is not enough face every problem head on.
Protection: The good in the world must be protected. Shield the light with your body, never let the darkness reach those who are good.
Conquest: Do all in your power to concur the darkness. Victory is meaningless while evil threatens the free world.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Attrition")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath spells:
3rd: Sanctuary, shield
5th: Barkskin, warding bond
9th: Magic Circle, protection from energy
13th: Death Ward, aura of life
17th: Antilife shell, greater restoration
Channel Divinity:
At the 3rd level you gain the following 2 channel divinity options.
Divine Ward: You call upon the divine powers that protect you to create a warding shield that lasts until you finish a long rest. As an action on your turn you can summon this ward. The ward has hit points equal to three times your paladin level. Whenever you take damage the ward takes damage instead. If the damage reduces the ward to 0 hp you take any remaining damage and the magic dissipates. This ward’s magic can be applied to you or any creature who can hear you. As a bonus action on your turn you can move the ward to a different target.
Expulsive Cry: As an action you let loose a roar of abjuring force pushing away encroaching foes every creature within a 30 ft cube originating from yourself is blown back a number of feet equal to 5x your charisma modifier. They make a wisdom saving throw or be frightened of you until the end of your next turn.")
(set:$Subclass_Seventh_Level_Features to "Aura of Defense:
At the 7th level you and friendly creatures within 10 ft of you have advantage on saving throws against being restrained or paralyzed as long as you are conscious. At the 18th level this range increases to 30 ft.")
(set:$Subclass_Fifteenth_Level_Features to "Ceaseless Conquest:
At the 15th level your determination to continue your fight against evil allows you to cheat death itself. If you ever fall in battle you come back with a vengeance and an undying urge to push forward. 10 days after dying you come back to life as if under the effects of a reincarnate spell, as long as the components are supplied, and your soul is free and willing as per terms of the spell. If you are unable to do so per the terms of the spell your soul is trapped in the ethereal plane until you are able or a similar resurrecting spell is cast upon you.
In addition when your HP Drops below 10% you gain resistance to all damage. ")
(set:$Subclass_Twentieth_Level_Features to "Stalwart Guardian:
At level 20 as an action you can assume the form of a mighty angelic warrior. Your body is enraptured in a brilliant golden armor ensuring you will survive whatever comes your way. For one minute you gain the following benefits.
Add your charisma modifier to your AC.
Gain temp HP equal to one quarter of your HP Max
Resistance to poison damage
Once you have used this feature you must finish a long rest before you can use it again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
//Rohit couldn’t help but laugh at the scene unfolding in the tavern. His barbarian companion was talking down to a halfling who was threatening to stab him in the shin. It was only a matter of time before he was pulled into the argument, either a threat from his barbarian friend, or an insult thrown by the uncultured. It happened at almost every tavern. Rohit drew his greatclub, tightening his grip on it. When the insult came he was ready, and the halfling went flying across the bar.//
They spend their lives in the mountains. An unforgiving life to scrape out amongst the cliffs and valleys. It makes those who live there strong and ferocious.
They get a bonus to strength.
They are brave, having advantage on saving throw against being frightened.
They’re attacks are savage and when they score a critical hit they roll an additional damage die.
They are trained with the Club, Greatclub, Shortbow, and Longbow.
(set:$Strength += 1 )
(Set:$Subrace_Features to "Brave: Advantage on saving throws against being frightened.
Savage Attacks: When you score a critical hit you roll can roll one of the weapon dice an additional time (multiply by three instead of 2).
Weapon Training: You are proficient with the club, greatclub, shortbow, and longbow. ")
(set:$Club to true)(set:$Greatclub to true)(set:$Shortbow to true)(set:$Longbow to ture)(set:$Subrace to "Rock Elf")
[[Continue|Your Race]] //Lilibeth checked her bearings, she was sure she had escaped the blue dragon. She was at least outside of it’s normal territory, which meant she was in the territory of yet another beast that hadn’t noticed her yet. She tucked her hair behind her pointed ear, turning her brown eyes to the sky, checking the position of the sun. She only had three more hours of daylight before it started to get deadly cold.//
They scrape out a meager existence amongst the sand dunes, traveling to follow rainfall and temporary oases.
Deserts are fraught with not only extreme temperatures but also dangerous beasts, and it’s often better to run than try to face them.
They have naturally tanned skin, and dark eyes. Their hair ranges from dark to blonde. They’re lithe and quick on their feet.
They have a bonus to dexterity.
They are proficient in the survival skill.
They are born sprinters, when they make a strength athletics check related to spring or running they are considered proficient with the skill and double the proficiency bonus.
They are trained to use scimitars, glaives, slings and spears.
(Set:$Dexterity += 1)
(set:$Survival to true)
(set:$Subrace_Features to "Skills: Proficient with Survival Skill
Born Sprinter: Whenever you make a strength athletics check related to running or sprinting you are considered proficient with the skill and double your proficiency bonus to the check instead of your normal proficiency bonus.
Weapon Training: Proficient with scimitar, glaive, sling, and spear. ")
(set:$Scimitar to true)(Set:$Glaive to true) (Set:Sling to true)(set:$Spear to true)(set:$Subrace to "Sand Elf")
[[Continue|Your Race]] //Modesto strode confidently across the ice. He had traversed many a frozen lake in his time, why his companions were being so hesitant was a mystery to him. His companions were also bundled in a dozen or so layers of clothes, making them look bulky. He wondered if they thought they would be too heavy to cross the ice, as he strode forward confidently.//
They live in artic regions, and the planes of ice. Where the temperatures are frigid is where you will find a frost elf.
They are very pale, almost blue at times. They have white hair, and pale blue eyes.
They have innate magic allowing them to cast the ray of frost cantrip. At the third level they can cast ice knife once per day. And at the 5th level they can cast warding wind once per day. Wisdom is their spellcasting modifier for those spells. They regain them at the end of a long rest.
They are resistant to poison and cold damage.
They are vulnerable to fire damage.
They have a bonus to wisdom.
(Set:$Wisdom += 1)
(set:$Subrace_Features to "Innate Magic: You know the ray of frost cantrip. When you reach the 3rd level you can cast Ice Knife spell once per day. At the 5th level you can cast warding wind once per day. Wisdom is your spellcasting modifier for these spells. You regain these spells at teh end of a long rest.
Damage Resistance: You are resistant to cold damage and poison damage.
Damage Vulnerability: You are vulnerable to fire damage. ")(set:$Subrace to "Frost Elf")
[[Continue|Your Race]] (Set:$Ray_Of_Frost to true)(if:$Level is > 2) [ (Set:$Ice_Knife to true) ](if:$Level is > 4) [ (set:$Warding_Wind to true)]//Audovacar smiled at his visitors. Dressed in the fine dark green silk robes, designs chased in golden threat were far more luxurious than anything these ragtag humans had ever seen. The food he offered was rich, exotically spiced, and the best his people had to offer. If these humans had been able to find his palace this easily it was best to appease them, lure them into staying.//
They spend their entire lives in the tallest of trees of the rainforests. The creatures who inhabit the jungles and rainforests are just as dangerous as the plants.
They have a resistance to poison damage and advantage on saving throws against being poisoned.
They are natural climbers, when they make an athletics check related to climbing they are considered proficient and can double their proficiency bonus.
They are trained to use javelins, handaxes, blowguns, and spears.
They have a bonus to constitution.
(set:$Constitution += 1)
(set:$Subrace_Features to "Natural Climber: When you make a strength athletics check related to climbing you are considered proficient in the athletics skill and add double your proficiency bonus to the check.
Weapon Training: Proficient with Javelin, handaxe, blowgun and spear.
Poison Resistance: You have advantage on saving throws against being poisoned, and are resistant to poison damage. ")
(set:$Javelin to true)(set:$Handaxe to true)(set:$Blowgun to true)(set:$Spear to true)(set:$Subrace to "Jungle Elf")
[[Continue|Your Race]] //Jeanie sniffed the air, the smell of burning flesh and blood was heavy on the air. Flesh hung from her claws, ripped from all who approached her. She shook the smell of death from her mind and went to see if her friends were still alive amongst the carnage.//
Protective in nature Bearkin come from uncertain origins as bipedal bear folk, and live in close knit tribes. Defending their territory viciously, Bearkin are not always welcome into polite society, and are typically stereotyped as being bloodthirsty unfriendly savages, mostly because most interactions with Bearkin are from invaders to their territory.
Age: Bearkin reach adolescence at about the same time as humans, but usually only live to about 60.
Size: Bearkin tower over their compaions around 7 or 8 ft tall weighing anywhere from 300 to 450 lbs. Your size is medium.
Speed: Walking speed is 30
They have a keen sense of smell, and are good at surviving. Their claws function as weapons.
They can speak sylvan.
They get a bonus to strength.
(set:$Strength += 2)
(set:$Size to "Medium")
(set:$Walking_Speed to 30)
(set:$Features to "Keen Smell: You have advantage on wisdom perception checks that rely on smell.
Animal Instincts: You have proficiency in the survival skill.
Claws: Your unarmed strikes deal 1d4 slashing damage. ")
(set:$Sylvan to true)(set:$Survival to true)(set:$Race to "Bearkin")(set:$Age_Range to "Adult at 18. Live to about 60 years.")
[[Brown Bear]] largest clans, are very protective of their companions.
[[Polar Bear]] rarest of the bearkin thick winter hide protects them from the cold.
[[Black Bear]] Smallest of the bearkin, wise and well adapted to forest life.
[[Panda Bear]] rare, spiritual, secluded. They can speak with plants, and are wise. //Aveniru stood guard over his fallen companion. The cleric would be there soon, he just needed to keep the creatures at bay long enough for the spell to take effect. The human ranger took stood beside him, sword drawn. A nod was all they needed to communicate as the creatures drew near, and the onslaught began.//
Fiercely protective, honorable, strong, friendly. The most common of the bearskin have a strong protective instinct and make up large clans with lax hierarchy. They live nomadically moving from forest to forest to cycle their prey and avoid retaliation from nearby developed settlements.
They have a bonus to charisma.
They are very protective and can draw the ire of an enemy away from their friends in close proximity of them.
(set:$Charisma += 1)(Set:$Subrace to "Brown Bear")(Set:$Subrace_Features to "Protector: When an ally within 10 ft of you must make a strength saving throw you may choose to have the effect target you in their place. This feature can only be used once every short rest. ")
[[Continue|Your Race]] //Radoslav looked across the empty tundra, he was alone, and he liked it that way. There were few who could survive the frozen wilderness as well as he could. Guiding those who needed to cross the frozen expanse was different, as long as they kept moving. He grumbled into the howling wind.//
Rarest of the bearskin, with thick winter hides, aggressive, with large territories. During harsh winters they raid human settlements for food and supplies when natural prey runs low. Usually they are regarded as hostile, particularly in the frozen regions.
They get a bonus to constitution.
Their winter hides allow them to resist colder temperatures and aren’t bothered by snow or freezing weather.
(Set:$Constitution += 1)(set:$Subrace to "Polar Bear")
(Set:$Subrace_Features to "Winter Hide: You have resistance to cold damage, you are able to weather much colder temperatures than most other races such as snow and freezing weather. ")
[[Continue|Your Race]] The circle of the Beast
The circle of The Beast is what legends are made of. This ancient and legendary circle is one that becomes beasts of legend of incomprehensible power. It is said that once every 100 years a divine pair occurs where two are born with the power to follow this path, and lead their tribes.
(Set:$Subclass to true)
(set:$Secondary_Class to "Circle Of The Beast")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to "Resilient Core:
You are built to be stronger and sturdier than most. You gain 1 additional HP for every druid level you have.
The Beast:
You change into a beast of unrivaled power that even monsters would fear. Starting at the second level when you choose this circle you can use your wild shape and as bonus action instead of an action change into “The Beast”. While in the form of the beast, your form changes to a bestial nature no longer resembling what you were before. Your creature type is monstrosity and you size is large. You grow claws that deal 1d6 slashing damage which goes up as you grow in power according to the chart below. While in the form of the beast and not wearing armor your AC equals 11 + wisdom modifier + constitution modifier. Finally when you change into the beast you gain temp HP equal to double your druid level.
The Beast Claw Damage
2nd level: 1d6
6th level: 2d6
10th Level: 3d6
14th level: 4d6")
(set:$Subclass_Sixth_Level_Features to "Bestial traits: As you have become accustomed to the body of the beast you have learned different and more powerful ways to use this body. Starting at the sixth level you can choose one of the following traits which improves your beast form. Additionally attacks in your beast from now count as magical for the purpose of overcoming resistances and immunities.
Aquatic: You can breathe normally in water and have a swim speed of 60 ft.
Avian: wings, you have a flight speed of 60 and no longer suffer from breathing in high or low altitudes.
Breath Weapon: As an action you exhale a 30 ft cone of acid. Creatures in range must make a dexterity saving throw against your spellcasting DC or on a failure take acid damage equal to your claw damage.
Concussive Blows: When you hit a creature with your claws they must succeed a strength saving throw against your spellcasting DC or fall prone of a failure.
Durable Form: When you change into your beast form your temp HP is four times your druid level instead of double.
Multiattack: Whenever you take the attack action on your turn you can attack twice instead of once.
Nature’s Guidance: in beast form your strength score matches your wisdom score unless it is already higher.
Razers Edge: your damage dice for your claws are now d12’s instead of d6s.
Stomp: After you take the attack action on a creature if they are prone you can use your bonus action to stomp on the same creature. The damage for this is the same as your claws, but bludgeoning instead of slashing.
Throw: While in your beast form you are proficient with improvised weapons and their damage is replaced by your claw damage. ")
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
Sealed Horror
The seal
Beginning when you choose this origin at the 1st level a terrifying powerful creature that has been sealed inside of your body for years has finally manifested its power. You choose the creature type of the sealed horror within you. You are a humanoid but you count as the creature type for the purposes of spells and features that reveal your creature type. You can speak read and write in one of the languages associated with your sealed horror.
Aberration – Poison
Fiend – Fire
Ooze – Acid
Undead – Necrotic
Fey (unseelie) – Cold
Additionally, when you cast a sorcerer spell that deals damage you can choose to change the damage type to the damage associated with your sealed horror.
Panicked Push:
Starting at the 1st level, you have learned to fend off the enemies using the monster within. When a creature enters a space within 10 ft of you, or starts its turn there, you can use your reaction to let the horror’s form momentarily manifest and attack. Make a melee spell attack. If it hits the creature takes damage equal to your sorcerer level in your creatures associated damage type, and is pushed 10 ft directly away from you.
Monstrous Stance:
Through the mockery of being within you have uncovered how to strike terror into the hearts of your foes with nothing but your posture. Starting at the 6th level you gain resistance to the damage type associated with your sealed horror. Also as at the start of your turn you can use your bonus action and expend all of your movement to strike a terrifying pose. Each creature of your choice within 60 ft of you must make wisdom saving throw against your spell save DC or be frightened. On a failure the creature is frightened and can’t willingly more closer to you, and takes extra damage of your horror’s damage type equal to your charisma modifier when you cast a sorcerer spell. These effects last until the beginning of your next turn.
One Of Them:
At the 6th level whenever you make a charisma check while interacting with creatures of the same type as your horror, your proficiency bonus is doubled if it applies to the check.
Support From Within:
At the 14th level the horror understands that it’s survival necessitates your survival. You gain your choice of one of the following features depending on which represents your horror best.
Manifested Monster: You cast the spell find familiar and find steed at will without expending a spell slot. Whenever you cast either of these spells in this way, it’s creature type is the same as the horror’s and it’s a physical representation of the horror within.
Omniglot: You are always under the effects of the comprehend languages spell and you cast the zone of truth spell at will without expending a spell slot.
Psychic Mind: You can cast the spells command and detect thoughts at will without expending a spell slot. If a creature succeeds on a saving throw when targeted by one of these spells you can’t target the creature again with the spell until it finishes a long rest.
Wall runner: You are always under the effects of the feather fall and spider climb spells. Your speed increases by 15 ft.
Weird Form: You cast the spell disguise self and alter self at will without expending a spell slot, and you can mimic sounds you have heard including voices. A creature that hears the sound can tell they are imitations with a successful wisdom insight check, opposed by your charisma deception check.
Wild Kinship: You can cast the spell speak with animals at will without expending a spell slot and your AC can’t be lower than 18 no matter the armor you’re wearing.
Broken Enmity:
At the 18th level, the horror is no longer your prisoner. You have made a pact with it and can call for the mightiest of its powers whenever you want to. You no longer age, can’t be aged magically, and can’t die of old age. The spells imprisonment and seal are added to your sorcerer spell list for you. If you are ever under the effects of the imprisonment spell you can choose to end it using your action. Finally you can release fraction of your horrors power, damaging all who deserve it. When you use the Monstrous Stance feature you can use your action to expend 5 sorcery points damaging all those who fail the saving throw, taking the amount equal to 70 minus it’s distance from you on a failed save and half as much on a successful one. The damage type is associated with your horror’s creature type.
Seal
9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a humanoid that's 2 years old or younger and wasn't used as a component for this spell yet, an expensive necklace with various gems on it worth at least 500 gp per Hit Die of the target)
Duration: Eternal
You seal a creature that you can see within range of a type other than beast or humanoid into a young child. The target must make a Wisdom saving throw, with the DC modified by how well you know it and the sort of physical connection you have to it as listed below. The target automatically fails its save if it is unconscious. On a failure, it is sealed within the humanoid used as a component by the spell; if it succeeds, it is immune to your casting of this spell if it is cast again. While affected by the spell, the imprisoned creature doesn't need to breathe, eat, or drink, and it doesn't age. Any attempts to magically locate or perceive the sealed creature result in the humanoid carrier being located or perceived instead.
Knowledge
Secondhand (you have heard of the target) Save Modifier +5
Firsthand (you have met the target) Save Modifier +0
Familiar (you know the target well) Save Modifier -5
Connection to Target
A figurine that resembles the target or its possession Save Modifier -2
Body part, a foot, a hand, an arm, or the like Save Modifier -4
A willing descendant or ancestor of the creature Save Modifier -10
The humanoid used as a component of this spell becomes a 1st-level Sealed Horror sorcerer after the maturation time, if the creature sealed within it is of CR 20 or higher.
[[Sorcerer|Sorcerer 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Sealed Horror")
(set:$Subclass_Features to "The seal
Beginning when you choose this origin at the 1st level a terrifying powerful creature that has been sealed inside of your body for years has finally manifested its power. You choose the creature type of the sealed horror within you. You are a humanoid but you count as the creature type for the purposes of spells and features that reveal your creature type. You can speak read and write in one of the languages associated with your sealed horror.
Aberration – Poison
Fiend – Fire
Ooze – Acid
Undead – Necrotic
Fey (unseelie) – Cold
Panicked Push:
Starting at the 1st level, you have learned to fend off the enemies using the monster within. When a creature enters a space within 10 ft of you, or starts its turn there, you can use your reaction to let the horror’s form momentarily manifest and attack. Make a melee spell attack. If it hits the creature takes damage equal to your sorcerer level in your creatures associated damage type, and is pushed 10 ft directly away from you. ")
(set:$Subclass_Sixth_Level_Features to "Monstrous Stance:
Through the mockery of being within you have uncovered how to strike terror into the hearts of your foes with nothing but your posture. Starting at the 6th level you gain resistance to the damage type associated with your sealed horror. Also as at the start of your turn you can use your bonus action and expend all of your movement to strike a terrifying pose. Each creature of your choice within 60 ft of you must make wisdom saving throw against your spell save DC or be frightened. On a failure the creature is frightened and can’t willingly more closer to you, and takes extra damage of your horror’s damage type equal to your charisma modifier when you cast a sorcerer spell. These effects last until the beginning of your next turn.
One Of Them:
At the 6th level whenever you make a charisma check while interacting with creatures of the same type as your horror, your proficiency bonus is doubled if it applies to the check. ")
(set:$Subclass_Fourteenth_Level_Features to "Support From Within:
At the 14th level the horror understands that it’s survival necessitates your survival. You gain your choice of one of the following features depending on which represents your horror best.
Manifested Monster: You cast the spell find familiar and find steed at will without expending a spell slot. Whenever you cast either of these spells in this way, it’s creature type is the same as the horror’s and it’s a physical representation of the horror within.
Omniglot: You are always under the effects of the comprehend languages spell and you cast the zone of truth spell at will without expending a spell slot.
Psychic Mind: You can cast the spells command and detect thoughts at will without expending a spell slot. If a creature succeeds on a saving throw when targeted by one of these spells you can’t target the creature again with the spell until it finishes a long rest.
Wall runner: You are always under the effects of the feather fall and spider climb spells. Your speed increases by 15 ft.
Weird Form: You cast the spell disguise self and alter self at will without expending a spell slot, and you can mimic sounds you have heard including voices. A creature that hears the sound can tell they are imitations with a successful wisdom insight check, opposed by your charisma deception check.
Wild Kinship: You can cast the spell speak with animals at will without expending a spell slot and your AC can’t be lower than 18 no matter the armor you’re wearing. ")
(set:$Subclass_Eighteenth_Level_Features to "Broken Enmity:
At the 18th level, the horror is no longer your prisoner. You have made a pact with it and can call for the mightiest of its powers whenever you want to. You no longer age, can’t be aged magically, and can’t die of old age. The spells imprisonment and seal are added to your sorcerer spell list for you. If you are ever under the effects of the imprisonment spell you can choose to end it using your action. Finally you can release fraction of your horrors power, damaging all who deserve it. When you use the Monstrous Stance feature you can use your action to expend 5 sorcery points damaging all those who fail the saving throw, taking the amount equal to 70 minus it’s distance from you on a failed save and half as much on a successful one. The damage type is associated with your horror’s creature type.
Seal
9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a humanoid that's 2 years old or younger and wasn't used as a component for this spell yet, an expensive necklace with various gems on it worth at least 500 gp per Hit Die of the target)
Duration: Eternal
You seal a creature that you can see within range of a type other than beast or humanoid into a young child. The target must make a Wisdom saving throw, with the DC modified by how well you know it and the sort of physical connection you have to it as listed below. The target automatically fails its save if it is unconscious. On a failure, it is sealed within the humanoid used as a component by the spell; if it succeeds, it is immune to your casting of this spell if it is cast again. While affected by the spell, the imprisoned creature doesn't need to breathe, eat, or drink, and it doesn't age. Any attempts to magically locate or perceive the sealed creature result in the humanoid carrier being located or perceived instead.
Knowledge
Secondhand (you have heard of the target) Save Modifier +5
Firsthand (you have met the target) Save Modifier +0
Familiar (you know the target well) Save Modifier -5
Connection to Target
A figurine that resembles the target or its possession Save Modifier -2
Body part, a foot, a hand, an arm, or the like Save Modifier -4
A willing descendant or ancestor of the creature Save Modifier -10
The humanoid used as a component of this spell becomes a 1st-level Sealed Horror sorcerer after the maturation time, if the creature sealed within it is of CR 20 or higher.")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass_Features_For_Level_18 to true)
Sniper
The aim of your training has been to deliver death from a distance. Snipers are as diverse as they are dangerous. They are tinkerers who create new inventions guardians of nature who defend ancient woods and scouts who stalk the far edges of a battlefield. Snipers are more than their tools, patience, preparedness, and strategy are key to every successful operation.
(Set:$Subclass to true)
(set:$Secondary_Class to "Sniper")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies:
When you choose this archetype at the 3rd level you gain proficiency with tinkerers tools heavy crossbows and firearms (if they exist). You also learn how to use tinkerers tools to produce gunpower and ammunitions and to repair firearms.
Careful Aim:
At the 3rd level your ranged weapon attacks with crossbows and firearms no longer suffer disadvantage due to long range. You gain an additional way to use your sneak attack, you don’t need advantage on the attack roll to use it if you move 0 ft during your turn, no enemies are within 5 ft of you, and you don’t have disadvantage on the attack roll. All other rules of sneak attack still apply.")
(set:$Subclass_Ninth_Level_Features to "Low Profile:
At the 9th level your ranged weapon attacks with crossbows and firearms od not suffer disadvantage while you are prone. You also have ½ cover against all ranged attacks while you are prone and standing up only costs 5 ft of movement. ")
(set:$Subclass_Thirteenth_Level_Features to "Sniper’s Nest:
At the 13th level you make a ranged weapon attack while hidden you make a dexterity stealth check contested by your opponent’s wisdom perception, if you win the contest your position is not revealed.
If you spend 10 minutes you can set up a defensive firing position. While in this position you have ½ cover against ranged attacks. If you are prone you have ¾ cover. ")
(set:$Subclass_Seventeenth_Level_Features to "Overwatch:
Starting at the 17th level while you are at a higher elevation than your enemy your attacks have advantage and you can use your reaction to make a ranged weapon attack against an enemy that moves within 5 ft of an ally.") (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Way Of The Frozen Fist
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Frozen Fist")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Ice Bracers:
Starting at the 3rd level you are able to form bracers made of ice. You may spend 1 ki point to create the bracers as a bonus action. The bracers last one minute and while wearing the bracers you have +1 bonus to AC. When you hit a creature with your unarmed strike you may choose to shatter the bracers, dealing 1d6 cold damage in addition to the attacks damage. When you reach the 11th level with this class the extra damage increases to 2d6. Should you choose to remove the bracers before the minute is complete, they melt immediately.
Chilling Personality:
At the 3rd level you gain proficiency in deception, intimidation, insight, or perception checks, your choice. ")
(set:$Subclass_Sixth_Level_Features to "Flurry Strikes:
At the 6th level when you hit a creature with both of your attacks granted by flurry of blows it falls under the effects of a successful slow spell until the end of your next turn. A creature affected by this feature can make a constitution saving throw at the end of its turn, ending the effect on a success. Creatures immune to cold damage make this saving throw with advantage.
Mountainous Resilience:
At the 6th level you are resistant to cold damage.")
(set:$Subclass_Eleventh_Level_Features to "Deep Freeze:
At the 11th level you can stomp the ground causing the area in front of you to become slick with freezing ice. As an action each creature on the ground in a 25 ft cube originating from you must make a dexterity saving throw or take 2d6 cold damage. The area becomes difficult terrain until the start of your next turn.
You can increase this effect by spending ki points. When you spend ki points you can choose to coat yourself in a protivtive layer of ice to gain temp HP equal to your wisdom modifier as part of the action. For each ki point you spend to a max of 3 you increase the cold damage by 2d6 and the temp HP by 1d4.")
(set:$Subclass_Seventeenth_Level_Features to "Ice Gauntlets:
At the 17th level when you use your ice bracers feature you may spend 2 ki points to have them form Ice Gauntlets. Ice Gauntlets last for 10 minutes, functioning the same as ice bracers with the additional bennifits of if you start your turn and have more than 0 HP you can gain temp HP equal to your wisdom modifier. When you shatter the gauntles all creatures excluding yourself must make a dexterity saving throw or take the same damage as the original creature before any reductions. When you would suffer a critical hit you may choose to attempt to calmly parry the attack as a reaction. When you do so the damage from the attack is reduced by 2d12 + your dexterity modifier + your monk level, if reduced to 0 damage you gain a ki point up to your max. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Circle Of The Waves
Druids of the circle of the waves are tritons that channel the primal energies of the ocean. They harness the mystical restorative properties of the sea and command the raw power of the tides. These druids go even further than typical to protect underwater wildlife. The sea is precious to them and they would do anything to protect it. The circle of the waves is an ancient order of druids thought to have originated before humans walked the earth. They can be seen gathering at the surface of the water in the dead of night, reading the stars for signs of things to come. Though tritons themselves they often move beneath the depths in the shapes of beasts surrounding them, warning their watery friends of the dangers from above.
Restriction: Tritons only
Only tritons can join the circle of the waves in the Forgotten realms. Ask your DM about lifting this restriction. Christina says that any mainly aquatic race (sea elves, tritons, salt water mermaids, half sirens, and half tritons) are allowed to take this in her campaigns.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Circle Of The Waves")
(set:$Subclass_Second_Level_Features to "
Circle Spells:
Your mastery of the sea and ability to harness the powerful forces of water grant you access to certain spells, at the 2nd you learn the shape water cantrip. At the 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the circle of the waves spell table.
Once you gian access to the circle spell you always have it prepared, it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, it is still a druid spell for you.
3rd: healing spirit, misty step
5th: tidal wave, water walk
7th: Storm Sphere, watery sphere
9th: Control winds, maelstrom
In the swim of things:
At the 2nd level your connection to sea life is so great you can overcome the normal restrictions of wild shape. You ignore the swimming speed limitations imposed by your druid level. Additionally you cannot get lost at sea except through magic.
Rejuvenating Waters:
At the 2nd level you can command the foreces of the sea. A font of life that spreads to the deepest of depths, but also a destructive force not to be reckoned with. By channeling your sprit of the sea you can heal your allies and damage your foes in one fell swoop. As an action you can flood yourself or an alley you can see within 30 ft of you with rejuvenating waters to restore HP equal to 1d6 + your druid level. Then the waters leap to an enemy you can see within 30 ft of you and deal cold damage equal to 1d6 + your druid level. Then the waters leap one final time to an ally you can see within 30 ft of the enemy to restore 1d6 + your druid level. You can use this feature once per short or long rest. ")
(set:$Subclass_Sixth_Level_Features to "
Water Barrier:
At the 6th level you create a temporary wall of water to block your foe’s attacks. As a reaction to an attack or spell being cast, create a 5ft by 5 ft wall of water at a point within 30 ft. you must choose to do so before knowing the result of any roll. This wall of water prevents attacks and spells from passing through it. IF the wall intercepts an attack or spell it dissipates. Once you use this feature you can’t use it again until you finish a long rest. ")
(set:$Subclass_tenth_Level_Features to "Lifespring:
At the 10th level whenever a hostile creature within 30 ft of you is reduced to 0 HP you can use your reaction to cause an ally within 30 ft of you to gain temp HP equal to your druid level + you wisdom modifier. ")
(set:$Subclass_Fourteenth_Level_Features to "Natural Insulation:
At the 14th level exposure to the extreme climes of the deep depts has granted you natural protection against them, you gain resistance to cold and fire damage. ")
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
Bladeslinger
Bladeslingers depend on quick reflexes, good planning, and of course deadly aim to survive in a world that values brute force over clever tactics. Bladeslingers like to frequent cities and towns where they can demonstrate their skills and pick up new tricks. Since such demonstrations can be done on inanimate objects or in sport hunting bladeslingers are often welcome at fairs and celebrations where they entertain. Some Bladeslingers find service as city or personal guards of the very rich.
(Set:$Subclass to true)
(set:$Secondary_Class to "Bladeslinger")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Thrown weapon fighting style:
At the 3rd level you have chosen your ammunition to be anything you can throw. Any weapon with the thrown property counts as a ranged weapon for the purpose of functioning with the other class features and feats. For example you may take archery fighting style at the second level and gain plus two bonus to attack rolls with your thrown weapons.
Thrown Weapon Trick:
At the 3rd level you choose three of the thrown weapon tricks detailed below. You gain another at the 7th, 11th, and 15th level. Each time you learn a new trick you may replace one trick you know with a different one. You cannot choose the same trick more than once and you may only use on trick per attack.
Deadeye shot: When you acquire this trick your thrown weapon deals triple the amount of damage on a critical instead of a double.
Defensive Throw: Choose to suffer -4 to a hit on an attack roll to gain a +2 to your AC until the beginning of your next turn.
Doubletoss: you can throw 2 thrown weapons at one or two targets within range as part of one attack, normal penalties for two weapon fighting still apply.
Palm Throw: throw 2 thrown weapons that fit in your palm with one attack roll, but do not add your ability modifier to the damage.
Sneaky Shot: You can make a slight of hand check against a target’s perception. If you win you gain advantage on the attack roll.
Trip Shot: You attack as normal, but the target must succeed an athletics or acrobatics check (DC 8+dexterity modifier + proficiency bonus) or be tripped and fall prone.
Tumbling Toss: Attempt to tumble through a hostile creature’s space as an action or bonus action. Make a Dexterity Acrobatics check against the opposing creature’s dexterity acrobatics check. If you succeed you move through that creature’s space for this movement only. If you succeed by 5 or more, you can continue your momentum to make a singe ranged attack against any target within range.
Two with One Blow: Attack two opponents adjacent to each other in an attempt to hit them both but the attack roll is at disadvantage. The attack my hit either, both or none, depending on the AC of the creatures and the roll. Damage for each opponent is resolved separately. If the attack roll results in a critical hit, roll each crit separately.
Weak Spot: Gain +5 to hit a target that is your size or larger but you do not add your modifier to this damage. ")
(set:$Subclass_Seventh_Level_Features to "Evasion:
At the 7th level you can nimbly dodge out of the way of certain area effects, such as a red dragons fire 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 as much if you fail. ")
(set:$Subclass_Eleventh_Level_Features to "Missile Snaring:
At the 11th level when a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your dexterity modifier, provided you have a free hand. If you reduce the damage to 0 you catch the missile if it is small enough for you to hold in that hand. ")
(set:$Subclass_Fifteenth_Level_Features to "Critical Throw:
At the 15th level your thrown weapon attacks score a critical hit on a roll of 18-20. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Steeplejack
You focus your training on operating at dizzying heights. You’re at home when you’re high above the ground in the spires of a cathedral, the towers of a castle, or the clustered rooftops of a city.
(Set:$Subclass to true)
(set:$Secondary_Class to "Steeplejack")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Skills of the Trade:
At the 3rd level you excel at scaling structures. You gain a climbing speed equal to your walking speed, this movement doesn’t provoke opportunity attacks. You have advantage on ability checks you make to climb, hang, or grab on vertical surfaces. You have proficiency with carpenter’s tools, masons tools and your proficiency bonus is doubled for any ability check you make that uses those proficiencies. You count as one size larger when determining your carrying capacity and weight you can push drag or lift.
Controlled Falls:
At the 3rd level you learn to control your falls. When you fall at least 20 ft you can adjust yourself mid air and shift up to 10 ft horizontally without expending movement. You can use your reaction to direct your force at a creature or object that occupies a space on the ground directly below you. The target takes fall damage equal to the amount normally applied at the end of a fall. If the target is more than one size smaller than you, you also use it to soften your fall as part of the same reaction. IF the fall distance is no more than 20 ft you take no fall damage. If the fall distance is more than 20 ft you take half as much fall damage and land on your feet. Once you use your reaction you are shunted to the nearest unoccupied space that you can occupy. ")
(set:$Subclass_Ninth_Level_Features to "Falling Strike:
At 9th level you drop from above with deadly precision if you fall at least 20 ft and make a melee weapon attack against the target of your controlled falls feature at the end of your fall you have advantage on the attack roll. You can then move away from the target without provoking an opportunity attack from it as you tumble out of reach. ")
(set:$Subclass_Thirteenth_Level_Features to "Trained Resilience:
At the 13th level you toughen against occupational hazards such as soot and cleaners. You have advantage on saving throws against poison and have resistance to poison and acid damage. ")
(set:$Subclass_Seventeenth_Level_Features to "Incredible Heights:
At the 17th level you can leap extradentary distances. Your hump distance is tripled, and you can use your dexterity instead of strength for your jump distance. Additionally, your sneak attack damage against the target of your falling strike feature increases by 1d6.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Winter Stalker
Winter Stalker lives in cold places that have tempered their mind and body. They are at home in the high mountains or frozen steppes and wolves and other creatures of these lands are familiar to them. Animals aren’t the only enemies, cold winters, snow storms teach them to survive.
(Set:$Subclass to true)
(set:$Secondary_Class to "Winter Stalker")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Artic Survivor:
At the 3rd level your affinity with artic places guarentees you easy survival against strong winds and cold effects. You gain advantage on strength and dexterity saving throws from cold and windy effects.
Wind Affinity:
At the 3rd level when you hit a creature with your first ranged weapon attack you can reduce the creatures speed by 10 ft until the end of your next turn. You learn how to take advantage of wind trails, if you are in a favorable wind position your ranged weapon attack deals an extra 1d4 damage. ")
(set:$Subclass_Seventh_Level_Features to "Winter’s mark:
At the 7th level you can suffuse your weapon with a frost patina. You learn the hunters mark spell that don’t count against the number of spells you know. Your hunter’s mark deals cold damage instead of its weapon type. ")
(set:$Subclass_Eleventh_Level_Features to "Wintermute:
At the 11th level you have honed your ability to resist the cold and windy effects of artic zones. You gain proficiency in constitution saving throws. In heavy obscured areas of wind, fog, or other cold effects instead of being blinded you can see for up to 20 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "One with the wind:
At the 15th level when you are in areas obscured by fog or other cold effects or inside cold winds you can use your bonus action to become wind and teleport up to 20 ft to an unoccupied space you can see without provoking opportunity attacks. Your next ranged weapon attack is a frost arrow or bolt deals an extra 1d8 cold damage. If the target is inside the same area it must make a dexterity saving throw against your spell save dc or be blocked in ice. That creature has 0 speed, but can attack or do other actions that do not require movement. A creature blocked in ice can use its action to break out. You can use this trait a number of times equal to your wisdom modifier per long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
College Of the Herald(Set:$Subclass to true)
(set:$Secondary_Class to "College Of The Herald")
For some bards it is simply not enough to read about the legends that shaped the past. Some souls are overcome with such inspiration upon learning of the great feats of heroism and villainy that history holds and never quite turn their eyes back to the present. For those extraordinary individuals whose minds are lost in time and enslaved to history there is a tradition known as the college of the herald that can offer the peace they seek.
These bards take it upon themselves to mantle history, dedicating their lives to being the threads that bind the past to the future. More than heroes they are symbols for everyone to rally around and draw inspiration from. Their knowledge of history becomes a weapon against their enemies as they lace the words of epic poems with powerful magic to recreate events as they are retold.
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies:
At the 3rd level you gain proficiency with the history skill, glaives, halberds, and pikes.
Herald of Legend:
At the 3rd level you learn to weave magic with weapon and voice. While wielding a two handed weapon you can use your weapon as an implement of your bard spells. You learn to use your magic to make your stories come to life as an action expend one use of your bardic inspiration and roll a bardic inspiration dice. Until the end of your turn you choose one of the following effects.
Any creatures within 15 ft of you add the results of the roll to their ability checks.
Any creatures within 15 ft of you add the results of the roll to their attack rolls
Any creatures you choose within 15 ft of you add the result to their saving throws.
Any creatures you choose within 15 ft of you regain hit points equal to the roll at the beginning of their next turn. ")
(set:$Subclass_Sixth_Level_Features to "Inspiring Attack:
At the 6th level whenever you take the attack action on your turn, another friendly creature of your choice can make an attack roll against another creature within reach of a weapon they are currently wielding. ")
(set:$Subclass_Fourteenth_Level_Features to "Bastion of History:
At the 14th level you gain the ability to tap into the magic of time, history, legends, and fairytales. As a bonus action you can enter a state of unity with all of history. While in this state you appear as though a soft breeze is moving your hair and any loose clothing or equipment, and your eyes give off a soft glow. You also gain the following benefits.
You gain two additional uses of your bardic inspiration feature. You don’t expend these you lose them once this effect ends.
Your spells have doubled range. Spells that are normally touch have a range of 30 ft.
This state lasts for 1 minute and can’t be used again until you finish a short or long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
The Reaper
You have been chosen by the grim reaper to serve as a harbinger of death in its place. Such patrons require their subjects to hunt and kill specific targets. Those who fail to kill their targets will die themselves. However those who succeed are granted power and prolonged life as long as they continue to prove their use.
Expanded Spells List
The reaper lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st: Disguise Self, inflict wounds.
2nd: Knock, pass without a trace
3rd: Animate Dead, phantom steed
4th: Mordenkaien’s faithful hound, phantasmal killer
5th: Antilife shell, contagion
Soul harvest:
At the 1st level when you kill a creature you gain a d4 inspiration dice which can be added to an ability check, saving throw, or attack roll you make in the next 24 hours. You cannot add more than one inspiration dice of this type to roll. You can wait until after you roll the d20 before deciding to use the inspiration dice, but must decide before the DM says if the roll succeeds or fails. Once the dice is rolled it is lost. All creatures slain by you character cannot be resurrected by any means unless you allow it or your characters dies.
Void Respite:
At the 6th level, if a creature causes you to drop to 0 HP with an attack roll you can use your reaction to instead drop to 1 HP and blind the creature until the end of your next turn. Once you use this feature you must finish a long rest before you can use it again.
Beckoning Dream:
At the 10th level you know the hex spell and the spell doesn’t count against your list of known warlock spells. When you hex a creature you will instantly be made aware when it falls asleep as long as your concentration on the spell is maintained. While hexed and asleep you are aware of it’s location. Creatures that do not sleep or are protected from divination are unaffected by this ability.
Angel Of Death:
At the 14th level, when you cast hex you are also granted the effects of greater invisibility for one minute. The hexed creature however is granted the ability to see invisible creatures as a ghostly transparent image for the same duration, and perceives you specifically as a robed winged figure. If you kill your hexed target and move you hex to a new target while this ability is still active the greater invisibility duration is reset, and the target is granted the see invisibility as stated above. If you fail to move on your hex spell or the killing blow to the target was not delivered by you, the greater invisibility effect from this feature is lost until you cast hex again
[[Warlock|Warlock 2]] (set:$Subclass to true)
(Set:$Subcalss_Features to "Expanded Spells List
The reaper lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st: Disguise Self, inflict wounds.
2nd: Knock, pass without a trace
3rd: Animate Dead, phantom steed
4th: Mordenkaien’s faithful hound, phantasmal killer
5th: Antilife shell, contagion
Soul harvest:
At the 1st level when you kill a creature you gain a d4 inspiration dice which can be added to an ability check, saving throw, or attack roll you make in the next 24 hours. You cannot add more than one inspiration dice of this type to roll. You can wait until after you roll the d20 before deciding to use the inspiration dice, but must decide before the DM says if the roll succeeds or fails. Once the dice is rolled it is lost. All creatures slain by you character cannot be resurrected by any means unless you allow it or your characters dies. ")
(set:$Subclass_Sixth_Level_Features to "Void Respite:
At the 6th level, if a creature causes you to drop to 0 HP with an attack roll you can use your reaction to instead drop to 1 HP and blind the creature until the end of your next turn. Once you use this feature you must finish a long rest before you can use it again. ")
(set:$Subclass_Tenth_Level_Features to "Beckoning Dream:
At the 10th level you know the hex spell and the spell doesn’t count against your list of known warlock spells. When you hex a creature you will instantly be made aware when it falls asleep as long as your concentration on the spell is maintained. While hexed and asleep you are aware of it’s location. Creatures that do not sleep or are protected from divination are unaffected by this ability. ")
(set:$Subclass_Fourteenth_Level_Features to "Angel Of Death:
At the 14th level, when you cast hex you are also granted the effects of greater invisibility for one minute. The hexed creature however is granted the ability to see invisible creatures as a ghostly transparent image for the same duration, and perceives you specifically as a robed winged figure. If you kill your hexed target and move you hex to a new target while this ability is still active the greater invisibility duration is reset, and the target is granted the see invisibility as stated above. If you fail to move on your hex spell or the killing blow to the target was not delivered by you, the greater invisibility effect from this feature is lost until you cast hex again.")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
(set:$Disguise_Self_Choice to true)(set:$Inflict_Wounds_Choice to true)
(if:$Level is > 2) [(set:$Knock_Choice to true) (set:$Pass_Without_A_Trace_Choice to true)](if:$Level is > 4) [ (set:$Animate_Dead_Choice to true) (Set:$Phantom_Steed_Choice to true) ] (If:$Level is > 7) [ (Set:$Mordenkaiens_Faithful_Hound_Choice to true) (Set:$Phantasmal_Killer_Choice to true) ] (if:$Level is > 8) [ (Set:$Antilife_Shell_Choice to true) (set:$Contagion_Choice to true) ]
//Eiran stood on the parapet, wings outspread, they were just for show. Stony gray in color, he was the signal for the guild to hit the palace. He stood completely still, the wind occasionally buffeting his stone colored wings. It was a little chilly and he hoped it wouldn’t rain. Standing on the top of the tower nearly naked had not been his brightest idea, but no one would put a shirt or pants on a statue.//
Magical offspring of a gargoyle and a human, half gargoyles are almost indistinguishable from statues. They are heavy and can live to be ancient by human standards.
They often look like human statues, grey or marble or brown in coloring.
Half gargoyle’s stand against the strongest blows with unmatched fortitude, half gargoyles have leathery looking bat like wings that look to be made of earthen materials like slate or sandstone. Unlike gargoyles, half gargoyles are entirely flightless.
Age: Half gargoyles mature at age 30 and live 200 years or more.
Size: Half gargoyles stand between 5 and 6 ft tall and weigh between 200 and 300 lbs. Your size is medium.
Speed: Walking speed is 30.
They have a bonus to constitution and strength.
They have darkvision allowing them to see in darkness and dim conditions.
They can use their stony appearance as camouflage in stony areas or make themselves appear as a carving or natural element of the environment. They have advantage on dexterity stealth checks to hide in rocky terrain or as a sculpture.
They have natural armor, gaining unarmored defense when they are not wearing armor.
They can speak primordial.
(set:$Constitution +=2) (Set:$Strength += 1)
(set:$Size to "Medium")
(Set:$Walking_Speed to 30)
(set:$Features to "Darkvision: You can see for 60 ft in darkness as if it is dimly lit, and in dim lighting as if it was brightly lit. You can’t discern color only shades of gray.
False Appearance: Your stone covered skin helps you blend in near perfectly with statues and rocky areas, making you appear as if you are a carving or natural element of the scenery. You have advantage on Dexterity (Stealth) checks to disguise yourself when trying to camouflage as part of a rocky landscape, or a sculpture.
Natural Armor: You have a natural armor bonus of +2 when you are unarmored. Your AC is 10 + 2 + Dexterity modifier. ")
(Set:$Primordial to true)(set:$Race to "Half Gargoyle")(set:$Subrace to "None")(set:$Subrace_Features to "none")(set:$Age_Range to "Adult at 30. Live to about 200 years.")
[[Your Race]] //Lucky twirled her dark hair around her finger, a smile on her face, little mind that her head was sitting on her lap instead of her shoulders. Brushing her hair always felt strangely human. She heard a knock on the door and replaced her head on her shoulders, it would do no good if the inn discovered what she really was, or who she might be there for.//
The Dullahan are a race of fey that have the ability to detach their heads from their bodies. Dullahan are death’s heralds, they are known for yelling the name of a creature once the name has been spoken by the Dullahan the bearer of the name is said to die within a day on the place where the Dullahan called it. A Dullahan with an attached head looks completely human in most aspects, a Dullahan usually keeps their head on their body when in civilized places.
In recent history the Dullahan have made quite a name for themselves as mercenary headless horsemen. When the Dullahan detach their head, it doesn’t speak except to shout the name of the one it came to kill. A Dullahan always carries its head with it, although it isn’t always attached to its body. It’s favored trick is to hide it in a saddlebag. The head when detached has small black eyes that dart around constantly, its mouth is always wide open in a hideous grin that stretches up both sides of its head. The Dullahan do not group together, preferring the life of solitary wonderers, though they will work together if the reward is high enough. They fear gold and usually ask for gems or magic items as a reward for their mercenary work. Dullahan do not share their true names with anyone, for they especially know the power a name holds, choosing a human name to interact socially with others, usually taken from the first human they met.
Age: Dullahan are a race of death, no one has ever seen one die of old age.
Size: Dullahan resemble humans in size and stature, your size is medium.
Speed: Walking Speed 30
Languages: You can read write and speak common and abyssal, but your detached head cannot speak except for Dullahan name calling.
You get a bonus to constitution and dexterity.
You have a fear of gold, preferring to be paid in gems or other means.
You can cast find steed when you reach the second level. And can preform Dullahan Name Calling once per long rest.
You can remove your head without arm. While the head is more than 60 ft away from you, you will take damage. You can’t speak with your head detached except for Name Calling.
While your head is attached any damage delt to your head is treated at vulnerable and sends your head flying. While detached in this manner you are resistant to that type of damage.
You are proficient with polearms.
You are proficient with thieves' tools.
With your head attached you are indistinguishable from a normal human.
You have darkvision.
You know abyssal.
[[Your Race]]
(set:$Race to "Dullahan")
(Set:$Constitution +=2) (Set:$Dexterity += 1)(set:$Age_Range to "Adult at 18. Live to about 750+ years")
(set:$Size to "Medium")
(Set:$Walking_Speed to 30)
(set:Features to "Fear Of Gold: Dullahan fear fold in any form. It can’t carry gold in any form and grows nervous when in proximity of gold. Preferring gems or magical items.
Dullahan legacy: At the 2nd level you can cast Find Steed and at the 20th level you can cast learn name and Dullahan name calling once per long rest. Wisdom is your spellcasting modifier for these spells:
Headless: The Dullahan can remove their head without harm. While their head is more than 60 ft away from you, you take 1d8 necrotic damage per turn (6 seconds) until it is within range again. A Dullahan can’t speak with a detached head except for Dullahan name calling.
Head Games: While attached to your body any damage dealt to your head is treated as if you are vulnerable to that type of damage and sends your head flying. (Distance is strength modifier of the creature that hit times 2) While detached from your body damage dealt to your head is dealt as if you are resistant to that damage type.
Horsemen: Proficient with Polearms.
Death’s door: You are proficient with thieves tools.
Indistinguishable: A Dullahan with an attached head looks indistinguishable from a human.
Death’s sight: Your head has darkvision for 60 ft it can see in darkness as if it is dimly lit and in dim lighting as if it is brightly lit. Your headless body has blindsight for 20 ft.
spell: Learn name: As your bonus action you can point to a creature that you can see within 60 ft and learn its true name.
Spell: Dullahan Name Calling: You yell out the name of a creature you can see within 60 ft (and who’s true name you know) and compel it to die instantly. If the creature has 100 HP or less it dies. Otherwise the spell has no effect. ") (set:$Polearms to true)(Set:$Abyssal to true)(set:$Thieves_Tools to true)
(Set:$Subrace to "None")(Set:$Subrace_Features to "None")//Lamont played knucklebones in the streets with the other kids. He was sure to keep his hat pulled down to cover his ears, his long hair tucked up into it. His bright eyes and cheerful smile would be mistaken for just another human kid.//
An elf raised in a city in which elves are a minority is a city elf. They have to be more clever than other elves, they are highly adaptable, and smart. They understand the politics of humanity and others very well, and are the most accepting of all of the elves.
They have a bonus to intelligence.
They are proficient in stealth.
They are agile climbers, having a climbing speed of 30 ft.
They can hide in urban environments when only lightly obscured by things like crowds, smoke, structures, and urban features.
(set:$Intelligence += 1)
(Set:$Subrace_Features to "Agile climber: you have a climb speed of 30 ft.
Mask of the Urbane: you can attempt to hide even when you are only lightly obscured by crowds, smoke, structures and urban features.")
(set:$Stealth to true)
(Set:$Subrace to "City Elf") (set:$Climb_Speed to 30)
[[Your Race]] Oath Of Truth
Set on a path of finding all the false lies and righting them. Paladins who dedicate themselves to this oath believe that any person can be redeemed and the path of truthfulness is one that any creature can walk. Preferring to solve things through diplomacy, the paladin of truth carries a strong will and even stronger voice. Sometimes though the paladin must take up arms. Only the evilest creatures truly deserve to be destroyed by the light of truth.
Tenets of Truth
Holding the paladin to a high standard, requiring them to constantly take the high road and avoid conflict.
Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to finding the truth.
Righteous Truth: Knowing and speaking the truth are of upmost importance. Evil is born and lies and we must do all we can to suppress evil.
Bastion of Will: Lies are easy and truth is hard. Paladins of the truth must be a bastion of the will and truth for all those that would look upon her. Creating this atmosphere of truth will lay the groundwork for a better world.
Lies of the Unforgiven: The evils in this world tell many lies. It is our job to expose those lies and expose those evils no matter what, even if it means sacrificing our own lies
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Truth")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath spells:
You gain oath spells at the paladin level listed in the oath of truth spell table below. See the sacred oath class features for how oath spells work.
Oath Spells of Truth:
3rd: inhibit, comprehend languages
5th: Calm emotions, zone of truth
9th: dispel magic, tongues
13th: fabricate, otiluke’s resilient sphere
17th: Skill empowerment, wall of light
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Emissary of Truth: You can use your channel divinity to augment yoru voice with divine power. As a bonus action you grant yourself +5 bonus to wisdom insight checks for the next 10 minutes.
Destroy all Falsehoods: As a bonus action you can make a wisdom insight check against a creature you can see that isn’t incapacitated, contested by the targets charisma deception check. If you succeed all subsequent wisdom insight checks against the target have advantage plus whenever you strike the target with divine smite you deal an additional 1d8 radiant damage. This benefit lasts for 10 minutes or ends early if the target is killed/incapacitated. ")
(set:$Subclass_Seventh_Level_Features to "Aura of Truth:
At the 7th level an aura of truth extends for 10 ft out from you at all times. Enemies within this arura cannot use spells abilities or magic items that either make them invisible or shapechange. However, an ally can cast polymorph on an enemy within the aura as an exception to this rule. At the 18th level this aura increases to 30 ft.")
(set:$Subclass_Fifteenth_Level_Features to "Actuality Mastery:
Beginning at the 15th level you permanently have zone of truth cast on you. You can choose whether creatures entering the area for the first time are subjected to the saving throw or not. ")
(set:$Subclass_Twentieth_Level_Features to "Avatar of Truth:
At the 20th level the power of truth begins to course through your body and soul freely. You gain new permanent benefits: Truesight for 120 ft. A creature targeted by your destroy all falsehoods can no longer hide from you. No matter what you know its location and you know whether it has spoken a lie or not. It doesn’t have to be near you to know whether it lied or not. Whenever you use destroy all falsehoods you can use it against a number of creatures equal to your charisma modifier. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Oath Of The Hand
A promise to hold the interests of order above all things, even one’s own life and honor. Paladins who swear this oath do not simply stand guard protecting their domains from encroaching chaos from without. Instead they seek out all potential threats to the peace they keep in dens of inequity where they hide. These Paladins envelop themselves in the underworlds they fight against instead of living lives of nobility. An essential part of maintaining the peace is often keeping the public from knowing how that peace is kept. While other paladins often take their oaths in public and live life as symbols of honor to the people they protect, these paladins are often recruited and take their oaths in secret, and sometimes may sometimes live their lives without ever being publicly acknowledged for their work, in some cases even being known as simple criminals.
Tenets of the Hand:
They can vary depending on the mission but invariably encourage a devotion to the duty above all else.
Humility: Knowledge of my efforts can only serve to hinder my mission. I will not seek renown for the great deeds I have done.
Vigilance: I will always be alert, rout potential threats before they can disrupt the order I am sworn to maintain.
The Greater Good: My ultimate goal is order and prosperity, and if I must commit a smaller evil to uphold the greater good then and only then will it be done.
Work in the Dark to Serve the Light: I must be willing to work with the less righteous elements of society, so that I may better undermine their influence.
Secrecy: I should be deft in my work and leave no trace of my influence on events. When I do things right no one is sure I’ve done anything at all.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of The Hand")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath spells:
You gain oath spells at the paladin levels listed.
3rd: Charm person, disguise self
5th: Spider Climb, Calm Emotions
9th: Blink, Sending
13th: Mordenkainen’s Private Sanctum, Confusion
17th: Seeming, Mislead
Channel Divinity:
At the 3rd Level you gain the following channel divinity options:
Judgement from on High: As a bonus action you can use your channel divinity to extend a fraction of your divine powers beyond yourself. For the next minute, your divine smite and smite spells are no longer restricted to melee weapon attacks, and can be activated on ranged weapons attacks to do only 1d4 damage per spell slot used.
The Invisible Hand: As an action you can hold your holy symbol aloft and attempt ot erase all trace of your presence using your channel divinity. Each creature you can see within 30 ft of you must make a wisdom saving throw. On a failed save the creature is blind and deaf until the start of your next turn or it takes damage. In addition the creature loses all memory of interacting with you from the last five minutes, rationalizing any results of your actions during that time with the most plausible explanation. When you take this action you can choose any number of creatures within range to automatically succeed on the save. ")
(set:$Subclass_Seventh_Level_Features to "Aura Of Occlusion:
At the 7th level whenever a creature within 10 ft of you makes a wisdom insight or wisdom perception check you can choose to impose disadvantage on that check. At the 18th level the range increases to 30 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "Untraceable Influence:
At the 15th level you gain proficiency in the persuasion skill. If you already have proficiency in this skill your proficiency bonus is doubled.
Additionally, if a creature fails a saving throw against your enchantment spells they are unaware they have had a spell cast on them. ")
(set:$Subclass_Twentieth_Level_Features to "Whispered Warrior:
At the 20th level you are little more than an urban legend. A bogeyman lurking just out of sight inspiring paranoid thoughts with sinister whispers. Your form becomes hazy and creatures find it difficult to maintain focus on you and your voice becomes displaced and seems to come from everywhere at once. You can use your action to mask your presence for 30 minutes. For the duration you gain the following benefits:
You are invisible even to creatures with truesight and blindsight.
You can cast your paladin spells without the verbal components.
Creatures have disadvantage on saves to resist your enchantment spells if they are not engaged in combat and unaware of your presence.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Oath Of the Valkyrie
Legends speak of fierce celestial warriors charging into battlefields, cutting down swaths of foes before them these warriors were not just fierce combatants. Stories tell of them saving the lives of their chosen comrades, bulwarks of radiant steel and light in the middle of battle. There are those who can call forth abilities evocative of the ancient war angels. These paladins engage in combat with a furious joy rivalled by few. These are the Valkyr, paladins who swear to live by the ideals of these legendary celestials.
Tenets of the Valkyr
Reaper of the Unworthy: Slay all those who stand against you. Those that surrender are to be granted quarter if possible.
Protect the Worthy: Those that have proven their mettle, or who do not deserve the fate of death should be allowed to continue on.
Fly to Battle: You’ve been given the wonderous power in battle. You should be in the front lines if possible, to strike terror into the hearts of your foes and inspire your allies.
Honorable Death: To die in combat is the greatest honor a Valkyr can achieve. This does not mean to be reckless, rather seek your end when it may serve the most purpose.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of The Valkyrie")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath of the Valkyrie Spells:
3rd: Thunderwave, Shield of Faith
5th: Enlarge/Reduce, Spiritual Weapon
9th: Haste, Revivify
13th: Death Ward, Guardian of Faith
17th: Mass Cure Wounds, Raise Dead
Channel Divinity:
At the 3rd level you gain the following 2 Channel Divinity options.
Thunderous Blade: As an action you can imbue your weapon with thunderous energy. For 1 minute when you strike an enemy with your weapon you can deal extra thunder damage equal to your charisma modifier (minimum of 1). You can end this effect on your turn as part of any other action. IF you are no longer holding or carrying the weapon this effect ends.
Word of Protection: As a reaction you can utter a word of protection for a creature you can see within 10 ft of you. The target is resistant to all damage until the beginning of your next turn. ")
(set:$Subclass_Seventh_Level_Features to "Wings of Battle:
At the 7th level you can channel the celestial beings you represent. As an action you may sprout golden wings granting you a fly speed of 30 ft. These wings last for 1 minute. Once you use this ability you may not use it again until you have completed a long rest.")
(set:$Subclass_Fifteenth_Level_Features to "Charging Blow:
At the 15th level you gain the ability to make a thunderous entrance into battle. When you or a mount you ride moves at least 60 ft in a single turn you may make a melee weapon attack against a single foe as a bonus action. If this attack hits in addition to dealing normal weapon damage, creatures in a 30 ft cube in front of you must make a strength saving throw. Creatures that fail take 4d6 force damage and are knocked prone. Creatures that succeed the saving throw take half damage and are not knocked prone. ")
(set:$Subclass_Twentieth_Level_Features to "Avatar of the Valkyrie
At the 20th level you gain the ability to partially transform yourself temporarily into a celestial being of battle. You gain the following benefits for one minute:
Fly speed of 40 ft.
Resistant to all damage
Allies within 20 ft cannot die. They can be rendered unconscious by damage but cannot die until this ability ends.
Once you have used this feature you cannot use it again until you have finished a long rest.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Oath of Heroism
Paladins who take the oath of heroism hold themselves to a high standard and are known for their exemplary virtues. They acknowledge their importance in the world while maintaining a humble attitude. They have come to a realization that het best way to fight evil is by spreading goodness.
Tenants of Heroism
Mercy: Nearly everything and everyone has a shard of goodness in them. Do your best to bring int out.
Be humble: Know that you are equally as important as any civilian or adventurer you encounter.
Self-Forgiveness: You area allowed to make mistakes. You must learn how to forgive yourself for your faults and use them to grow.
Teamwork: Lead your team, but remember with power used recklessly does more harm than good. Work with your team and aid them whenever possible.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Heroism")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath Spells:
3rd: Bless, Sanctuary
5th: Calm Emotion, Hold Person
9th: Glyph of Warding. Tint hut
13th: Polymorph, Resilient Sphere
17th: Hold Monster, wall of force
Channel divinity:
At the 3rd level you gain the following channel divinity options.
Hero’s Harmony: As an action you unleash a message of unity in a loud booming voice calling the sprits of heroes that died doing good and helping others to come to your aid. For a number of rounds equal to your charisma modifier (min of 1) your actions are considered to be aided by the Help action from an unseen or indistinct spirit.
Vow of Humanity: As an action when you see a frightened or charmed creature you may silently pray and touch them to create a momentary mental connection. That creature is no longer charmed or frightened but you must make a successful wisdom saving throw against a DC equal to 8 + your proficiency bonus + your wisdom modifier to suffer no effect, on a failed save you suffer the effect yourself. ")
(set:$Subclass_Seventh_Level_Features to "Life Saver:
At the 7th level you produce a 10 ft aura around you, any creature inside your aura is struck you can use your reaction to split the damage in half between you and the creature (Rounding up). At the 18th level this aura increases to 30 ft.")
(set:$Subclass_Fifteenth_Level_Features to "Heroic Spirit:
At the 15th level you may take the help action as a bonus action on each of your turns. In addition you have advantage on all charisma checks involving interactions with heroic individuals. ")
(set:$Subclass_Twentieth_Level_Features to "Guardian:
At the 20th level you can take the form of the Guardian, an ancient power that makes itself available to good hearted heroes in need. You gain a halo of radiant light, begin to exude a soft light, hush the sound levels or light levels around you, signaling your transformation. As an action you may transform for 1 minute, gaining the following effects.
You may roll a number of hit dice up to the max hit dice you have, as an action losing the number of HP equal to the result and restoring it to all creatures of your choice within 10 ft of you.
Creatures you strike must roll a hit dice. When they fall to the amount of HP rolled or lower, they are incapacitated but blessed and cannot fall to 0 until they commit another evil act. The player decides whether the act is evil and the creature cannot be blessed more than once in their lifetime.
Allied creatures within 10 ft of you automatically pass saving throws but you must make the saving throws instead at disadvantage or suffer the effects.
Once you use this feature you cannot use it again until you finish a long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Oath Of Purification
A steadfast commitment to truth regardless of what others including those in positions of authority view as right and just. Paladins who dedicate themselves to this oath believe in revealing the truth by any means necessary. Purging the world of those who would obscure it.
Those that swear this oath seek first to offer their foes a chance at redemption, via fiery penance
Tenets of Purification:
Bring the truth to light: Be not clouded by the laws and expectations of others. You seek truth, no matter how challenging.
Purify the Wicked: Rehabilitation is preferred. A fiery death for the unrepented is still an acceptable alternative.
Defend the Undefiled: Those who remain clean from the toxic path of evil are worthy of your protection, safeguard their purity.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Purification")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath Spells:
3rd: Burning Hands, Faerie Fire
5th: Calm Emotions, Moonbeam
9th: Clairvoyance, Fireball
13th: Fire shield, wall of fire.
17th: Dawn, flame strike
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Trial by Fire: As an action, you present your holy symbol and censure your foe using your channel divinity. Choose a creature you can see within 60 ft of you, that creature must make a dexterity saving throw. Good aligned creatures have advantage on this saving throw. The target takes fire damage equal to 2d10 + paladin level and burns for 1 minute, shedding a bright light in a 20 ft radius, dim light for an additional 20 ft, this overcomes resistance to fire or radiant damge resistances, and deals fire damage equal to your charisma modifier until it successfully saves, on a failed save. The creature takes half as much on a successful one and isn’t burned.
Oculus of Truth: enhance your intuition and discerning eye. As an action you grant yourself a +5 bonus to intelligence investigation checks and wisdom insight checks for the next 10 minutes.")
(set:$Subclass_Seventh_Level_Features to "Aura of Cleansing:
At the 7th level, while you are conscious, you radiate a purifying aura within 10 ft of you, extending the range of your lay on hands feature to 10 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "Agonizing Retribution:
At the 15th level when a creature hits you or an ally within your aura of cleansing with an attack you can use your reaction to conjure a brief mote of flame, dealing damage to half your paladin level rounded down to that creature. ")
(set:$Subclass_Twentieth_Level_Features to "Paragon of Purification:
At the 20th level you gain resistance to fire damage, and as an action you become a avatar of sanctifying fire, gaining the following benefits for one minute:
Immune to fire and radiant damage.
As a bonus action you can purge all diseases and poisons from a creature you can see within 60 ft.
Once on each of your turns you can deal extra fire damage to one target when you damage it with an attack or spell, the damage is equal to your paladin level.
When you deal fire or radiant damage you ignore resistance or immunity to those damage types. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
//Helewidis stood between the two feuding families, trying to find common ground before the ballroom turned into an all out brawl. She cast calm emotions to settle the most outraged of the group, trying to help more level heads prevail. The wedding would not end in bloodshed she vowed.//
Pacifist Domain
Focusing on harnessing the calm and peaceful energies of nature and dispelling conflicts and bring a constant advocate of peace. The gods and goddesses of pacifism promote peace above all else, acting as the polar opposite of the war domain. Many non evil deities claim influence over this domain.
Pacifist Domain Spells:
These spells do not count against your prepared spells, and you always have them prepared.
1st: Charm person, Sleep
3rd: Calm emotions, Suggestion
5th: Fear, Hypnotic Pattern
7th: Compulsion, Otiluke’s resilient sphere
9th: Modify memory, wall of force
Acolyte of Peace:
At the 1st level you gain the friends cantrip, if you don’t already know it. You gain proficiency in the persuasion skill. When you use the friends cantrip the target no longer realizes it was charmed and does not automatically become hostile towards you.
Channel Divinity: Cease conflict:
AT the 2nd level you can use your channel divinity to diffuse a situation, as an action you present your holy symbol and evoke calming energy to hostile creatures. Each hostile creature within 30 ft of you must make a wisdom saving throw. On a failed save the creature becomes indifferent towards creatures of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by a spell or if it witnesses its friends being harmed. If some creatures succeed on the saving throw they may still cease hostilities if many of their allies have failed their saving throw unless the DM rules otherwise.
Peaceful Sanctuary:
At the 6th level you can cease attacks against you as long as you can cease your own. At the end of every long rest you gain the effect of a sanctuary spell that lasts until the start of your next long rest, the spell can end early if you dismiss it.
Potent Spellcasting:
At the 8th level your non-combative cleric cantrips gain the following upgrades.
Guidance: always gives max roll of 4.
Light: The radius of bright light is increased to 40 ft. dim light still sheds for 20 ft beyond that radius.
Mending: Casting time of this cantrip is reduced to 1 action.
Resistance: Gives max roll of 4 every time.
Spare the Dying: Gains a range of 30 ft.
Thaumaturgy: Create 2 magical effects with a single casting.
Commands of Pacification:
At the 17th level you cast the command spell as a first level spell without expending a spell slot. When you cast the spell in this manner the target has disadvantage on the saving throw.
[[Cleric|Cleric 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Pacifist Domain")(set:$Charm_Person to true)(set:$Sleep to true)
(set:$Subclass_Features to "Pacifist Domain Spells:
These spells do not count against your prepared spells, and you always have them prepared.
1st: Charm person, Sleep
3rd: Calm emotions, Suggestion
5th: Fear, Hypnotic Pattern
7th: Compulsion, Otiluke’s resilient sphere
9th: Modify memory, wall of force
Acolyte of Peace:
At the 1st level you gain the friends cantrip, if you don’t already know it. You gain proficiency in the persuasion skill. When you use the friends cantrip the target no longer realizes it was charmed and does not automatically become hostile towards you. ")
(if:$Level is > 2) [(Set:$Calm_Emotions to true)(Set:$Suggestion to true)](if:$Level is > 4)[(Set:$Fear to true)(Set:$Hypnotic_Pattern to true) ](if:$Level is > 6) [ (Set:$Otilukes_Resilient_Sphere to true)(Set:$Compulsion to true)](if:$Level is > 8) [ (set:$Modify_Memory to true)(Set:$Wall_Of_Force to true)]
(Set:$Subclass_Second_Level_Features to "Channel Divinity: Cease conflict:
AT the 2nd level you can use your channel divinity to diffuse a situation, as an action you present your holy symbol and evoke calming energy to hostile creatures. Each hostile creature within 30 ft of you must make a wisdom saving throw. On a failed save the creature becomes indifferent towards creatures of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by a spell or if it witnesses its friends being harmed. If some creatures succeed on the saving throw they may still cease hostilities if many of their allies have failed their saving throw unless the DM rules otherwise. ")
(Set:$Subclass_Sixth_Level_Features to "Peaceful Sanctuary:
At the 6th level you can cease attacks against you as long as you can cease your own. At the end of every long rest you gain the effect of a sanctuary spell that lasts until the start of your next long rest, the spell can end early if you dismiss it. ")
(Set:$Subclass_Eighth_Level_Features to "Potent Spellcasting:
At the 8th level your non-combative cleric cantrips gain the following upgrades.
Guidance: always gives max roll of 4.
Light: The radius of bright light is increased to 40 ft. dim light still sheds for 20 ft beyond that radius.
Mending: Casting time of this cantrip is reduced to 1 action.
Resistance: Gives max roll of 4 every time.
Spare the Dying: Gains a range of 30 ft.
Thaumaturgy: Create 2 magical effects with a single casting.")
(Set:$Subclass_Seventeenth_Level_Features to "Commands of Pacification:
At the 17th level you cast the command spell as a first level spell without expending a spell slot. When you cast the spell in this manner the target has disadvantage on the saving throw. ")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Nils removed the plague mask from his face. He wasn’t afraid of the sickness in the house, everyone else avoided them to protect themselves. He reached the room of the afflicted child, to see one so young cradled in the arms of death was not unusual. This one had already lost everything, it would be a gift to die, Kelemvor had told him to save the child. Nils reached out and touched the child, curing the plague.//
Affliction Domain
The affliction domain focuses on the various plagues and blights that can manifest in the mortal realm. The follows of affliction experience pain as if it were pleasure. They believe death is more powerful than life, though they need equal balance. Their clerics follow this dictum to work in the names of their gods.
Affliction Domain Spells:
You always have these spells prepared, they do not count against the number of prepared spells you have.
1st: Inflict wounds, Ray of sickness
3rd: Blindness/deafness, Melf’s acid arrow
5th: Gaseous From, Stinking Cloud
7th: Blight, Vitriolic Sphere.
9th: Cloudkill, Contagion.
Plague Born:
At the 1st level you have supernatural resistance to afflictions. You gain advantage on saving throws against poison, and resistance to poison damage. Additionally you learn the poison spray or acid splash cantrip, they are cleric spells for you.
Channel Divinity: Plaguebearer:
At the 2nd level you can use your channel divinity to wield the power of the blight with unchecked virulence. When you roll acid or poison damage you can use your channel divinity to deal max damage instead of rolling
Plaguebreaker:
At the 6th level you become immune to disease and may use an action to touch a willing creature curing all diseases it is currently suffering from. You may use this feature once per long rest.
Potent Spellcasting:
Starting at the 8th level you can add your wisdom modifier to the damage you deal with any cleric cantrip
Pandemic:
At the 17th level you can use your action, present your holy symbol and bestow upon creatures a devastating affliction. A number of creatures equal to you wisdom modifier, of your choice within 30 ft of you must make constitution saving throws. Creatures immune to disease automatically succeed this saving throw. On a failed save the creature is plagued. A plagued creature must repeat the saving throw at the end of each of their turns. On a failed save the target takes a level of exhaustion and 1d10 poison damage. On a successful save the target stops making constitution saves against this effect, but retains the level of exhaustion. Whenever a plagued creature dies each creature within 5 ft of it must make a constitution saving throw becoming plagued on a failed save. As an action you can dismiss the plague. You can use this feature once per long rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Affliction Domain")
[[Cleric|Cleric 2]]
(set:$Subclass_Features to "Affliction Domain Spells:
You always have these spells prepared, they do not count against the number of prepared spells you have.
1st: Inflict wounds, Ray of sickness
3rd: Blindness/deafness, Melf’s acid arrow
5th: Gaseous From, Stinking Cloud
7th: Blight, Vitriolic Sphere.
9th: Cloudkill, Contagion.
Plague Born:
At the 1st level you have supernatural resistance to afflictions. You gain advantage on saving throws against poison, and resistance to poison damage. Additionally you learn the poison spray or acid splash cantrip, they are cleric spells for you. ")(if:$Level is > 2) [(Set:$Blindness_Deafness to true)(Set:$Melfs_Acid_Arrow to true)](if:$Level is > 4)[(Set:$Gaseous_Form to true)(Set:$Stinking_Cloud to true) ](if:$Level is > 6) [ (Set:$Blight to true)(Set:$Vitriolic_Sphere to true)](if:$Level is > 8) [ (set:$Cloudkill to true)(Set:$Contagion to true)](Set:$Inflict_Wounds to true) (Set:$Ray_Of_Sickness to true)
(set:$Subclass_Second_Level_Features to "Channel Divinity: Plaguebearer:
At the 2nd level you can use your channel divinity to wield the power of the blight with unchecked virulence. When you roll acid or poison damage you can use your channel divinity to deal max damage instead of rolling.")
(set:$Subclass_Sixth_Level_Features to "Plaguebreaker:
At the 6th level you become immune to disease and may use an action to touch a willing creature curing all diseases it is currently suffering from. You may use this feature once per long rest. ")
(set:$Subclass_Eighth_Level_Features to "Potent Spellcasting:
Starting at the 8th level you can add your wisdom modifier to the damage you deal with any cleric cantrip. ")
(set:$Subclass_Seventeenth_Level_Features to "Pandemic:
At the 17th level you can use your action, present your holy symbol and bestow upon creatures a devastating affliction. A number of creatures equal to you wisdom modifier, of your choice within 30 ft of you must make constitution saving throws. Creatures immune to disease automatically succeed this saving throw. On a failed save the creature is plagued. A plagued creature must repeat the saving throw at the end of each of their turns. On a failed save the target takes a level of exhaustion and 1d10 poison damage. On a successful save the target stops making constitution saves against this effect, but retains the level of exhaustion. Whenever a plagued creature dies each creature within 5 ft of it must make a constitution saving throw becoming plagued on a failed save. As an action you can dismiss the plague. You can use this feature once per long rest. ")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Features_For_Level_17 to true)
Circle of Life
The reclusive guardians of the deepest forests are responsible for maintaining the balance of life and death in the world. Focusing on the maintenance of life, they never forget the need for death in the world.
[[Subclass Feature Description]](Set:$Subclass to true)
(set:$Secondary_Class to "Circle Of Life")
(set:$Subclass_Second_Level_Features to "Bonus Cantrip:
At the 2nd level you add Spare the dying to your list of known cantrips.
Natural Balance:
At the 2nd level you can use your mastery of nature to heal the badly injured. As an action you restore a number of HP equal to five times your druid level. Choose any creatures within 30 ft of you and divide those HP amongst them. This feature can restore a creature to no more than half its HP maximum. You can’t use this feature on undead or constructs. You must complete a long rest before you can use this feature again.
Circle Spells:
Once you gain access to a spell you always have it prepared, it doesn’t count against the total number of spells you can prepare each day, and it functions as a druid spell for you even if it doesn’t appear on the druid spell list.
3rd: Aid, Lesser Restoration
5th: Beacon of Hope, Revivify
7th: Aura of Life, Death Ward
9th: Greater Restoration, Circle of Power.")
(set:$Subclass_Sixth_Level_Features to "Spirit of Life:
At the 6th level the healing spells you cast on others heal you as well. When you cast a spell of the 1st level or higher that restores HP to a creature other than yourself, you regain 2+ the spells level HP. ")
(set:$Subclass_Tenth_Level_Features to "Form of the Goddess:
At the 10th level you can expend two uses of wile shape at the same time to transform into the personification of the Goddess of the forest. You become a large glowing white unicorn, with a flowing white mane and tufts of fir on your feet. While in this form you have advantage on all charisma checks, gain speed equal to double your walking speed, and resistance to necrotic damage. You cannot attack using physical means or you revert to your natural form. ")
(set:$Subclass_Fourteenth_Level_Features to "Gift of Life:
At the 14th level when you cast revivify its range changes to 30 ft, and you can target 2 creatures at once. Or When you cast reincarnation you can roll two sets of dice and choose which form you wish it to take. Or You can cast resurrection once per day without burning a spell slot, but you must still provide all material components. You must complete a long rest before you can use this feature again. ")
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Makana gave a wild yell as he charged into battle. His blade met his foes with a thunderous clang, sending bodies flying as he crashed through the front lines of the enemies. He cut a path to divide the line into two like a wedge his companions flowed into the gap catching many reeling from the explosive sounds of Makana’s strikes.//
Zeal Domain
Dedication, passion, and fervor in actions.
Zeal Domain Spells:
1st: Searing Smite, Thunderous Smite
3rd: Magic Weapon, Shatter
5th: Haste, Fireball
7th: Fire Shield, Freedom of Movement
9th: Destructive Wave, Flame Strike
Bonus Proficiencies:
At the 1st level you gain proficiency with martial weapons and heavy armor.
Priest of Zeal:
At the 1st Level you are delivered a bolt of inspiration from your god while you are engaged in battle. When you attack you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your wisdom modifier (min of 1). You regain all expended uses when you finish a long rest.
Channel Divinity: Consuming Fervor:
At the 2nd level you can use your channel divinity to channel your zeal into an uncheck ferocity. When you roll fire or thunder damage you can use your channel divinity to deal maximum damage instead of rolling.
Resounding Strike:
At the 6th level when you deal fire or thunder damage to a large or smaller creature you can push it up to 10 ft away from you.
Divine Strike:
At the 8th level you gain the ability to infuse your weapon with divine energy. Once per each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same damage type to the target.
When you reach the 14th level the extra damage increases to 2d8.
Blaze of Glory:
At the 17th level you can delay death for an instant to perform a final heroic act. When you are reduced to 0 HP by an attacker you can see, even if you are killed outright you can use your reaction to move up to your speed towards the attacker and make one melee weapon attack against it, as long as the movement brings it within reach. You make this attack with advantage if the attack hits the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death throws as normal, or die if the damage killed you outright. Once you use this feature you can’t use it again until you finish a long rest.
[[Cleric|Cleric 2]]
(Set:$Subclass to true)(set:$Searing_Smite to true)(Set:$Thunderous_Smite to true)
(set:$Secondary_Class to "Zeal Domain")
(Set:$All_Weapons_Martial to true)(set:$Heavy_Armor to true)
(set:$Subclass_Features to "Zeal Domain Spells:
1st: Searing Smite, Thunderous Smite
3rd: Magic Weapon, Shatter
5th: Haste, Fireball
7th: Fire Shield, Freedom of Movement
9th: Destructive Wave, Flame Strike
Bonus Proficiencies:
At the 1st level you gain proficiency with martial weapons and heavy armor.
Priest of Zeal:
At the 1st Level you are delivered a bolt of inspiration from your god while you are engaged in battle. When you attack you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your wisdom modifier (min of 1). You regain all expended uses when you finish a long rest. ")(if:$Level is > 2) [(Set:$Magic_Weapon to true)(Set:$Shatter to true)](if:$Level is > 4)[(Set:$Haste to true)(Set:$Fireball to true) ](if:$Level is > 6) [ (Set:$Fire_Shield to true)(Set:$Freedom_Of_Movement to true)](if:$Level is > 8) [ (set:$Destructive_Wave to true)(Set:$Flame_Strike to true)]
(set:$Subclass_Third_Level_Features to "Channel Divinity: Consuming Fervor:
At the 2nd level you can use your channel divinity to channel your zeal into an uncheck ferocity. When you roll fire or thunder damage you can use your channel divinity to deal maximum damage instead of rolling. ")
(set:$Subclass_Sixth_Level_Features to "Resounding Strike:
At the 6th level when you deal fire or thunder damage to a large or smaller creature you can push it up to 10 ft away from you.")
(set:$Subclass_Eighth_Level_Features to "Divine Strike:
At the 8th level you gain the ability to infuse your weapon with divine energy. Once per each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same damage type to the target.
When you reach the 14th level the extra damage increases to 2d8.")
(set:$Subclass_Seventeenth_Level_Features to "Blaze of Glory:
At the 17th level you can delay death for an instant to perform a final heroic act. When you are reduced to 0 HP by an attacker you can see, even if you are killed outright you can use your reaction to move up to your speed towards the attacker and make one melee weapon attack against it, as long as the movement brings it within reach. You make this attack with advantage if the attack hits the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death throws as normal, or die if the damage killed you outright. Once you use this feature you can’t use it again until you finish a long rest. ")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Blago swam with his strong shark tail through the water, the deep ocean was his home. The ship he was crewing had met some bad weather and he needed to mend the hull to stop the water from coming in before he could remove the water. The rest of the crew worked inside to repair through the spurting and turbulent waters that threatened to sink the ship.//
Ocean Domain
These clerics of the ocean follow powerful gods of the oceans and waters. They believe the in the never-ending oceans the sublimity of the ties and the beauty of the waters. These clerics feel most at home on the serene beach or turbulent ship deck.
Ocean Domain Spells:
These spells do not count against your prepared spells, and you always have them prepared.
1st: Create or Destroy water, Cure wounds
3rd: Calm Emotions, Prayer of Healing
5th: Water Breathing, Water Walk
7th: Control Water, Ice Storm
9th: Mass Cure Wounds, Cone of Cold.
Blessing of the Tides:
At the 1st level you can use your action to touch a willing creature other than yourself and give it advantage on strength athletics checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Charm Aquatic Life:
At the 2nd level You can use your channel divinity to charm aquatic life and amphibious creatures. As an action you present your holy symbol and invoke the name of your deity. One aquatic or amphibious creature that can see you within 30 ft of you must make a wisdom saving throw, being charmed by you for 1 minute or until it takes damage on a failure. While charmed by you it is friendly to you and any other creatures you designate.
One With the Waves:
At the 6th level your defenses merge with the oceans to carry you through the tides. You gain a swim speed of 50 ft. Your connection with the waters extends to the animals found in the oceans, you can cast Animal messenger targeting only aquatic or amphibious creatures.
Divine Strike:
At the 8th level you gain the ability to infuse your weapon 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 cold damage. At the 14th level this extra damage increases to 2d8.
Channel Divinity: Ocean Surge:
At the 17th level you are able to channel your deity and create a massive whirlpool of water. As an action you choose a point within 60 ft of you and cause swirling waters to envelop a 15 ft radius circle from the chosen point. Each hostile creature within the area must succeed a strength saving throw or take 3d8 bludgeoning damage and be knocked prone on a failure. All friendly creatures in the area heal 3d8 HP and if they are prone can choose to stand and end the condition. Creatures with a swim speed automatically succeed the saving throw.
[[Cleric|Cleric 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Ocean Domain")
(Set:$Create_Destroy_Water to true)(Set:$Cure_Wounds to true)
(set:$Subclass_Features to "Ocean Domain Spells:
These spells do not count against your prepared spells, and you always have them prepared.
1st: Create or Destroy water, Cure wounds
3rd: Calm Emotions, Prayer of Healing
5th: Water Breathing, Water Walk
7th: Control Water, Ice Storm
9th: Mass Cure Wounds, Cone of Cold.
Blessing of the Tides:
At the 1st level you can use your action to touch a willing creature other than yourself and give it advantage on strength athletics checks. This blessing lasts for 1 hour or until you use this feature again. ")(if:$Level is > 2) [(Set:$Calm_Emotions to true)(Set:$Prayer_Of_Healing to true)](if:$Level is > 4)[(Set:$Water_Breathing to true)(Set:$Water_Walk to true) ](if:$Level is > 6) [ (Set:$Control_Water to true)(Set:$Ice_Storm to true)](if:$Level is > 8) [ (set:$Mass_Cure_Wounds to true)(Set:$Cone_Of_Cold to true)]
(set:$Subclass_Second_Level_Features to "Channel Divinity: Charm Aquatic Life:
At the 2nd level You can use your channel divinity to charm aquatic life and amphibious creatures. As an action you present your holy symbol and invoke the name of your deity. One aquatic or amphibious creature that can see you within 30 ft of you must make a wisdom saving throw, being charmed by you for 1 minute or until it takes damage on a failure. While charmed by you it is friendly to you and any other creatures you designate. ")
(set:$Subclass_Sixth_Level_Features to "One With the Waves:
At the 6th level your defenses merge with the oceans to carry you through the tides. You gain a swim speed of 50 ft. Your connection with the waters extends to the animals found in the oceans, you can cast Animal messenger targeting only aquatic or amphibious creatures. ") (if:$Level is > 5) [ (set:$Swim_Speed to 50)]
(set:$Subclass_Eighth_Level_Features to "Divine Strike:
At the 8th level you gain the ability to infuse your weapon with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 cold damage. At the 14th level this extra damage increases to 2d8. ")
(set:$Subclass_Seventeenth_Level_Features to "Channel Divinity: Ocean Surge:
At the 17th level you are able to channel your deity and create a massive whirlpool of water. As an action you choose a point within 60 ft of you and cause swirling waters to envelop a 15 ft radius circle from the chosen point. Each hostile creature within the area must succeed a strength saving throw or take 3d8 bludgeoning damage and be knocked prone on a failure. All friendly creatures in the area heal 3d8 HP and if they are prone can choose to stand and end the condition. Creatures with a swim speed automatically succeed the saving throw. ")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Features_For_Level_17 to true)
Way of the lunar Protector
Having learned to channel their life energy into the regal and steadfast ways of the moon. They teach that just as the moon stands strong against the light of the sun one can unlock the ability to harness that serenity to become a stalwart soul.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Lunar Protector")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Patient Moon Palm:
At the 3rd level you can encase your fist in lunar radiance. Before you take a long rest you may choose to meditate and attune to the moon. While attuned your unarmed strikes now have a range of 10 ft. and you can use your wisdom modifier instead of strength or dexterity for the attack and damage rolls. This effect lasts until you dismiss it as a bonus action or are killed.
Reversal:
While attuned to patient moon palm and take the dodge action until the start of your next turn you can spend 1 ki point to make a unarmed strike towards any creature that attacks you within range. You may spend an additional Ki point to make a second unarmed strike. At the 11th leel you may spend an additional ki point to make a third unarmed strike.
Wisdom in Restraint:
While attuned to Patient moon palm your unarmored defense now equals 10 + constitution modifier + your wisdom modifier. ")
(set:$Subclass_Sixth_Level_Features to "Robe of Mist:
At the 6th level you gain the ability to channel your ki into a pallid aura of mist that defends you and rebuffs your enemies. Immediately after your deal damage with Reversal you can spend 2 ki points and gain the damage dealt as temp HP that lasts until the start of your next turn. If a creature hits you with a melee attack while you have them, it takes force damage equal to the damage they dealt up to the max of total temp HP. ")
(set:$Subclass_Eleventh_Level_Features to "Moonsilvered Soul:
At the 11th level you gain the ability to call down an orb of silvered moonlight as an action. As an action you may summon a 15ft radius sphere, centered on yourself, filled with dim light. As an action you may sustain this effect. This effect ends if you use your action to do anything else or move. While you are sustaining this effect you are unable to be moved or knocked prone by any effect short of a whish spell. Hostile creatures within the sphere have disadvantage when attack a creature besides you, and must pass a wisdom saving throw to move outside it. When the hostile creature within the sphere attempts an attack the moonlight rebuffs them and it must make a wisdom saving throw or take 2d6 force damage on a failure, and half as much on a success. Friendly creatures within the sphere heal for half the damage dealt. You may spend ki points to a max of 3 to increase the damage by 1d6. This feature may be used a number of times equal to your wisdom modifier per day. At the 17th level the radius expands to 30 ft. ")
(set:$Subclass_Seventeenth_Level_Features to "Lunar Wrath:
At the 17th level you glow with the iridescence of a full moon. You shed a dim light for 30 ft. If you are surrounded by magical darkness it is immediately dismissed. As a bonus action you can extinguish or restore the glow. While this light surrounds you, you may use your deflect missiles reaction on spells that use a ranged spell attack and on any ranged attack that targets an ally illuminated by the light. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Way Of The Desert Wind
You harness the power of the beating sun that drives the wind on the ever shifting dunes. Through this you find power and wisdom in the unending harshness of nature.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Desert Wind")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Gifts of The Desert:
At the 3rd level you gain the produce flame and gust cantrips
Blistering Flurry:
At the 3rd level you wrap the harsh winds of the desert around your striking fists. Whenever you hit a creature with one of your attacks granted by Flurry of Blows, choose either the target of the attack or one creature within 5 ft of it. The chosen creature takes fire damage equal to your wisdom modifier. At the 11th level this applies to all unarmed strikes you make not just those granted by flurry of blows. ")
(set:$Subclass_Sixth_Level_Features to "Will of the Wind:
At the 6th level you can use your ki to control the wind. You can spend 2 ki points to cast gust of wind or warding wind or 3 ki points to cast wind wall requiring not material components. ")
(set:$Subclass_Eleventh_Level_Features to "Rising Phoenix:
At the 11th level you can generate a column of heated air beneath you. While you benefit from your unarmored movement feature you gain a flying speed equal to your unarmored movement bonus. This flying speed increases as your unarmored movement bonus does. ")
(set:$Subclass_Seventeenth_Level_Features to "Cloak of Calima
Beginning at the 17th level you wrap yourself in blistering winds. You are resistant to fire damage. When a creature hits you with a melee attack you can use your reaction to deal fire damage to the creature equal to 5 + your wisdom modifier.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Field Medic:
Field medics are often among the most selfless and respected members of soldiery. Braving great danger to tend to their charges, or evacuate them to places where they can be better helped. Tireless and undaunted in the pursuit of their duties, these healers operate expertly and with great skill under duress. Beyond their obvious capabilities as a healer, they are more canny employing their knowledge of anatomy and medicine to bolster their capacity to inflict damage.
[[Subclass Feature Description]](Set:$Subclass to true)
(set:$Secondary_Class to "Field Medic")
(set:$Subclass_Third_Level_Features to "Field Medicine:
At the 3rd level you are initiated into the fundamentals of battlefield medicine. Drawing or stowing a healers kit costs no action. As a bonus action while wielding your healers kit you can stabilize a creature within your reach and spend once use of the kit to allow a creature within reach to spend a hit dice and regain HP as though it finished a short rest. The target gains extra HP equal to your Medicine Skill modifier for each hit dice spent this way. You gain the proficiency with the medicine skill, if you are already proficient your bonus is doubled.")
(set:$Subclass_Seventh_Level_Features to "Field Surgery:
At the 7th level as an action you can spend one use of a wielded healers kit to make a wisdom medicine check on a creature within your reach. You have disadvantage on this check if targeting yourself. The target regains HP equal to the result of this check + your fighter level. You can use this feature again when you finish a long or short rest. ")
(set:$Subclass_Tenth_Level_Features to "Swift Resuscitation:
At the 10th level you learn how to forcibly wrench the recently dead back into their mortal coil. As an action using your wielded healers kit to make a DC 25 Wisdom Medicine check targeting a dead creature within your reach. On a success you can revive the target with 1 HP if it’s not undead or a construct and has died within the past minute if it didn’t die of old age. ")
(set:$Subclass_Fifteenth_Level_Features to "Anatomical Studies:
At the 15th Level you can assess a foes anatomy with great insight and precision, identifying key points of weakness, as an action you can make a wisdom medicine check on a creature you can see with a DC of 10 + feet to target. IF it is successful on this check you know whether the target has at least half its HP max, diseases, or poisons and any damage vulnerabilities, immunities, and resistances it has. At the end of your next turn your weapon attack against the target deals extra damage equal to your medicine skill modifier. ")
(set:$Subclass_Eighteenth_Level_Features to "Doctorate of Battle:
At the 18th level you gain the following benefits:
Field Surgeon: you can use your field surgery and swift resuscitation as a bonus action, and twice between rests.
Once of Prevention: You can spend one use of a wielded healers kit to grant a target advantage on a constitution saving throw for 1 minute.
Pound of Cure: A creature revived by your swift resuscitation feature regains HP equal to your Wisdom Medicine check result.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_18 to true)
Way of the Kensai
Personal enlightenment comes in the form of utter devotion to the cause, a single weapon. They pour their souls into their study and find perfect harmony with the mastery of their tool. (Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Kensai")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "
Signature Weapon:
At the 3rd level choose a weapon to be your signature weapon. You gain proficiency if you don’t already have it, and lose proficiency with all other weapons apart from your unarmed strikes. You must spend 24 hours of uninterrupted meditation to bond with your chosen weapon. The bonded weapon is treated as a monk weapon and gains the benefits listed in the martial arts feature. If the weapon breaks, is lost or unusable you must find a weapon of the same type and undergo the bonding process again.
Blade Art:
At the 3rd level choose one of the following options. You can select another at the 10th and 15th levels.
Keen Blade: gain +2 damage with your signature weapon.
Mortal Strike: Spend one Ki point to deal an additional 1d6 on your next attack with your signature weapon.
Focused Energy: Your signature weapon is considered magic for overcoming resistnce.
Defensive Posture: As a reaction you spend 2 ki points to increase yoru AC by 5 until the start of your next turn.
Blade’s Reach: as a bonus action you can spend 1 ki point to double the reach of your signature weapon. ")
(set:$Subclass_Sixth_Level_Features to "Ki Projection:
At 6th level you can spend 1 Ki point to gain advantage on your next deception, intimidation, or persuasion check. ")
(set:$Subclass_Eleventh_Level_Features to "Kia:
At the 11th level you let out a shout that startles and terrifies. As an action you can spend 2 ki points to force your enemies in a 30 ft radius to make a wisdom saving throw. On a failed save the targets are frightened of you for 1 minute or until they take damage (DC 8 + Proficiency bonus + wisdom modifier) ")
(set:$Subclass_Seventeenth_Level_Features to "Inspired Disciples:
At the 17th level as an action you can spend 3 Ki points to give all allies within 30 ft of you advantage on saving throws and immunity to fear for 1 minute. Once you use this feature you must finish a long rest before using it again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Nimet pushed her cart along the road, her small son following along beside her. She patted his head with a paw. They would find a good spot to stop soon. The ever twilight of the Feywild set the buildings glittering. She picked a quiet street, set the cart down and began opening all the compartments to start cooking.//
Kitsune are from the feywild, they are foxlike humanoids, who enjoy tricks. Many of them tend magical udon and ramen carts that have healing properties.
They look very much like bipedal foxes, most of the time. They have the ability change shape that allows them to take on a very specific human form that is unique to each kitsune.
They are usually most at home in the Feywild but will occasionally make the journey to the material plane for a myriad of reasons, usually in the guise of their changed shape.
They reach adulthood at the age of 16, and cease physically aging in their early 20s. They live for about a century and a half.
They range from 5 to 6 ft tall, and weigh a comparable weight to a human.
They have a base walking speed of 30 ft.
They have darkvision allowing them to see in dim and dark conditions.
They have Fey Ancestry, which gives them saving throws against being charmed.
They are deceptive.
They have fox magic. Allowing them to cast the dancing light canrip. When they reach the 3rd level they are able to cast the charm person spell at the 1st level once per day. And At the 5th level they are able to cast alter self once per day.
They can change shape into a specific human form of the same gender. They will always take the same form when they use this ability and the physical appearance of this specific human is different for each kitsune.
They speak sylvan.
(set:$Charisma +=2) (set:$Dexterity += 1)
(set:$Size to "Medium")
(set:$Walking_Speed to 30)
(set:$Features to "Darkvision: You have superior vision in the dark your able to see in dim light within 60 ft of you as if it were bright and in darkness as if it was dimly list. You can’t see colors only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed.
Deceptive: you’re proficient with Deception skill.
Fox magic: you know the dancing lights cantrip. Once your reach level 3 you can cast charm person once per day. And at the 5th level you can cast alter self once per day. Charisma is your spellcasting ability for these spells.
Change Shape: A kitsune can assume the appearance of a specific human form of the same sex. The kitsune always takes this specific form when it uses this ability, it functions as alter self except the kitsune can remain in this very specific appearance indefinitely. ")
(set:$Sylvan to true)(set:$Deception to true)
[[Your Race]](set:$Race to "Kitsune")(set:$Subrace to "None")(set:$Subrace_Features to "None")(set:$Age_Range to "Adult at 16. Live to about 150 years")//Shoshana’s circuits buzzed as her master incanted yet another spell over feminine formed body. Her glowing eyes processed the movements of his arms quickly, taking in all the elements of the lab quickly even in the murky half-light of the five candles. A loud thumping echoed, mana coursed through her system. She was fully cognizant upon the completion of the final incantation. She stood from the table, imbued with the wizards resolve. Metal clinked as she began assisting the wizard with his next project, pulling heavy boxes of wires close, and adding her steady hand to soldering and welding perfect seams. He called this next project her sister.//
Operating on a complex system of internal wires and tubes, covered with sturdy metal and made in bi-pedal humanoid forms with a condensed mana core, that acts as their life force. A mystical battery of self-sustaining energy, if damaged or corrupted rending the arcanatron inert, or for all intents and purposes, lifeless.
Age: Theoretically indefinite, or as long as the mana core holds out.
Size: Medium, modifying themselves to look like humanoid creatures.
Their glowing eyes allow them to see well in the dark, and in darkened conditions.
They do not need to eat, breathe or drink. Though some do to give the illusion of humanity, or make their companions comfortable.
Their construction makes them resistant to poison.
They power down entering a short hibernation period every night that recharges their mana core after 4 hours, much like a human recovers from an 8 hour sleep.
Reaching 0 HP induces an inert state, requiring healing magic, or repair to awaken from this preservative state that gives you advantage when you’re near death.
They have a bonus to constitution.
They have a walking speed of 30.
(set:$Constitution +=1)(set:$Race to "Arcanatron")
(set:$Size to "Medium")(set:$Walking_Speed to 30)(set:$Age_Range to "Adult at Birth. Live to about 750+ years.")
(Set:$Features to "Darkvision: You can see in dim light for 60 ft as if it is brightly lit, and in darkness as if it is dimly lit. You can’t see color only shades of gray.
Living construct: You do not need to eat, breathe or drink, but you can ingest food if you wish. You still benefit from consumables and magic items.
Arcanatron Resilience: You have advantage on saving throws against poison and resistance to poison damage.
Unsleeping Sentinel: You settle into a resting state for 4 hours each day. You are vaguely aware of your surroundings, and you gain the benefits a human gains from 8 hours of sleep.
Self-Stabilizing: Upon reaching 0 HP your mana core enters emergency self preservation mode, you slip into an inert state. You can be spooled up again only through healing magic or being repaired. You have advantage on death saving throws (but you will not regain consciousness).")
Languages: You speak read write in common.
Models:
[[Manaforged Arcanatron]]:
While in the weave your programmer hard coded an innate aptitude towards the mystic arts, as can be seen from the glowing script on your plaiting.
Elegant Design: Runes inscribed on your body imbue you with enhanced arcane knowledge choose a cantrip from the wizard spell list. Charisma is your spellcasting modifier for these spells.
[[Mitherilforged Arcanatron]]:
The wire sinews that bind your insides together are coated in paper thin, but effective coating of mithril as is your dense exterior plating.
Natural Armor: while unarmored your AC is 12 + Constitution modifier. Does not stack with unarmored defense.
[[Fleetforged Arcanatron]]:
Fitted with lightweight but durable plating, built for speed and maneuvering.
Aerodynamic Design: Proficient with Acrobatics.
Tireless Step: base movement speed is 35 ft.
//Workneh incanted for a bolt of fire, the runes on his metal skin glowed a beautiful turquoise. The elegant scrawl of arcane runes, his powerful mana core, and glowing eyes, gave him a uniquely interesting appearance. The show of magic was little more than another tool he had at his disposal to entrance and beguile onlookers. He held them captivated as he cast, he would be more than his creator ever dreamed.//
While in the weave your programmer hard coded an innate aptitude towards the mystic arts, as can be seen from the glowing script on your plaiting.
Manaforged gain a bonus to charisma. They also know one spell from the wizard cantrip list, indicative of the extra powerful mana in their manacores. They use their charisma as the spellcasting modifier for this spell.
(set:$Charisma += 1)
(set:$Subrace_Features to "Elegant Design: Runes inscribed on your body imbue you with enhanced arcane knowledge choose a cantrip from the wizard spell list. Charisma is your spellcasting modifier for these spells. ")
(set:$Subrace to "Manaforged")[[Cantrip From the wizard spell list]]
[[Your Race]] //Alaric’s summoned vines dug deep into the flesh of his enemy. Tearing the body apart, limb by limb. The parts of body dropped to the ground heavy thumps on dense earth. An invader of the forest to return to the earth and feed the trees and plants his master loved above all things. A love instilled in the manacore at Alaric’s center, druidic magic, nature’s power. Alaric was the first line of defense, strong enough to deter most just on appearance of metal skin and glowing green eyes in the darkness.//
The wire sinews that bind your insides together are coated in paper thin, but effective coating of mithril as is your dense exterior plating. You have a bonus to strength.
You also have natural armor from the special strong metal that makes up your outer casing, and inner wiring.
(set:$Strength += 1)
(set:$Subrace_Features to "Natural Armor: while unarmored your AC is 12 + Constitution modifier. Does not stack with unarmored defense.")(Set:$Subrace to "Mitherilforged")
[[Your Race]]//An aerodynamic design. Sleek curves, pliable lightweight facing, tight coiled springs, and efficient gear ratios, Kenton was the fastest runner in the guild. His creator had made him as a special order for the messenger guild. Kenton could run further, for longer than anyone in the guild, recharging faster than his human compatriots, not needing breaks to eat or drink like the elves in their service. He was created for this job.//
Fitted with lightweight but durable plating, built for speed and maneuvering. Fleetforged get a bonus to dexterity, and have a base movement of 35. They also receive a proficiency with acrobatics.
(Set:$Dexterity +=1) (Set:$Subrace to "Fleetforged")
(set:$Subrace_Features to "Aerodynamic Design: Proficient with Acrobatics.
Tireless Step: base movement speed is 35 ft.")(set:$Acrobatics to true)
(Set:$Walking_Speed to 35)
[[Your Race]]Way of the Golden Needle
With their acupuncture skills monks of the golden needle can manipulate the ki of others to alleviate or inflict pain.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Golden Needle")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Student of Medicine:
At the 3rd level you gain proficiency with the medicine skill. If you are already proficient in it you gain proficiency with the Herbalism Kit instead. If you have both proficicencies already they are both doubled. You gain the spare the dying cantrip.
Master Acupuncturist:
At the 3rd level you learn how to use acupuncture needles (dart) as a weapon as well as a medical apparatus. Darts count as monk weapons for you and you don’t have disadvantage on ranged attack rolls with darts even if you are within 5 ft of a hostile creature. As an action you can use one of your darts and spend 1 ki point to grant a nonhostile creature within range Temp HP equal to your monk level + your wisdom modifier (min of 1)")
(set:$Subclass_Sixth_Level_Features to "Gifted Healer:
At the 6th level you can expend 1 Ki point and touch a creature as an action to remove one disease or condition (blinded deafened paralyzed or poisoned). You can end multiple diseases and conditions, expending ki points separately for each one. Additionally, you can expend 3 ki points to cast revivify, you must provide material components, and can only cast this spell once per long rest. ")
(set:$Subclass_Eleventh_Level_Features to "Golden Needle Technique:
At the 11th level you aim your needle at a specific chakra to cause a special effect to the creature. Before you make an attack with a dart expend 1 ki point. On a hit the target suffers the attacks normal effects and makes a constitution saving throw suffering one of the following effects of your choice until the start of your next turn, on a failure.
Root Chakra: Has disadvantage on strength athletics and dexterity acrobatics checks.
Sacral Chakra: Cannot take reactions.
Solar Plexus Chakra: Has disadvantage on attack rolls.
Heart Chakra: has disadvantage on charisma ability checks and saving throws.
Throat Chakra: becomes silenced
Third eye chakra: has disadvantage on wisdom perception checks.
Crown Chakra: has disadvantage on wisdom saving throws. ")
(set:$Subclass_Seventeenth_Level_Features to "Ki Healing:
At the 17th level you gain the ability to channel your Ki into a creature to boost its endurance. As an action you touch another creature and spend 5 ki points. That creature gains temp HP equal to the HP lost during the last round. Ki healing has no effect on undead or constructs. You cannot use this feature again until you finish a long or short rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Kristina pulled out her holy symbol and invoked her goddess Selune, the goddess of the moon, to banish the dead back to their graves. Most of the skeletons and zombies fell to the white divine light that swept over them. She gritted her teeth ready to strike down the rest as her companion swept over them, shattering corpses and turning skeletons to dust.//
Moon Domain:
Follow the natural cycle of life and death, particularly hunting down the undead and evil doers forcing creatures back into undeath. While coaxing life back into the mortal plane is not seen as a transgression against the gods, but the bastardization of that death to undeath for the sake of evil is unforgivable.
Cleric Spells:
1st: Faerie Fire, Magic Missile
3rd: Misty Step, Moonbeam
5th: Haste, Slow
7th: Dimension Door, Greater Invisibility
9th: Steel wind Strike, Teleportation Circle.
Bonus Proficiencies:
At the 1st level you gain proficiency with scimitars, short swords, and rapiers (or Sabers).
Mark of Entropy:
At the 1st level your strikes with bladed martial weapons which you are proficient with deal an additional point of radiant damage. In addition, enemies you damage with radiant damage suffer disadvantage on their strength and dexterity ability checks until the start of their next turn.
Channel Divinity: Silverlight Guidance:
At the 2nd level you can use your channel divinity to provide a ward against unclarity. As a reaction to you or a creature within 30 ft of you making a wisdom saving throw you can use your channel divinity to grant that creature + 10 to their roll.
Crescent Strikes:
At the 6th level you may hasten a targets progress in the natural cycle by making four attacks with a martial weapon with which you’re proficient with as one action. Each of these attacks suffer – 5 to hit but deal entirely radiant damage and can each apply your mark of entropy. You can use this feature a number of times to your wisdom modifier (min of 1 time) You’ll regain all expended uses when you finish a long rest.
Cycle Suppression:
At the 6th level you can cast Gentle Repose without expending a spell slot once per long rest.
Mark Ascension:
At the 8th level your mark of entropy instead deals damage equal to your wisdom modifier (min of 1) when a creature that has had your mark of entropy applied to them is killed they cannot be raised as undead for 1 week. You can choose not to apply this effect prior to killing a creature.
Silverlight:
At the 17th level you become a herald of the moon, ceaseless hunter of those that seek to harvest the vitality of others to remain in this world for far past their due expiry. You gain the following benefits.
Resistance to radiant, force and psychic damage.
You cannot be raised as undead.
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest you can spend all 8 hours doing light activity.
If a spell as the sole effect of restoring life to you (but not undeath) the caster doesn’t need the material components to cast the spell on you.
[[Cleric|Cleric 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Moon Domain")
(set:$Farie_Fire to true)(set:$Magic_Missile to true)
(set:$Subclass_Features to "Cleric Spells:
1st: Faerie Fire, Magic Missile
3rd: Misty Step, Moonbeam
5th: Haste, Slow
7th: Dimension Door, Greater Invisibility
9th: Steel wind Strike, Teleportation Circle.
Bonus Proficiencies:
At the 1st level you gain proficiency with scimitars, short swords, and rapiers (or Sabers).
Mark of Entropy:
At the 1st level your strikes with bladed martial weapons which you are proficient with deal an additional point of radiant damage. In addition, enemies you damage with radiant damage suffer disadvantage on their strength and dexterity ability checks until the start of their next turn.")(set:$Scimitar to true)(Set:$Shortsword to true)(set:$Rapier to true) (if:$Level is > 2) [(Set:$Misty_Step to true)(Set:$Moonbeam to true)](if:$Level is > 4)[(Set:$Haste to true)(Set:$Slow to true) ](if:$Level is > 6) [ (Set:$Dimension_Door to true)(Set:$Greater_Invisibility to true)](if:$Level is > 8) [ (set:$Steel_Wind_Strike to true)(Set:$Teleportation_Circle to true)]
(set:$Subclass_Second_Level_Features to "Channel Divinity: Silverlight Guidance:
At the 2nd level you can use your channel divinity to provide a ward against unclarity. As a reaction to you or a creature within 30 ft of you making a wisdom saving throw you can use your channel divinity to grant that creature + 10 to their roll. ")
(set:$Subclass_Eighth_Level_Features to "Crescent Strikes:
At the 6th level you may hasten a targets progress in the natural cycle by making four attacks with a martial weapon with which you’re proficient with as one action. Each of these attacks suffer – 5 to hit but deal entirely radiant damage and can each apply your mark of entropy. You can use this feature a number of times to your wisdom modifier (min of 1 time) You’ll regain all expended uses when you finish a long rest.
Cycle Suppression:
At the 6th level you can cast Gentle Repose without expending a spell slot once per long rest. ")
(set:$Subclass_Eighth_Level_Features to "Mark Ascension:
At the 8th level your mark of entropy instead deals damage equal to your wisdom modifier (min of 1) when a creature that has had your mark of entropy applied to them is killed they cannot be raised as undead for 1 week. You can choose not to apply this effect prior to killing a creature. ")
(set:$Subclass_Seventeenth_Level_Features to "Silverlight:
At the 17th level you become a herald of the moon, ceaseless hunter of those that seek to harvest the vitality of others to remain in this world for far past their due expiry. You gain the following benefits.
Resistance to radiant, force and psychic damage.
You cannot be raised as undead.
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest you can spend all 8 hours doing light activity.
If a spell as the sole effect of restoring life to you (but not undeath) the caster doesn’t need the material components to cast the spell on you. ")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Features_For_Level_17 to true)
Mistwalker
You have spent your life hiding in the mists. Swirling clouds of fog are your friends a protective covering that hides you from prying eyes. You become well versed in navigating without relying on sight and striking foes you cannot see while remaining hidden from view.
(Set:$Subclass to true)
(set:$Secondary_Class to "Mistwalker")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Misweaver:
At the 3rd level you can summon mists at any time. You gain the ability to cast fog cloud with the target being self. Once you use this feature a number of times equal to your intelligence modifier you must complete a long rest before you can use it again.
One With Shadows:
At the 3rd level you are comfortable when surrounded by fog. When surrounded by mists you gain advantage on Dexterity stealth checks. In addition to moving through nonmagically difficult terrain costs no extra movement if you are under the cover of mist. ")
(set:$Subclass_Ninth_Level_Features to "MistSense:
At the 9th level you have learned the nuance of mist. Once in mist you gain mistsense, allowing you to use your bonus action to make a DC 15 perception check, on a success you can tell the location of any creature within 20 ft within the mist. ")
(set:$Subclass_Thirteenth_Level_Features to "Mistblade:
At the 13th level you create a weapon out of mist. While in the mist you gain access to a mistknife, a weapon made entirely out of mist. It has all the properties of a shortsword except that its made out of mist, leaves no visible wounds, deals damage internally, and causes an additional 1d4 damage at the beginning of each of the targets next three rounds. ")
(set:$Subclass_Seventeenth_Level_Features to "One With Mists:
At the 17th level you are so familiar with the mists you can melt into them yourself. You can cast the spell Gaseous Form on yourself at will.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Oath of the Shield
Paladins who protect life and seek justice for the downtrodden. They act as a shield for those in need of protection without regard to personal gain.
Tenets of the Shield:
Righteousness of Heart: act with a just heart and judge with an honest mind.
Sanctity of Life: All life is sacred. Take a life only in defense of another and protect those under threat.
Pursuit of Truth: Suffer no lie in concealment, let the truth be revealed.
Bastion Of Steadfastness: Remain unyielding through challenge, relentless in defeat and honorable in victory.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of The Shield")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath Spells:
3rd: Compelled Duel, Sanctuary
5th: Warding Bond, Zone Of Truth
9th: Spirit Guardians, Counterspell
13th: Guardian of Faith, Banishment
17th: Hold Monster, Mass Cure Wounds
Channel Divinity:
At the 3rd level you gain the following 2 channel divinity options:
Divine Challenge: The paladin presents their holy symbol and speaks words imbued with power. All enemies within 20 ft who can hear the paladin must make a wisdom saving throw or be drawn towards the paladin on a failed save, attempting to move within melee range. This movement incurs attacks of opportunity. The effect lasts one minute any damage breaks the spell targets make an additional wisdom saving throw at the start of each of their turns.
Divine Protection: When a creature within 10 ft of the paladin moves to attack one of the paladin’s allies, the paladin may use their reaction to impose a radiant shield between the creature and the target. The creature must make a wisdom saving throw vs the paladins Spell DC if the creature fails no damage is dealt, on a successful save the creature takes half damage. ")
(set:$Subclass_Seventh_Level_Features to "Shield of the Sentinel:
At the 7th level as long as the paladin is not incapacitated all allies within 10 ft add +2 to their AC. ")
(set:$Subclass_Fifteenth_Level_Features to "Resilient Protector:
At the 15th level guardians lean to shrug off all but the most damaging spells. Any save that would result in half damage instead result in zero damage. Failed saves deal half damage. The paladin is also proficient in constitution saving throws. ")
(set:$Subclass_Twentieth_Level_Features to "Guardian’s Resolve:
At the 20th level when the paladin drops to 0 HP you can instead drop to 1 HP as long as you are not killed outright. Once this ability is triggered the paladin cannot be reduced below 1 hp as long as an ally is within 10 ft and is not incapacitated. This ability lasts 1 minute, and cannot be used again until finishing a long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
The Ice Queen
Your patron is a mysterious an extremely powerful witch, who has mastered ice magic and ascended to new heights of magical powers. Over thousands of years of life, the ice queen’s body has become melded with the ice that she has controlled, formed into a lair, and given her total omniscience over the frozen wasteland she calls home. Her motivations for taking on warlocks is completely unknown. Perhaps she wishes for even greater magical power, to expand her domain, or simply add more creatures to her entourage. There is only one known Ice Queen.
Expanded Spell List:
The ice queen lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.
1st: Fog Cloud, Ice Knife
2nd: Gust of Wind, Snilloc’s snowball swarm
3rd: Sleet Storm, wall of water
4th: Elemental Bane, ice storm.
5th: Cone of Cold, conjure Elemental
Ice Queen’s blessing:
At the 1st level you learn the shape water cantrip which counts as a warlock cantrip for you. You may cast it using your bonus action rather than your action and use its effects on any are of ice within range, including unfreezing the ice.
Glacial Prison:
At the 6th level you can call upon your patron to freeze your enemies. Whenever you deal cold damage with a spell of the 1st level or higher you can force all enemies affected by the spell to make a constitution saving throw. On a failure the creature is stunned until the end of it’s next turn. Once you use this feature you can’t use it again until you finish a short or long rest.
Frozen Shield:
At the 10th level your proficiency with Ice Magic gives you resistance to its effects. You gain resistance to cold damage, whenever a creature deals cold damage to you, you gain Temp HP equal to the damage dealt. These last until the end of your next turn.
Icy Tomb:
At the 14th level when you hit a creature with an attack you can use this feature to instantly encase that creature in ice. The creature becomes petrified by ice for 1 minute after which the ice melts. At the start of each of their turns the petrified creature can make a strength saving throw if they have been delt damage since their last turn. On a success the ice is broken, and the creature can escape. Once you use this feature you can’t use it again until you finish a long rest.
(Set:$Secondary_Class to "Ice Queen Patron")
[[Warlock|Warlock 2]](set:$Subclass to true)
(set:$Subclass_Features to "Expanded Spell List:
The ice queen lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.
1st: Fog Cloud, Ice Knife
2nd: Gust of Wind, Snilloc’s snowball swarm
3rd: Sleet Storm, wall of water
4th: Elemental Bane, ice storm.
5th: Cone of Cold, conjure Elemental
Ice Queen’s blessing:
At the 1st level you learn the shape water cantrip which counts as a warlock cantrip for you. You may cast it using your bonus action rather than your action and use its effects on any are of ice within range, including unfreezing the ice.")(set:$Shape_Water to true)
(set:$Subclass_Sixth_Level_Features to "Glacial Prison:
At the 6th level you can call upon your patron to freeze your enemies. Whenever you deal cold damage with a spell of the 1st level or higher you can force all enemies affected by the spell to make a constitution saving throw. On a failure the creature is stunned until the end of it’s next turn. Once you use this feature you can’t use it again until you finish a short or long rest. ")
(set:$Subclass_Tenth_Level_Features to "Frozen Shield:
At the 10th level your proficiency with Ice Magic gives you resistance to its effects. You gain resistance to cold damage, whenever a creature deals cold damage to you, you gain Temp HP equal to the damage dealt. These last until the end of your next turn. ")
(set:$Subclass_Fourteenth_Level_Features to "Icy Tomb:
At the 14th level when you hit a creature with an attack you can use this feature to instantly encase that creature in ice. The creature becomes petrified by ice for 1 minute after which the ice melts. At the start of each of their turns the petrified creature can make a strength saving throw if they have been delt damage since their last turn. On a success the ice is broken, and the creature can escape. Once you use this feature you can’t use it again until you finish a long rest. ")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
(set:$Fog_Cloud_Choice to true) (set:$Ice_Knife_Choice to true)(if:$Level is > 2) [(set:$Gust_Of_Wind_Choice to true) (set:$Snillocs_Snowball_Swarm_Choice to true)](if:$Level is > 4) [ (set:$Sleet_Storm_Choice to true) (Set:$Wall_Of_Water_Choice to true) ] (If:$Level is > 7) [ (Set:$Elemental_Bane_Choice to true) (Set:$Ice_Storm_Choice to true) ] (if:$Level is > 8) [ (Set:$Cone_Of_Cold_Choice to true) (set:$Conjure_Elemental_Choice to true) ]
The Legion
You have made a pact with a legion, 10000 lost and wandering souls have chosen you to be their host. Doing so grants you great power and the experience of many lifetimes in exchange for being able to experience life once again through your eyes. These souls were once people and many different legions have different stories, citizens of a city that was destroyed by war or disaster, a collection of souls refusing to move on to the afterlife, an army seeking vengeance against the enemy. Some may see you as a means to an end, others may be benevolent about it.
Expanded Spell List:
The legion lets you choose from an expanded list of spells when you learn warlock spells. The following spells are added to the warlock spell list for you.
1st: Inflict wounds, Alarm
2nd: Blur, Gentle Repose
3rd: Speak with Dead, Phantom Steed
4th: Death Ward, Faithful Hound
5th: Enervation, Mislead
Aura of the Dead:
At the 1st level the legion surrounds you in a near invisible 20 ft aura of souls who seek to aid you in exchange for the experience of living again. This aura is always active unless you die and may spend a bonus action to have the legion attempt to grapple a creature within them DC is your spell save DC. You can also use it to aid an ally and preform the help action if they are within the aura.
Court of Souls:
At the 6th level you find being the host of so many souls means that you have a lot of experience to draw upon, you try your best to keep it organized. As an action you may summon a court of souls with a particular set of skills to share, and have them aid you in combat. Each court lasts for 10 minutes and effects creatures within your aura of the dead.
Common Folk: you and allies within the aura gain advantage on skill checks to move build or create something.
Courtiers: you gain expertise (double proficiency) on persuasion, performance, and insight checks.
Guards: Hostile creature who start their turn within the radius take necrotic damage equal to your warlock level.
Wizards: you may concentrate on two spells at once. You only make once concentration check when you take damage and lose both if you fail.
Once you summon a court you must wait till you finish a short rest in order to summon another.
Dutiful Guardians:
At the 10th level the legion does all it can to protect you as you gain enough poser to make it more and more corporeal. Your aura counts as difficult terrain to any creatures you choose. You may also spend an action to have your aura of the dead become magical Darkness until the start of your next turn.
Ten Thousand Voices:
At the 14th level your power now allows you to manifest the legion for a short time. You may spend an action to summon a court and have your legion manifest for one minute. While this is happening your aura of the dead increases to 35 ft and whenever a hostile creature is within your aura they are deafened as the sound of the angry dead drown out all other sounds. Once you use this feature you must finish a long rest before you can use it again.
(set:$Secondary_Class to "Legion Patron")
(set:$Subclass to true)
[[Warlock|Warlock 2]]
(set:$Subclass_Features to "Expanded Spell List:
The legion lets you choose from an expanded list of spells when you learn warlock spells. The following spells are added to the warlock spell list for you.
1st: Inflict wounds, Alarm
2nd: Blur, Gentle Repose
3rd: Speak with Dead, Phantom Steed
4th: Death Ward, Faithful Hound
5th: Enervation, Mislead
Aura of the Dead:
At the 1st level the legion surrounds you in a near invisible 20 ft aura of souls who seek to aid you in exchange for the experience of living again. This aura is always active unless you die and may spend a bonus action to have the legion attempt to grapple a creature within them DC is your spell save DC. You can also use it to aid an ally and preform the help action if they are within the aura.")
(set:$Subclass_Sixth_Level_Features to "Court of Souls:
At the 6th level you find being the host of so many souls means that you have a lot of experience to draw upon, you try your best to keep it organized. As an action you may summon a court of souls with a particular set of skills to share, and have them aid you in combat. Each court lasts for 10 minutes and effects creatures within your aura of the dead.
Common Folk: you and allies within the aura gain advantage on skill checks to move build or create something.
Courtiers: you gain expertise (double proficiency) on persuasion, performance, and insight checks.
Guards: Hostile creature who start their turn within the radius take necrotic damage equal to your warlock level.
Wizards: you may concentrate on two spells at once. You only make once concentration check when you take damage and lose both if you fail.
Once you summon a court you must wait till you finish a short rest in order to summon another. ")
(set:$Subclass_Tenth_Level_Features to "Dutiful Guardians:
At the 10th level the legion does all it can to protect you as you gain enough poser to make it more and more corporeal. Your aura counts as difficult terrain to any creatures you choose. You may also spend an action to have your aura of the dead become magical Darkness until the start of your next turn. ")
(set:$Subclass_Fourteenth_Level_Features to "Ten Thousand Voices:
At the 14th level your power now allows you to manifest the legion for a short time. You may spend an action to summon a court and have your legion manifest for one minute. While this is happening your aura of the dead increases to 35 ft and whenever a hostile creature is within your aura they are deafened as the sound of the angry dead drown out all other sounds. Once you use this feature you must finish a long rest before you can use it again.")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
(set:$Inflict_Wounds_Choice to true) (set:$Alarm_Choice to true)(if:$Level is > 2) [(set:$Blur_Choice to true) (set:$Gentle_Repose_Choice to true)](if:$Level is > 4) [ (set:$Speak_With_Dead_Choice to true) (Set:$Phantom_Steed_Choice to true) ] (If:$Level is > 7) [ (Set:$Death_Ward_Choice to true) (Set:$Mordenkainens_Faithful_Hound_Choice to true) ] (if:$Level is > 8) [ (Set:$Enervation_Choice to true) (set:$Mislead_Choice to true) ]
Shadow
Some rogues choose to delve into the intricacies of shadow magic, using it’s powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to highly trained bounty hunters. Learning how to separate their shadow from their bodies, shadow rogues are difficult to catch and hard to kill.
(Set:$Subclass to true)
(set:$Secondary_Class to "Shadow")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Severed Shadow:
At the 3rd level you can use your bonus action granted by you cunning action to separate your shadow from your body turning it to a shadowy replica of yourself and then moving up to 30 ft as the same action. On subsequent turns until you reunite with your shadow you may use your cunning action to move it another 30 ft up to a max of 120 ft away from you. While your shadow is separated you no longer cast a shadow. As a bonus action on each of your turns you may choose to teleport to the location of your shadow reuniting with it. Once you use this feature you can’t use it again until you complete a long or short rest. ")
(set:$Subclass_Ninth_Level_Features to "Deceiving Darkness:
At the 9th level you have advantage on dexterity stealth checks if you are in dim light or darkness. ")
(set:$Subclass_Thirteenth_Level_Features to "Shadow Simulacrum:
At the 13th level you gain greater control over your shadow when your shadow is separated from you. You can also have it preform the help action as part of the bonus action required to move it, your shadow can also manipulate objects weighing up to 25 lbs. ")
(set:$Subclass_Seventeenth_Level_Features to "Master of Shadows:
At the 17th level you have gained ultimate control over your shadow. When you sever your shadow, it can be separated from your location by 500 ft. You can use this feature a number of times equal to your intelligence modifier, regaining all expended uses with a short or long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Homer changed his appearance. He didn’t like to stay in one form for long. He collected stories in the bars, disguised as patrons who had gone to their room or bards that had played in the tavern the next town over. He loved stories, particularly those of adventure.//
A humanoid race distantly related to doppelgangers. Their shapeshifting has led them to be prized spies and assassins. Changelings can look like anyone at an given time, though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin is always pale, the darkest being a very light gray. They have large white eyes with no pupils, encircled by thick black rings. Their noses are small, hardly there. Their bodies are slender and almost frail. The most common color of hair is light greyish silver, or platinum blonde. They lack facial and body hair in their natural form.
Speed: Base walking speed is 30 ft.
Size: Lean humanoids. Your size is medium.
You are proficient in deception.
You have a bonus to dexterity and charisma.
You can polymorph into any humanoid you’ve seen or back to your true from.
(Set:$Dexterity += 1) (set:$Charisma += 1)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(set:$Features to "Duplicity: You gain proficiency with the deception skill.
Shapechanger: As an action you can polymorph into any humanoid of your size that you have seen, or back into your true form. However your equipment does not change with you. If you die you revert to your natural appearance.")
(set:$Language += 1)(set:$Deception to true)(Set:$Race to "Changling")(Set:$Subrace to "none")(set:$Subrace_Features to "None")(set:$Age_Range to "Adult at 18. Live to about 100 years")
[[Your Race]] Way Of The Blade Dancer
Combining beauty and deadly blades into harmonious combat. You sculpt ki into flying daggers that follow your dance through the battlefield.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Blade Dancer")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Will of the Blades:
At the 3rd level you gain the ability to summon and control flying blades. You gain the following benefits:
Ki Blade: you can freely summon and dismiss a handful of Ki blades, andtelepahty control these daggers with a wave of a free hand. The daggers have a 10 ft reach, and cannot be thrown. Ki blades benefit from your ki empowered strikes when you gain it.
Blademark: The first time you spend ki points during your turn you can blademark a hostile creature within 60 ft of you that you can see for 1 minute.
Poise: You gain proficiency with the performance skill if you don’t already have it. You can use your dexterity modifier instead of your charisma modifier when you make a performance check.
Graceful Celerity:
At the 3rd level you gain a new attack option. You teleport within 5 ft next to a hostile creature to an unoccupied space you can see within 30 ft of you. Make a single melee attack against the target as part of this special attack. You can use this feature again after a long or short rest. When you use this attack on a blademarked target you consume the mark to regain use of this feature. ")
(set:$Subclass_Sixth_Level_Features to "Hold your Ground:
At the 6th level your footing is never off. You use your patient defense you can’t be pushed, or knocked prone against your will. When a creature misses you with a melee attack while you have patient defense you can use your reaction to bladmark only that creature by spending 1 ki point.")
(set:$Subclass_Eleventh_Level_Features to "Blinking Crimson:
At the 11th level when you reduce a creature to 0 HP with graceful celerity or consume your blademark you can immediate use graceful celerity as part of the same action. You cannot use flurry of blows if you use graceful celerity more than once per turn. ")
(set:$Subclass_Seventeenth_Level_Features to "Blooming Pirouette:
At the 17th level you gain the ability to send out a barrage of ki blades that stop enemies in their tracks. As an action you can spend 5 ki points to force up to 5 creatures within 60 ft of you to make a dexterity saving throw. On a failure they take 5d10 piercing damage and their movement is reduced to 0, or half as much damage with no movement reduction on a success. You can blademark all creature as part of this action with no cost. You must take a short or long rest before using this feature again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Spell Cleaver
You have undergone rigorous training to hone your body into a weapon against spellcasters. You shatter arcana and bone alike.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Spell Cleaver")
(set:$Subclass_Third_Level_Features to "
Occultist Hunter:
At the 3rd level you gain proficiency with the arcana skill. (if you already have it you gain double proficiency). You have advantage on ability checks to identify if a creature is capable of spellcasting.
Disruptive Impact:
At the 3rd level when you deal damage to a creature with strength, the dc of any constitution saving throw to maintain concentration is increased by your strength modifier (min of 1). ") (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Rune Shatter:
At the 6th level when you hit with a melee attack while raging you can select a single spell effecting the target with a level equal to or lower than your proficiency bonus. This spell immediately ends. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all uses of this feature upon completing a long rest.")
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Arcane Transference:
At the 10th level when you hit a creature that is under the effect of a spell with a melee weapon attack or grapple them you can end the spell effecting that creature and transfer its effects to yourself for the remaining duration of the spell. If that spell required concentration you must concentrate on it instead of the initial spellcaster. Once you use this feature you cannot do so again until you complete a long or short rest. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Curse Breaker:
At the 14th level your ability to overcome magic allows you to shrug off mystical afflictions with ease. As a reaction you can end a curse that is afflicting you. Once you use this feature you must complete a long or short rest before you can do so again. In addition you deal additional damage with your first weapon attack that hits a creature who is under the effects of one or more spells on your turn. The extra damage is the number of d4s equal to the level of the highest level spell on that creature (1d4 for cantrips). ")(set:$Subclass_Features_For_Level_14 to true)
[[Subclass Feature Description]] //Surendra brought the flask to her blue lips, her long dark blue ponytail tossed by the light breeze. The fire at camp threw orange and shadows through the woods. Her favorite traveling partner came over, scooting close, warm, solid, comforting. It grounded her worries that the spirits were watching, she placed her gold blue hand over his and rested her head on his shoulder as they gazed into the fire.//
A spectral attuned race of humanoids who, particularly witnessed amongst their children, commune with spirits not normally seen by other races. Novori tend to ignore these spirits as they age, but are a race with constant unwanted visitations.
Novori usually form secluded communities in towns and are generally a nonconfrontational people. Many other races see the Novori’s spectral ability as necromancy. Novori stick to their communities because a lone novori risks insanity with spirits and nightmares that can corrupt the mind. A healthy Novori is typically joyful and unstressed by the troubles of the world. Often training for a strong mental fortitude to resist the eldritch horrors that may enter their dreams.
Novori are typically pale, blue, turquoise and sometimes huan colored skin, show white, pitch black, blue turquoise or even purple or human colored hair. Their eyes come in a variety of colors but are luminescent. Some have runic lines and patterns in their flesh developed in adolescence. Some have impressions like an echo in their voice, or a unseen spectral wind plays with their hair, or dreaming of other planes and speaking in languages that they do not know while awake, or deathly chilly skin despite being a normal human body temperature.
They get a bonus to intelligence, wisdom, and charisma.
They have an additional language.
Age: Novori mature at about the same rate as humans but live up to 340 years.
Size: Novori are generally built like humans standing anywhere form 5 to 6 ft tall. Your size is medium.
Speed: Your base walking speed is 30 ft.
They have darkvision to see in dim and dark lighting conditions.
They have psionic resistance, resistant to psionic damage and have advantage against being charmed.
They watch the spirits, able to cast detect evil and good, or see invisibility once per long rest with this trait with no material components. Constitution is the spellcasting ability for this spell.
(set:$Intelligence +=1) (Set:$Wisdom +=1) (Set:$Charisma +=1)
(Set:$Language += 1)
(set:$Size to "Medium")
(Set:$Walking_Speed to 30)(Set:$Race to "Novori")
(set:$Features to "Darkvision: In darkness you can see for 60 ft as if it was dimly lit, and in dim light as if it was brightly lit. You can’t see color only shades of gray.
Psionic Resistance: you are resistant to psychic damage, and have advantage against being charmed.
Watch the Spirits: You can cast either detect evil and good or see invisibility once with this trait requiring no material components. You regain this ability to cast them this way when you finish a long rest. Constitution is your spellcasting ability for these spells.") (set:$Subrace to "none")(set:$Subrace_features to "none")(set:$Age_Range to "Adult at 18. Live to about 340 years")
[[Your Race]] //Marita tied the silk scarf around her snake hair. They hissed and slithered around against the fabric. One poked its head out of the front of the scarf curiously. She patted its pink snout, before gently pushing it back under the scarf. She pulled the hood up around her face gently. She knew they didn’t like to be contained like this and they would be full of vigor later but for now, it was necessary. She needed to flee the city, and the fewer people who could identify her by her hair the better.//
Spawning from the union between men and medusae, Viperines are serpent like humanoids with a frightening visage. They bare the vestiges of their mother’s terrible curse and the indomitability of their father’s human spirit. They have a medusa’s snake hair and slitted pupils, while the rest of them is very human looking.
Due to their appearance Viperines are often feared and reviled by most. The constant icy reception has lead to their mistrust of others and a need to rely on one’s self, rather than the kindness of others. This upbringing causes numerous Viperines to grow into the roles related to the world’s underbelly as assassins, thieves, spies, and cutthroats.
Age: Mature at the same rate as humans and live up to 200 years.
Size: About the same size and build as humans. Your size is medium.
Speed: Your walking speed is 30
They have a bonus to dexterity and intelligence.
They have viper’s resilience, making them resistant to poison damage.
They have darkvison allowing them to see in darkness and dim conditions.
They have the serpent’s sting, where their hair can take a dexterous bite attack against someone within melee range dealing 1d6 damage on a hit.
They can also use their snakes gaze and cast acid splash at will. At the third level they can cast disguise self once per day. At the 5th level they can cast hold person once per day. Intelligence is the spellcasting ability for these spells. They recover with a long rest.
(set:$Dexterity += 2)(set:$Intelligence += 1)
(set:$Size to "Medium") (set:$Walking_Speed to 30)(set:$Age_Range to "Adult at 18. Live to about 200 years")
(set:$Subrace to "None")(set:$Subrace_Features to "None")
(set:$Features to"Viper’s Resilience: you are resistant to poison.
Darkvision: You can see in dim light as if it brightly lit for 60 ft and in darkness as if it is dimly lit. You can’t discern color only shades of gray.
Serpent’s sting: When you attack you may use your serpentine hair to deliver a dexterous bite attack. On a hit this attack deals 1d6 piercing damage.
Snake's Gaze: You know the acid splash cantrip. When you reach the 3rd level you can cast disguise self once per day. Once you reach the 5th level you can cast the spell hold person once per day. Intelligence is your spellcasting modifier for theses spells.")(Set:$Race to "Viperine")
[[Your Race]] Invisible Blade
Deadly fighters who prefer to use daggers in combat. Their training and techniques with these weapons make them just as lethal as any armed fighter. Invisible blades enjoy cultivating misconceptions about the level of danger present and relish any chance to demonstrate that the most unimposing weapons can be the most lethal. They are rarely impressed by how mighty their opponents appear.
(Set:$Subclass to true)
(set:$Secondary_Class to "Invisible Blade")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies:
At the 3rd level you gain proficiency in the deception skill. If you already have proficiency you gain double proficiency in the deception skill.
Bleeding Wound:
At the 3rd level while wielding a melee weapon whenever you deal damage with your sneak attack feature you may choose to deal a bleeding wound sacrificing any number of sneak attack dice to a max of your intelligence modifier (min of 1). If at the end of their turn a creature ahs a bleeding wound they take 1d4 damage for each dice sacrificed in this way. A target may have more than one bleeding wound at a time. On their turn the creature must make a constitution saving throw to stop the bleeding. The DC is 8 + your intelligence modifier + your proficiency bonus. If successful the creatures stops all bleeding, but still takes half damage on their turn. Constructs, elementals, and undead are immune to the effects of Bleeding Wound. ")
(set:$Subclass_Ninth_Level_Features to "Distraction:
At the 9th level as a bonus action you may attempt a deception skill contest to feint at an opponent within 10 ft. This contest is opposed by their insight skill check. If you succeed you may move the target up to 10 ft in any direction. This movement may not move a creature through difficult terrain or into direct harm. ")
(set:$Subclass_Thirteenth_Level_Features to "Feint:
At the 13th level, when you use your distraction instead of moving the target, you may choose to grant advantage to the next attack on the target. ")
(set:$Subclass_Seventeenth_Level_Features to "Sanguinary Breach:
At the 17th level you become a master of pinpointing an enemy’s arteries and weak points. When you perform sneak attack at a target that has a bleeding wound you can designate this attack as a sanguinary breach. If the attack hits the creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your intelligence modifier. On a failed save the creature takes twice the amount of bleeding damage this turn, and all bleeding wounds stop. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Betony crept through the shadows, her cloak pulled tight against the cold. Darkness was her friend, it had always been her friend. It rolled off her like smoke, inky black motes now contained within the confines of her cloak. With her star spangled face turned towards the ground she searched with black eyes seeking, the handle to the secret door, the handle to safety.//
Dark Genasi are born of elemental darkness. The plane of shadow is a world without color, a bleak, dark echo of the material plane.
Mortal blood can only temper the darkness to an extent, monochrome would be the best way to describe a Dark Gensai’s appearance.
The physical manifestation of the elemental darkness may pull shadows across rooms to collect at their feet, motes of darkness might fall off them, they may always appear to be in shade even in the brightest of light.
They get a bonus to charisma.
They can blend into shadow, having advantage on stealth checks in shadow, and the creatures searching for them have disadvantage at finding them.
They can shed darkness, casting darkness once per long rest, requiring no material components and using constitution as the spellcasting ability.
(set:$Charisma += 1)(Set:$Subrace to "Dark")(set:$Subrace_Features to "Blend into Shadow: Advantage on stealth checks in dim light and darkness. Creatures attempting perception vs your stealth have disadvantage while your in darkness.
Shed Darkness: You can cast darkness with this trait once per long rest. It requires no material component, constitution is your spellcasting ability for this spell. ")
[[Your Race]]//Delphia glowed in the darkness of the room. She didn’t normally do things like this, but she was feeling self-conscious after her companion rejected her. She had taken the first person to marvel at her pearlescent skin, complement her pale hair, and show a shred of interest. All she hoped for now was her own light didn’t put them off.//
While Light Gensai may look different, ranging from very human looking to almost being mistaken for celestials, glowing and colorful. They all have a luminescent glow about them.
They shed a dim light for 5 ft and as an action can shed bright light for 10 ft, and 10 additional feet of dim light. They can end it as a bonus action. They have disadvantage on stealth checks in dim light and darkness.
They have a bonus to Wisdom.
They know the light and flash cantrips.
(set:$Wisdom += 1)(set:$Subrace to "Light") (Set:$Subrace_Features to "Shed light: You constantly shed a dim light for 5 ft. As an action you can shed bright light for 10 ft and dim light for an additional 10 ft. You can end this as a bonus action. You have disadvantage on stealth check in dim light or in darkness.
Light bearer: You know the flash cantrip and the light cantrip. ")
[[Your Race]] (set:$Light to true)(Set:$Flash to true)//Tera squared up against the brawler in the tavern, she let him hit her with his first shot. He recoiled his hand beet red, the red mark on her own body roiling and changing back to her normal skin color. She struck him quickly four times in the chest. She let him hit her again, he went for a headbutt. The crack of skulls echoed through the silent tavern, then he hit the ground. Pieces of her forehead crumbled to the floor, replaced quickly by cooling magma that was returning to her normal skin color hardly a hint of damage.//
Born of a mortal, earth, and fire, every Lava Genasi is unique. They vary in their humanity, some have liquid magma hair, or a blackened charred cooled crust over their interior lava core, orange burning eyes, or simple earthen colored ones, normal human hair, or even earth toned or pink skin that when broken oozes magma.
They may have physical manifestations like being unusually warm to the touch, a settling of ash on the ground around them, leaving charcoaled footprints behind them.
They have a bonus to constitution.
They have a burning body, that deals 1d4 fire damage when hit with a melee attack.
They have resistance to fire damage.
(set:$Constitution += 1)(set:$Subrace to "Lava")(Set:$Subrace_Features to "Burning Body: When a creature hits you with a melee attack they take 1d4 fire damage.
Magma Resistance: You have resistance to fire damage. ")
[[Your Race]] //Larrie didn’t care about how the king felt about the diplomatic climate of the lower planes, they had been at a stalemate with their rival kingdom for years. All it would take was for the king to marry his daughter to the rival kingdoms son and a significant portion of the hostilities between the nations would be resolved. Why the king didn’t want to do that, Larrie didn’t know. He recited the numbers again, the trade embargo was limiting supplies to their wall of troops at the border, the people were on the verge of revolt, there was hardly any coin in the coffers.//
Ice Genasi are all different, ranging from pale white, icy blue, deep green of sea ice frosted with white at the joints, or gray of the winter sky, some more human looking than others.
Their eyes are often described as cold, usually blue of some kind, but possibly pure white.
Their hair may be stiff blue icicles, soft white curls, straight white shot through with deep sea green.
Their elemental nature can express as being frigid to the touch, a light dusting of snow that falls from them with every step, a eddy of cool air that seems to always surround them.
They get a bonus to constitution.
They are resistant to cold damage.
They are ice blooded, able to cast the frost and frostbite cantrips.
(set:$Constitution += 1)
(set:$Subrace to "Ice")
(set:$Subrace_Features to "Cold to the Bone: Resistant to cold damage.
Ice Blooded: You know ray of frost and frostbite cantrips. Constitution is your spellcasting ability for these spells. ")(set:$Ray_Of_Frost to true)(set:$Frostbite to true)
[[Your Race]] //Kathlyn laughed, hard. So hard she fell out of her chair in the tavern. Her frizzy hair standing on end from the trick of shocking someone when they shook her hand. The elf didn’t look pleased, but she couldn’t stop laughing.//
Lightning Genasi are fast, and while their appearance may include things like frizzy hair, coloring like the sky, and eyes like fire. They are white hot electric in most situations.
They may make everyone’s hair stand on end, or constantly shock people, or have a breeze around them that crackles with electricity.
They are all lightning sprinters, they can run at 35 ft instead of the usual 30. They jump using their dex modifier and can jump twice as far and as high as normal.
They have a lighting grip. On a grapple check they have advantage. They can also cast shocking grasp with their constitution modifier.
They get a bonus to Dexterity.
(set:$Subrace to "Lightning")(Set:$Dexterity += 1)(set:$Subrace_Features to "Lightning spring: Your movement increases to 35 ft. You can use your dexterity modifier when jumping and you can jump twice as far/high as normal.
Lightning Grip: Advantage on grapple checks. You know the shocking grasp cantrip using constitution as your spellcasting ability. ")
[[Your Race]] (Set:$Walking_Speed += 5)//Mariabella wrapped her translucent, glittering, green hand around the hilt of the sword drawing it out of the scabbard. Sunlight reflected off both the steel and her body. A swift arch through the air and she was splattered with hot blood, it dripped off her hard skin, a sickening feeling she would never get use to killing.//
Gem Genasi are all different, some have earthy skin tones with pearlescent undertones, exotic translucent colors of emeralds, sapphires, rubies, the variation of an opal, or abalone shifting and changing in the light.
They may have human textured hair in a variety of colors traditionally mortal, or the color of gemstones, or even instead of hair a collection of gem crystals.
They may have gems growing like freckles tiny sparkles of diamond and emerald across their otherwise human nose. Thick gemstone fingernails. Their eyes may sparkle like a thousand faceted amethyst, lit by some inner glow.
They have a powerful build, counting as one size large for carry weight and lifting.
They have gem skin, hard and offering unarmed defense.
They get a bonus to strength.
(set:$Strength +=1)(set:$Subrace to "Gem")
(set:$Subrace_Features to "Powerful Build: you count as one size larger when determining your carry weight and lifting capacity.
Gem Skin: You skin is hard like a gem. Your unarmored AC is 12 + your Dexterity Modifier.")
[[Your Race]] //Micheal brushed ash from the table, only accomplishing in adding more. Ash covered the cards, the coins, the shoulders of his opponents jerkin. He turned his burning coal like eyes downward to his cards, thumbprints of ash across their faces. He slid coins across the table with his charcoal fingers.//
Ash Genasi are like young volcanos, magma boiling just below their rocky craggy skin, hot clouds of ash swirl and shift, whisps of smoke colored hair.
Every Ash Genasi is different, some have brownish earthy skin, pale like a snow covered peak ready to explode, or charcoal burnt from fire. Their hair can be thick and choking black clouds, or steamy whisps of white.
They may have physical manifestations of their elemental heritage, like a slight cloud of ash, crackling skin that reveals magma, a constant slight heat in their touch.
They can breathe out an ash cloud in front of them. The ash spreads around corners and the area is heavily obscured, dealing minor fire damage to anyone who enters or stays there.
They can hold their breath for twice as long, and gasses cannot suffocate you.
They gain a bonus to intelligence.
(set:$Subrace_Features to "Ash Cloud: You can breathe out ash in a 15 ft cone in front of you. The ash spreads around corners and the area it covers is heavily obscured. Creatures that enter the area, or start their turn there take 1 fire damage. The ash cloud lasts for 1 minute or until dispersed by wind.
Ashen Lungs: you can hold your breath for twice as long as normal and gasses cannot suffocate you.")
(set:$Subrace to "Ash")(set:$Intelligence += 1)
[[Your Race]] //Milton looked down at the corpse at his feet. She had been with him for so long, he couldn’t let this necromancer have her body. Whatever that monster was planning would be worse than death, Milton touched her face. His salt composition leaving behind crystals as the flesh melted to bone, then those too crumbled.//
Much like salt itself Salt Genasi tend to be somewhat monochromatic in white or blue with varying levels of human features. They may have features like white eyes, white hair, and pale skin, sometimes they sport white crystals as hair, or they have a smattering of crystals as freckles across their nose or shoulders.
They may drip salt water wherever they walk, shed salt wherever they stand, or the air will taste of salt and sea around them.
All Salt Genasi have a salt touch, turning saltwater to fresh and vice versa. They can sense additives to the water as well.
They can physically turn into salt, becoming a blurred shape in the water. They have resistance to non magical physical damage. The state ends if they leave the water, they can also spend a minute with a corpse and erode it into a pile of salt.
They have a bonus to charisma.
(set:$Charisma += 1) (set:$Subrace to "Salt")
(set:$Subrace_Features to "Salt touch: You can change 1 ft cube of saltwater to fresh water and vice versa. You can sense any additives in liquids you touch including poisons, drugs, and creamers.
Turn into Salt: While underwater you can embrace your salt composition, melting into the water to form a blurred white cloud. You have resistance to non-magical physical (bludgeoning slashing piercing) damage while in this state. This state ends if you leave the water, or you end it as a bonus action. In addition you can spend a minute with a corpse and erode it away into a pile of salt. ")
[[Your Race]] Oath Of Stone
From protectors of tombs, to protectors of the dwarven race, to protectors of all.
Tenants of stone:
The stone protects: Stand by the weak, protect them, shield them from danger.
The mountain endures: You stand where others have fallen, you are the last and only line of defense.
Vigilance prevails: Be ever watchful the enemies are numerous and devious.
Beware the grains of sand: Even small enemies can cause you to fail, do not dismiss even the weakest of evil.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Stone")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Oath spells:
3rd: Absorb elements, Earth’s Tremor
5th: Earth Bind, Maximillian’s Earthen Grasp
9th: Erupting Earth, Meld Into Stone
13th: Stone Shape, Stone Skin
17th: Wall of stone, Transmute Rock
Channel Divinity: Shatter earth:
You imbue your weapon with destructive primal forces of the earth. For 1 minute you add your charisma modifier to the damage on attacks that use bludgeoning or heavy weapons min of +1. When you expend a spell slot using your divine smite feature while this channel divinity lasts the force of the impact shatters the ground beneath your target. The creature must succeed a Dexterity saving throw or be knocked prone. Additionally that 5 ft area becomes difficult terrain until cleared away.
Channel Divinity: Spitting earth:
You command the earth to rise up and hamper your enemies progress. Choose a point you can see within 30 ft. Great spikes of rock shoot skyward in a 20 ft radius of that point. Any creature within the radius must make a strength saving throw or be restrained and take 4d6 piercing damage. On a success the target takes half damage and is not restrained. ")
(set:$Subclass_Seventh_Level_Features to "Stone Shield:
At the 7th level when you or an allied creature is within 10 ft of you is hit with a melee or ranged attack you may use your reaction to give the creature of your choice within 10 ft resistance to nonmagical physical damage for the remainder of the current turn. At the 18th level this increases to 30 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "Stoneheart:
At the 15th level you permanently become one with the stone. Your flesh transforms into rock and hardens your body. You gain resistance to poison damage, and immunity to the poison effect. ")
(set:$Subclass_Twentieth_Level_Features to "Scion of the Stone Lords:
At the 20th level you call upon the power of the ancient stone itself. Channeling its energy making you an unstoppable force. Using your action you undergo the following changes for 1 minute:
You may use shatter the earth or spitting earth without spending the use of your channel divinity.
Your ski changes to a reflective polishes surface, when targeted by magic missile, a line spell, or a spell that requires an attack roll. Roll a d20 on a 15 + you are unaffected by the spell. On a 20 the spell is reflected back at the caster.
Your stoneshield provides resistance against magical weapons.
You must complete a long rest before you can use this feature again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Archeologist
A deep knowledge of ancient civilizations and languages combine with acrobatic skills to successfully explore ruins and retrieve historical artifacts.
(Set:$Subclass to true)
(set:$Secondary_Class to "Archeologist")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Archeological Expertise:
At the 3rd level you gain proficiency with two skills of your choice: Arcana, History, Investigation, or Religion. You also learn two languages of your choice. Additonally whenever you make an intelligence history check related to magical items or historical artifacts you can double your proficiency bonus, instead of your normal proficiency bonus. You can attempt an intelligence history check to decipher any written dead language you don’t already know.
Whip Mastery:
At the 3rd level you gain proficiency with the whip. As an action you can use this weapon like a third hand, to preform feats like push a button, retrieve an unattended object and firmly wrap the end around a pole. You can also disarm at range, trip a creature (functioning like shoving making an attack roll instead of a strength athletics check, and you can only knock a creature prone or pull it 5 ft closer) ")
(set:$Subclass_Ninth_Level_Features to "Grappling Whip:
At the 9th level you can preform a grapple at range using your whip. It works like a normal grapple except that you must make an attack roll with your whip instead of a strength athletics check. If you succeed you immediately drag the grappled creature within 5 ft of you. ")
(set:$Subclass_Thirteenth_Level_Features to "Use Magic Device:
At the 13th level you have such a deep knowledge of the mystical artifacts and ancient magic that you can improvise the use of items even when they ar not intended for you. You ignore all race calls and level requirements on magic items. ")
(set:$Subclass_Seventeenth_Level_Features to "Spell Resistance:
At the 17th level you have advantage on saving throws against spells, and resistance against the damage of spells. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Common languages
(If:$Dwarvish is false) [ [[Dwarvish]] ]
(If:$Elvish is false) [ [[Elvish]] ]
(If:$Giant is false) [ [[Giant]] ]
(If:$Gnomish is false) [ [[Gnomish]] ]
(If:$Goblin is false) [ [[Goblin]] ]
(if:$Halfling_Language is false) [ [[Halfling|Halfling Language]] ]
(If:$Orc_Language is false) [ [[Orc]] ]
Exotic Languages
(if:$Abyssal is false) [ [[Abyssal]] ]
(if:$Celestial is false) [ [[Celestial]] ]
(If:$Deep_Speech is false) [ [[Deep Speech]] ]
(if:$Draconic is false) [ [[Draconic]] ]
(if:$Infernal is false) [ [[Infernal]] ]
(if:$Primordial is false) [ [[Primordial]] ]
(if:$Sylvan is false) [ [[Sylvan]] ]
(If:$Undercommon is false) [ [[Undercommon]] ]
(if:$Aquan is false) [ [[Aquan]] ]
(set:$One_Artisan_Tool_Chosen to true)(set:$Artisan_Tool += 1)
(if:$Class is "Monk") [ (go-to: "Monk 2") ](set:$One_Musical_Instrument_Chosen to true)(set:$Musical += 1)
(if:$Class is "Monk") [ (go-to: "Monk 2")](if:$Acid_Splash is true)[ Acid Splash]
(if:$Blade_Ward is true) [ Blade Ward]
(if:$Chill_Touch is true) [Chill Touch]
(if:$Dancing_Lights is true) [Dancing Lights]
(if:$Fire_Bolt is true) [Fire Bolt]
(if:$Friends is true) [ Friends]
(if:$Light is true) [ Light]
(if:$Mage_Hand is true)[ Mage Hand]
(if:$Mending is true)[Mending]
(if:$Message is true) [ Message]
(if:$Minor_Illusion is true) [ Minor Illusion]
(if:$Poison_Spray is true) [ Poison Spray]
(if:$Prestidigitation is true) [ Prestidigitation]
(if:$Ray_Of_Frost is true) [ Ray of Frost]
(if:$Shocking_Grasp is true) [ Shocking Grasp]
(if:$True_Strike is true) [ True Strike]
(if:$Toll_The_Dead is false) [ Toll The Dead]
(if:$Race is "Elf") [ [[back|High Elf]] ]
(if:$Subrace is "Arcana Demigod") [ [[Back|Demigod]] ]
(if:$Race is "Arcanatron") [ [[Back|Manaforged Arcanatron]] ]You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. (In Christina’s campaigns any gods exist as long as they are being worshiped, forgotten realms or otherwise.) Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Were you exiled from your temple or still in good standing? Is there a particular idol or ideal of your faith you idolize? Were you a willing participant in the rights, or did you not know any better?
[[Your Background]]
(set:$Insight to true)
(set:$Religion to true)
(set:$Language += 2)
(set:$Background_Equipment to "A holy Symbol
A prayer book or wheel
5 sticks of incense
Vestments
Common Clothes
A pouch
15 Gold")
(set:$Background_Features to "Shelter Of The Faithful: As an acolyte, you command the respect of those who share your faith. You can preform the religious ceremonies of your deity. You and your adventuring companions can expect free healing, and care at any temple, shrine, or established presence of your faith, though you must provide components for spells. Those who share your faith will support you, and only you, at a modest lifestyle. You might also have ties with a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you use to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your home temple you can call upon the priests for assistance provided it is nonhazardous and you remain in good standing with your temple.")
(set:$Background to "Cultist")You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.
Every charlatan has an angle they use in preference to other schemes. Do you run scams on the street corner, convincing people the junk you sell is worth their hard-earned money? Do you cheat at games of chance? Do you constantly swap identities? Or inundate yourself into people’s lives, convincing them you love them only to seal their money? Are you a master of slight of hand?
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
[[Your Background]]
(set:$Deception to true)
(Set:$Slight_Of_Hand to true)
(set:$Disguise_Kit to true)
(set:$Forgery_Kit to true)
(set:$Background_Equipment to "Fine Clothes
A disguise kit
Tools of the con of your choice
A pouch
15 Gold ")
(Set:$Background_Features to "False Identity: You have created a second identity that includes documentation, established acquaintances and disguises that allow you to assume that persona. Additionally you can forge documents including papers and personal letters as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ")
(set:$Background to "Charlatan")You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others.
Were you a burglar, an enforcer, a fence? Were you nothing more than a common thief, a higher killer, a highwayman? Did you smuggle, pickpocket, blackmail?
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
[[Your Background]]
(Set:$Deception to true)
(set:$Stealth to true)
(Set:$Thieves_Tools to true)
(Set:$Background_Equipment to "A crowbar
A set of dark common clothes with a hood
A pouch
15 Gold")
(Set:$Background_Features to "Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, you know local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Proficiency with a gaming set of your choice.")
(set:$Background to "Criminal")You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. A good entertainer is versatile, spicing up every performance with a variety of different routines.
What was your art? Were you a dancer, a tumbler, a circus performer, an opera singer, a wandering poet? Did you act, dance, eat fire? Did you have a special routine or a favorite place to preform? What do you think of your fans? Did you have fans or was your work obscure?
Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
[[Your Background]]
(set:$Acrobatics to true)
(set:$Performance to true)
(set:$Musical += 1)
(set:$Disguise_Kit to true)
(set:$Background_Equipment to "A musical instrument of your choice
A favor of an admirer
A costume
A pouch
15 Gold")
(set:$Background_Features to "By Popular Demand: You can always find a place to preform usually in an inn or tavern but possibly with a circus, a theater, or even a noble’s court. At such a place you receive free lodging and modest food as long as you preform each night. In addition, your performance makes you something of a local figure. Strangers will recognize you in a town where you preformed, typically they will take a liking to you. ")
(set:$Background to "Entertainer")You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. A good entertainer is versatile, spicing up every performance with a variety of different routines.
Did you act, dance, eat fire in your routines? Were your combats particularly full of tumbling and dexterous flips and feats of athleticism? What was your relationship with those you fought against? Did you have a special routine or a favorite place to preform? What do you think of your fans? Did you have fans or was your work obscure?
Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
[[Your Background]]
(set:$Acrobatics to true)
(set:$Performance to true)
(set:$Disguise_Kit to true)
(set:$Background_Equipment to "A unique or unusual inexpensive weapon (you are proficient with it)
A favor of an admirer
A costume
A pouch
15 Gold")
(set:$Background_Features to "By Popular Demand: You can always find a place to preform that features combat usually fighting pits, gladiatorial arena but possibly with a circus, a theater, or even a noble’s court. At such a place you receive free lodging and modest food as long as you preform each night. In addition, your performance makes you something of a local figure. Strangers will recognize you in a town where you preformed, typically they will take a liking to you. ")
(set:$Background to "Gladiator")You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
Did you stand up to the tyrant lord, suppressing the common folk? Were you the one rushing into a burning building to save a family, or braving a natural disaster? Were you the only one brave enough to take down the monster terrorizing the town? Do you steal from the rich and corrupt to give to the poor? Did you arm the people, teach them to fight, and lead a revolution? Were you commended by your lord for leadership in the army? Did something mystical reveal a secret origin, a secret purpose?
A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.
[[Your Background]]
(Set:$Animal_Handling to true)
(Set:$Survival to true)
(set:$Artisan_Tool += 1)
(Set:$Land_Vehicles to true)
(set:$Background_Equipment to "A set of artisan tools
A shovel
An iron pot
A set of common clothes
A pouch
10 Gold")
(set:$Background_Features to "Rustic Hospitality: Since you come from the ranks of common folk, you fit in among them with ease. You can find a place to hide, rest, recuperate, among other commoners unless you have shown yourself to be a danger to them. They will shield you from the law or anyone looking for you, though they will not risk their lives for you. ")
(set:$Background to "Folk Hero")You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can be anything from part of a craftsman’s guild like a tailor, potter, or jeweler. Or a construction guild like shipwrights, carvers, masons. Or even part of a guild of thieves. As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
[[Your Background]]
(set:$Artisan_Tool += 1)
(Set:$Insight to true)
(Set:$Persuasion to true)
(set:$Language += 1)
(set:$Background_Features to "Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild.
Guild Membership
Like an establishment and the respect member of guild you can rely on the certain benefits which membership is providing and your fellow membership guild members will be providing you with lodging and also food if necessary and also pay for your funeral if it needed. In some of the cities and also towns, a guildhall offers a central place to meet the other members of your profession which has the features to be a good place to meet potential patrons allies, or hirelings.
Guilds are often wield with a tremendous political power. Suppose, if you’re accused of a crime sometimes or somewhere there your guild will be supporting you if the good case can be made either for your innocence or for the crime is justifiable. Here you also can gain access to the powerful political figures too through the guild but if you are one of the members in the good standing. For the guilds coffers those kinds of connections might be need the donation of money or the magic items. To the guild you have to pay the amount which dues of 5gp, otherwise if you miss payments unfortunately, you must need to make up back dues to remain in the guilds good graces.")
(set:$Background_Equipment to "A set of artisan's tools (one of your choice)
A letter of introduction from your guild
Aset of traveler's clothes
A belt pouch
15 gp")
(set:$Background to "Guild Artisan")Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.
Is there a particular type of good you ship or artisan you work for? Are there artisans you like to work with more often? Do you usually ship over land or over sea?
[[Your Background]]
(Set:$Insight to true)
(Set:$Persuasion to true)
(set:$Language += 2)
(set:$Background_Features to "Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild.
Guild Membership
Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.
Like an establishment and the respect member of guild you can rely on the certain benefits which membership is providing and your fellow membership guild members will be providing you with lodging and also food if necessary and also pay for your funeral if it needed. In some of the cities and also towns, a guildhall offers a central place to meet the other members of your profession which has the features to be a good place to meet potential patrons allies, or hirelings.
Guilds are often wield with a tremendous political power. Suppose, if you’re accused of a crime sometimes or somewhere there your guild will be supporting you if the good case can be made either for your innocence or for the crime is justifiable. Here you also can gain access to the powerful political figures too through the guild but if you are one of the members in the good standing. For the guilds coffers those kinds of connections might be need the donation of money or the magic items. To the guild you have to pay the amount which dues of 5gp, otherwise if you miss payments unfortunately, you must need to make up back dues to remain in the guilds good graces.")
(set:$Background_Equipment to "A mule and a cart
A letter of introduction from your guild
Aset of traveler's clothes
A belt pouch
15 gp")
(set:$Background to "Guild Merchant")You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone –
for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion.
Did you leave everything behind to search for enlightenment? Did you join a small group of likeminded people in accordance with a religious order? Were you exiled for a crime you didn’t commit, either through misunderstanding or being set up by a foe? Did you retreat from society or were you forced from it? Did you just need to get back to nature? Did you need to make a pilgrimage to a specific person, or place or search for a relic?
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
[[Your Background]]
(set:$Medicine to true)
(Set:$Religion to true)
(Set:$Language += 1)
(set:$Herbalism_Kit to true)
(set:$Background_Features to "Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.")
(set:$Background_Equipment to "A scroll case stuffed with notes
A winter blanket
Common clothes
A herbalism kit
5 gold")
(set:$Background to "Hermit")You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
[[Your Background]]
(set:$History to true)
(Set:$Persuasion to true)
(set:$Language += 1)
(set:$Background_Features to "Proficiency with A gaming set of your choice
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.")
(set:$Background_Equipment to "A set of fine clothes
A signet ring
A scroll of pedigree
A purse
25 gp")
(set:$Background to "Noble")You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion.
[[Your Background]]
(set:$History to true)
(Set:$Persuasion to true)
(set:$Language += 1)
(set:$Background_Features to "Proficiency with A gaming set of your choice
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.")
(set:$Background_Equipment to "A set of fine clothes
A signet ring
A scroll of pedigree
A purse
25 gp")
(set:$Background to "Knight")You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. Were you a forester, or a trapper? Did you set out to start a homestead out in the vast wilderness with herds of your own just between civilization and the untamed wilds? Did you learn all the paths and trails through a region to be a guide to wanderers or hunters? Were you exiled or outcast from society? Were you involved in a marauding tribe, hunter gatherers, or group of nomads constantly moving to new locations? Was there a religious pilgrimage?
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
[[Your Background]]
(set:$Athletics to true)
(set:$Survival to true)
(set:$Musical += 1)
(Set:$Language += 1)
(set:$Background_Features to "Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.")
(set:$Background_Equipment to "A staff
A hunting trap
A trophy from an animal you killed
A set of traveler's clothes
A belt pouch
10 gp")
(set:$Background to "Outlander")You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Sages arc defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly – sometimes in its own right, sometimes as a means toward other ideals
[[Your Background]]
(Set:$Arcana to true)
(Set:$History to true)
(Set:$Language += 2)
(set:$Background_Features to "Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.")
(set:$Background_Equipment to "A bottle of black ink
A quill
A small knife
A letter from a dead colleague posing a question you have not yet been able to answer
A set of common clothes
A belt pouch
10 gp")
(set:$Background to "Sage")You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?
What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
[[Your Background]]
(set:$Athletics to true)
(set:$Perception to true)
(set:$Navagators_Tools to true)
(set:$Water_Vehicles to true)
(set:$Background_Features to "Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.")
(set:$Background_Equipment to "A belaying pin (club)
50 feet of silk rope
A lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)
A set of common clothes,
A belt pouch
10 gp")
(set:$Background to "Sailor")You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?
What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.
[[Your Background]]
(set:$Athletics to true)
(set:$Perception to true)
(set:$Navagators_Tools to true)
(set:$Water_Vehicles to true)
(set:$Background_Features to "No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.")
(set:$Background_Equipment to "A belaying pin (club)
50 feet of silk rope
A lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)
A set of common clothes,
A belt pouch
10 gp")
(set:$Background to "Pirate")War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
[[Your Background]]
(Set:$Athletics to true)
(Set:$Intimidation to true)
(set:$Land_Vehicles to true)
(set:$Background_Features to "Proficiency with one type of gaming set
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.")
(set:$Background_Equipment to "An insignia of rank
A trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner)
A set of bone dice or deck of cards
A set of common clothes
A pouch
10 gp")
(set:$Background to "Soldier")You grew up on the streets alone, orphaned, and poor, You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life and maybe get some payback on all the rich people who treated them badly.
[[Your Background]]
(Set:$Slight_Of_Hand to true)
(set:$Stealth to true)
(set:$Disguise_Kit to true)
(Set:$Thieves_Tools to true)
(set:$Background_Features to "City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.")
(set:$Background_Equipment to "A small knife
A map of the city you grew up in
A pet mouse
A token to remember your parents by
A set of common clothes
A belt pouch
10 gp")
(set:$Background to "Urchin")You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others.
Were you a burglar, an enforcer, a fence? Were you nothing more than a common thief, a higher killer, a highwayman? Did you smuggle, pickpocket, blackmail? Were you employed by the crown to spy on a neighboring country? Did you gather valuable information and sell it to the highest bidder? Did you collect information hidden in the shadows for a boss of the underworld?
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
[[Your Background]]
(Set:$Deception to true)
(set:$Stealth to true)
(Set:$Thieves_Tools to true)
(Set:$Background_Equipment to "A crowbar
A set of dark common clothes with a hood
A pouch
15 Gold")
(Set:$Background_Features to "Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, you know local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Proficiency with a gaming set of your choice.")
(set:$Background to "Spy")//Dipak peaked out from behind his mother’s leg. His twin sister already bounding out towards their father returning with food from his hunt. His mother had the fire ready, the smell of baking bread filled their small cave.//
The smallest and most timid of the bearkin. Typically, they live in dark forests. They live in small familial clans or in single family caves or burrows underground.
They can see in the dark and are very stealthy.
They receive a bonus to wisdom.
(Set:$Wisdom += 1)(Set:$Subrace to "Black Bear")
(set:$Subrace_Features to "Darkvision: You can see in dim light as if it was brightly lit for 60 ft and in darkness as if it was dimly lit.
Stealthy: You are proficient in the stealth skill. ")(Set:$Stealth to true)
[[Your Race]]
(If:$Class Is "Alchemist") [ You will officially gain abilities based on your field of research at level three. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Sewing Life Alchemist Prep]] Focus on making better potions.
[[Explosion Alchemist Prep]] Focus on making better bombs.
[[State Alchemist Prep]] Focus on manipulating the elements.](if:$Class is "Barbarian")[You will officially gain abilities based on your primal path at level three. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Path Of The Totem Warrior Prep]] Channel animal totem spirits
[[Path Of The Swift Prep]] agile warriors
[[Path Of The Reaver Prep]] channel adrenaline to deal devastating damage
[[Path Of The Berserker Prep]] focus on the rage
[[Path Of The Spell Cleaver Prep]] You shatter arcana and bone alike.
[[Path Of The Deathseeker Prep]] Seeking Death at the hands of a worthy foe.
[[Path Of The Monsoon Prep]] primal power of the storm.
[[Path Of The Chainsmith Prep]]
[[Path Of The Dreadnaught Prep]]typically front line fighters, bowling over groups of enemies before pummeling straggles into a mess of blood and bone.
[[Path Of The Damned Prep]] struggle endlessly against a literal demon within for conquest of their soul.
[[Path Of The Brawler Prep]] A purer expression of strength and combat prowess.
[[Path Of The Savage Hand Prep]] dig your nails into enemy flesh and mangle limbs until they break.
[[Path Of War Prep]] purpose, drive, focus for the rage to devastate their enemies.
](if:$Class is "Bard")[ You will officially gain abilities based on your bardic college at level three. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[College Of Worship Prep]] A cosmic mingling of arcane and divine magic produces wondrous hymns, inspiring carols and powerful chants
[[College Of The Wanderer Prep]] soothe the souls of those who have passed on
[[College Of Lore Prep]] Bards in the college of lore know something about everything, collecting bits of knowledge from sources as scholarly tomes, and peasant tales
[[College Of Valor Prep]] Bards in the college of Valor are daring skalds whose tales keep alive the memory of the great heroes, inspiring new generations of heroes.
[[College Of Hysteria Prep]] The followers of the College of hysteria hear music in the leaves and voices in the wind.
[[College Of Heroes Prep]] the thing that gains these bard’s attention more than anything is the sense of adventure and companionship wherever they are.
[[College Of The Herald Prep]] These bards take it upon themselves to mantle history, dedicating their lives to being the threads that bind the past to the future.
[[College Of Fortune Prep]] are know to walk an almost palpable halo of good fortune.
[[College Of Two Courts Prep]] These bards are touched by the beguiling and bewitching nature of the fey.
[[College Of Songs Prep]] Dedicated to mastering the art of song.
[[College Of Magi Prep]] Magic itself is the greatest inspiration
[[College Of Grace Prep]] Using choreography to tap into the arcane.
[[College Of Death’s Call Prep]] Singing dirges of doom and destruction
[[College Of The Blazing Strings Prep]] Fiery performances
](if:$Class is "Druid")[
You will officially gain abilities based on your druidic circle at level two. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Circle Of The Land Prep]] As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
[[Circle Of The Moon Prep]] Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster.
[[Circle Of The Shaman Prep]] They safeguard the mystic arts of interweaving natures true potential into every swing
[[Circle Of The Beast Prep]] This ancient and legendary circle is one that becomes beasts of legend of incomprehensible power.
[[Circle Of The Waves Prep]] They harness the mystical restorative properties of the sea and command the raw power of the tides.
[[Circle Of Life Prep]] Focusing on the maintenance of life, they never forget the need for death in the world.
[[Circle Of The Sun Prep]] form connections with celestial spirits and the radiant energy of the celestial planes.
[[Circle Of The Swarm Prep]] the smallest creatures can be deadly in great numbers
[[Circle Of The Fury Prep]] attuned to maelstrom of weather, and storms
[[Circle Of The Ancient Prep]] worship the memory of large reptiles that are now extinct in most of the world.
[[Circle Of Flora Prep]] recognize the silent strength and timeless endurance of the plants that form the basis of every ecosystem
[[Circle Of The City Prep]] Protecting urban plants and animals.
[[Circle Of Concrete Prep]] Defenders of the downtrodden in cities
](if:$Class is "Fighter")[ You will officially gain abilities based on your martial archetype at level three (apart from three halflings in a trench coat which has effects at level 1 and you have to be a halfling) . Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Champion Prep]] Combines raw physical power, and honed deadly precision.
[[Battle Master Prep]] Uses military maneuvers that have been passed down through the generations.
[[Eldritch Knight Prep]] Using intelligence to memorize specific spells to help in combat.
[[Weapon Master Prep]] Swift, never unarmed, and extra deadly with weapons they choose to favor.
[[Gallant Prep]] Inspiring allies with their bravado and taunting enemies to demoralize them.
[[Field Medic Prep]] obvious capabilities as a healer, they are more canny employing their knowledge of anatomy and medicine to bolster their capacity to inflict damage
[[Calvary Prep]] Mounted fighters.
[[Valkyrie Prep]] healing, service, justice, and battle. She will fight alongside her chosen. Female Characters only.
[[Ghost Knight Prep]] a close connection to the realm of ghosts and sprits
](if:$Class is "Monk") [ [[Way Of The Open Hand Prep]]
[[Way Of The Shadow Prep]] Focus on stealth
[[Way Of The Four Elements Prep]] harness the elements
[[Way Of The Winds Prep]] Motion and action, mobility and freedom of movement.
[[Way Of The Frozen Fist Prep]] Channel ice
[[Way Of The Lunar Protector Prep]] channel life energy into the regal and steadfast ways of the moon
[[Way Of The Desert Wind Prep]] find power and wisdom in the unending harshness of nature
[[Way Of The Kensai Prep]] enlightenment comes in the form of utter devotion to the cause, a single weapon.
[[Way Of The Golden Needle Prep]] manipulate the ki of others to alleviate or inflict pain
[[Way Of The Blade Dancer Prep]] sculpt ki into flying daggers that follow your dance through the battlefield
[[Way Of The Iron Mountain Prep]] the art of physical strength, flexibility and resilience.
](If:$Class is "Paladin")[
You will officially gain abilities based on your oath at level three. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Oath Of Devotion Prep]], courage, compassion, honor, duty
[[Oath Of The Unyielding Prep]] Perseverance, Protection, Discipline
[[Oath Of Vengeance Prep]] Fight the greater evil, no mercy for the wicked, by any means necessary, restitution
[[Oath Of The Ancients Prep]] Kindle the light, shelter the light, preserve your own light, be the light
[[Oath Of Love Prep]] Fight for love, love is love, love begets love, prove love
[[Oath Of Death Prep]] Pass the torch, help creation, kill the breathless, bear fruits
[[Oath Of The Drowned Prep]] Save the drowning, allegiance to friends, never stagnate, parlay, never maroon
[[Oath Of The Grave Prep]] Annihilate the undead, preserve the righteous, let souls pass on, accept death
[[Oath Of Temperance Prep]] Always show restraint, give mercy, be humble, moderation of ego
[[Oath Of The Protector Prep]] Leadership, Loyalty, Truth
[[Oath Of Attrition Prep]] Survival, Fearlessness, Protection, Conquest
[[Oath Of Truth Prep]] Peace, Righteous Truth, Bastion of Will, Lies of the Unforgiven
[[Oath Of The Hand Prep]] Humility, Vigilance, The Greater Good, Work in the Dark to Serve the Light, Secrecy
[[Oath Of The Valkyrie Prep]] Reaper of the Unworthy, Protect the Worthy, Fly to Battle, Honorable Death
[[Oath Of Heroism Prep]] Mercy, Be humble, Self-Forgiveness, Teamwork
[[Oath Of Purification Prep]] Bring the truth to light, Purify the Wicked, Defend the Undefiled
[[Oath Of The Shield Prep]] Righteousness of Heart, Sanctity of Life, Pursuit of Truth, Bastion Of Steadfastness
[[Oath Of Stone Prep]] The stone protects, The mountain endures, Vigilance prevails, Beware the grains of sand
[[Oath Of The Grim Hunt Prep]] Kill the monster, Burn the cult, Defy the Dark Ones, Be Ever Prepared, No Mercy For The Wicked
[[Oath Of The Unbreakable Prep]] Defend The Weak, Kindle Hope, Never Back Down
](if:$Class is "Ranger")[ You will officially gain abilities based on your ranger archetype at level three. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Hunter Prep]] Accepting your place as a bulwark between civilization and the terrors of the wilderness
[[Beast Master Prep]] Embodies a friendship between the civilized races and the beasts of the world
[[Death Stalker Prep]] A bastion against the undead and unholy threat that often threaten civilizations.
[[Marksman|Marksman Ranger Prep]] Focousing on ranged attacks and getting the perfect shot.
[[Commando Prep]] Specialized operatives given high priority tasks, when you want something done right you send a commando.
[[Bladeslinger Prep]] depend on quick reflexes, good planning, and of course deadly aim to survive in a world that values brute force over clever tactics
[[Winter Stalker Prep]] Animals aren’t the only enemies, cold winters, snow storms teach them to survive.
[[Strider Prep]] roam the wilds with only your steeds as a companion.
[[Shadow Walker Prep]] thrive on the chaos of battle.
[[Deepwood Sniper Prep]] Stealthy archers who’s deadly arrows sail from extreme ranges
[[Spell Seeker Prep]]
Some rangers hunt beasts, monstrosities, or undead, but you hunt spellcasters.
](if:$Class is "Rogue")[ You will officially gain abilities based on your roguish archetype at level three. Selecting it now will give you a complete view of your character through level 20 once you’re finished.
[[Thief Prep]] Burglars, bandits, cutpurses, treasure seekers, explorers, delvers, and investigators
[[Assassin Prep]] You focus your training on the grim art of death.
[[Arcane Trickster Prep]] Enhanced skills of stealth and agility with magic, learning tricks of enchantment and illusion
[[Marksman Prep]] Focusing on getting the perfect shot in the most critical places.
[[Sniper Prep]] deliver death from a distance
[[Steeplejack Prep]] You focus your training on operating at dizzying heights.
[[Mistwalker Prep]] Swirling clouds of fog are your friends a protective covering that hides you from prying eyes
[[Shadow Prep]] delve into the intricacies of shadow magic
[[Invisible Blade Prep]] Deadly fighters who prefer to use daggers in combat
[[Archeologist Prep]] knowledge of ancient civilizations and languages combine with acrobatic skills
[[Quickster Prep]] You can run alongside cheetahs, catch fleeing horses, and become a flash of blades for enemies.
[[Mystical Psion Prep]] trained in isolation and harnessed psionic powers of a mystical nature
[[Phantom Prep]]
[[Raven’s Shadow Prep]]
[[Ambusher Prep]]
[[Thieving Magpie Prep]] You learned how to conjure an otherworldly entity in the form of an animal by your side
](if:$Class is "Wizard") [ You gain features from your School of Magic at level 2 when you officially choose it. Choosing it now will give you a complete view of your character at level 20.
[[School Of Abjuration Prep]] protection, blocking, and negating magic.
[[School Of Conjuration Prep]] producing objects and items out of thin air.
[[School Of Divination Prep]] foresight, scrying.
[[School Of Enchantment Prep]] beguile others and bend them to your will with magic.
[[School Of Evocation Prep]] bitter cold, searing flames, rolling thunder.
[[School Of Illusion Prep]] trick, befuddle, dazzle or entertain with illusions.
[[School Of Necromancy Prep]] bring back the dead to do your bidding, sap the lifeforce from the living.
[[School Of Transmutation Prep]] modify energy and matter, altering both physical forms and mental qualities.
]
(if:$Class is "Gunslinger")[ [[Trail Of The Desperado Prep]] skill, reflex, and a quick trigger finger
[[Trail Of The Gunsmith Prep]] eccentric tinkerer unafraid of taking risks and trying out ways to modify their firearms
]$Secondary_Class
(if:$Subclass_Features_For_Level_2 is true) [$Subclass_Second_Level_Features
](if:$Subclass_Features_For_Level_3 is true) [$Subclass_Third_Level_Features
](if:$Subclass_Features_For_Level_4 is true) [$Subclass_Fourth_Level_Features
](if:$Subclass_Features_For_Level_5 is true) [$Subclass_Fifth_Level_Features
](if:$Subclass_Features_For_Level_6 is true) [ $Subclass_Sixth_Level_Features
](if:$Subclass_Features_For_Level_7 is true) [$Subclass_Seventh_Level_Features
](if:$Subclass_Features_For_Level_8 is true) [$Subclass_Eighth_Level_Features
](if:$Subclass_Features_For_Level_9 is true) [$Subclass_Ninth_Level_Features
](if:$Subclass_Features_For_Level_10 is true) [ $Subclass_Tenth_Level_Features
](if:$Subclass_Features_For_Level_11 is true)[ $Subclass_Eleventh_Level_Features
](if:$Subclass_Features_For_Level_12 is true)[$Subclass_Twelfth_Level_Features
](if:$Subclass_Features_For_Level_13 is true)[$Subclass_Thirteenth_Level_Features
](if:$Subclass_Features_For_Level_14 is true) [$Subclass_Fourteenth_Level_Features
](if:$Subclass_Features_For_Level_15 is true)[ $Subclass_Fifteenth_Level_Features
](if:$Subclass_Features_For_Level_16 is true) [$Subclass_Sixteenth_Level_Features
](if:$Subclass_Features_For_Level_17 is true) [ $Subclass_Seventeenth_Level_Features
](if:$Subclass_Features_For_Level_18 is true)[ $Subclass_Eighteenth_Level_Features
](if:$Subclass_Features_For_Level_19 is true)[$Subclass_Nineteenth_Level_Features
](if:$Subclass_Features_For_Level_20 is true) [$Subclass_Twentieth_Level_Features ]
[[Just a few more things]]
Thank you for being prepared.(Set:$Any_Skill += 1)
(Set:$Class_Extra -= 1)
(if:$Class_Extra is > 0)[ [[Add a Skill]] [[Add a language]] [[Add an Instrument]] [[Add a tool]] ]
(if:$Class_Extra is 0)[ (go-to: "Princess 2") ](set:$Language += 1)
(Set:$Class_Extra -= 1)
(if:$Class_Extra is > 0)[ [[Add a Skill]] [[Add a language]] [[Add an Instrument]] [[Add a tool]] ]
(if:$Class_Extra is 0)[ (go-to: "Princess 2") ](set:$Musical += 1)
(Set:$Class_Extra -= 1)
(if:$Class_Extra is > 0)[ [[Add a Skill]] [[Add a language]] [[Add an Instrument]] [[Add a tool]] ]
(if:$Class_Extra is 0)[ (go-to: "Princess 2") ](Set:$Class_Extra -= 1)
(if:$Class_Extra is > 0)[ [[Add a Skill]] [[Add a language]] [[Add an Instrument]] [[Add a tool]] ](set:$Artisan_Tool += 1)
(if:$Class_Extra is 0)[ (go-to: "Princess 2") ]LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft (5 ft *)
COMPONENTS
S, M (a drop of water or a piece of ice)
DURATION
Instantaneous
SCHOOL
Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
(set:$Ice_Knife to true)(set:$Known_Spells -= 1)
[[Spells]]
</Style
<img
Src=https://img.buzzfeed.com/buzzfeed-static/static/2015-02/11/20/enhanced/webdr09/anigif_enhanced-buzz-24108-1423703182-23.gif
</div>
(either: "Player Tip:
Make an unforgettable character.", "Player Tip:
You don’t have to do a silly voice to roleplay, you can say ‘my character says’, or ‘Out of Character’ to differentiate between you and your character. ", "Player Tip:
Taking20 and Geek & Sundry have great resources for both DMs and Players for free on youtube. ", "Player Tip:
We all forget to add modifiers, or fill out a character sheet wrong, or misread a spell. There’s a lot of rules, no one is expected to remember them all.", "Player Tip:
Do your best!", "Player Tip:
You can always ask your DM if you have questions before or after a game. ","The maker of this game knows these loading screens seem silly, but they help her keep the code working. ")
(set:$Expanded to true)
[[Next|Loading Languages Invocations]]
(if:$Strength is 1) [ (set:$Strength_Modifier to "-5")] (if:$Strength is 2) [ (Set:$Strength_Modifier to "-4")] (if:$Strength is 3) [ (Set:$Strength_Modifier to "-4")](if:$Strength is 4) [ (Set:$Strength_Modifier to "-3")] (if:$Strength is 5) [ (Set:$Strength_Modifier to "-3")] (if:$Strength is 6) [ (Set:$Strength_Modifier to "-2")] (if:$Strength is 7) [ (Set:$Strength_Modifier to "-2")] (if:$Strength is 8) [ (Set:$Strength_Modifier to "-1")] (if:$Strength is 9) [ (Set:$Strength_Modifier to "-1")] (if:$Strength is 10) [ (Set:$Strength_Modifier to "+0")] (if:$Strength is 11) [ (Set:$Strength_Modifier to "+0")] (if:$Strength is 12) [ (Set:$Strength_Modifier to "+1")] (if:$Strength is 13) [ (Set:$Strength_Modifier to "+1")] (if:$Strength is 14) [ (Set:$Strength_Modifier to "+2")] (if:$Strength is 15) [ (Set:$Strength_Modifier to "+2")] (if:$Strength is 16) [ (Set:$Strength_Modifier to "+3")] (if:$Strength is 17) [ (Set:$Strength_Modifier to "+3")] (if:$Strength is 18) [ (Set:$Strength_Modifier to "+4")] (if:$Strength is 19) [ (Set:$Strength_Modifier to "+4")] (if:$Strength is 20) [ (Set:$Strength_Modifier to "+5")](if:$Dexterity is 1) [ (set:$Dexterity_Modifier to "-5")] (if:$Dexterity is 2) [ (Set:$Dexterity_Modifier to "-4")] (if:$Dexterity is 3) [ (Set:$Dexterity_Modifier to "-4")](if:$Dexterity is 4) [ (Set:$Dexterity_Modifier to "-3")] (if:$Dexterity is 5) [ (Set:$Dexterity_Modifier to "-3")] (if:$Dexterity is 6) [ (Set:$Dexterity_Modifier to "-2")] (if:$Dexterity is 7) [ (Set:$Dexterity_Modifier to "-2")] (if:$Dexterity is 8) [ (Set:$Dexterity_Modifier to "-1")] (if:$Dexterity is 9) [ (Set:$Dexterity_Modifier to "-1")] (if:$Dexterity is 10) [ (Set:$Dexterity_Modifier to "+0")] (if:$Dexterity is 11) [ (Set:$Dexterity_Modifier to "+0")] (if:$Dexterity is 12) [ (Set:$Dexterity_Modifier to "+1")] (if:$Dexterity is 13) [ (Set:$Dexterity_Modifier to "+1")] (if:$Dexterity is 14) [ (Set:$Dexterity_Modifier to "+2")] (if:$Dexterity is 15) [ (Set:$Dexterity_Modifier to "+2")] (if:$Dexterity is 16) [ (Set:$Dexterity_Modifier to "+3")] (if:$Dexterity is 17) [ (Set:$Dexterity_Modifier to "+3")] (if:$Dexterity is 18) [ (Set:$Dexterity_Modifier to "+4")] (if:$Dexterity is 19) [ (Set:$Dexterity_Modifier to "+4")] (if:$Dexterity is 20) [ (Set:$Dexterity_Modifier to "+5")](if:$Constitution is 1) [ (set:$Constitution_Modifier to "-5")] (if:$Constitution is 2) [ (Set:$Constitution_Modifier to "-4")] (if:$Constitution is 3) [ (Set:$Constitution_Modifier to "-4")](if:$Constitution is 4) [ (Set:$Constitution_Modifier to "-3")] (if:$Constitution is 5) [ (Set:$Constitution_Modifier to "-3")] (if:$Constitution is 6) [ (Set:$Constitution_Modifier to "-2")] (if:$Constitution is 7) [ (Set:$Constitution_Modifier to "-2")] (if:$Constitution is 8) [ (Set:$Constitution_Modifier to "-1")] (if:$Constitution is 9) [ (Set:$Constitution_Modifier to "-1")] (if:$Constitution is 10) [ (Set:$Constitution_Modifier to "+0")] (if:$Constitution is 11) [ (Set:$Constitution_Modifier to "+0")] (if:$Constitution is 12) [ (Set:$Constitution_Modifier to "+1")] (if:$Constitution is 13) [ (Set:$Constitution_Modifier to "+1")] (if:$Constitution is 14) [ (Set:$Constitution_Modifier to "+2")] (if:$Constitution is 15) [ (Set:$Constitution_Modifier to "+2")] (if:$Constitution is 16) [ (Set:$Constitution_Modifier to "+3")] (if:$Constitution is 17) [ (Set:$Constitution_Modifier to "+3")] (if:$Constitution is 18) [ (Set:$Constitution_Modifier to "+4")] (if:$Constitution is 19) [ (Set:$Constitution_Modifier to "+4")] (if:$Constitution is 20) [ (Set:$Constitution_Modifier to "+5")](if:$Intelligence is 1) [ (set:$Intelligence_Modifier to "-5")] (if:$Intelligence is 2) [ (Set:$Intelligence_Modifier to "-4")] (if:$Intelligence is 3) [ (Set:$Intelligence_Modifier to "-4")](if:$Intelligence is 4) [ (Set:$Intelligence_Modifier to "-3")] (if:$Intelligence is 5) [ (Set:$Intelligence_Modifier to "-3")] (if:$Intelligence is 6) [ (Set:$Intelligence_Modifier to "-2")] (if:$Intelligence is 7) [ (Set:$Intelligence_Modifier to "-2")] (if:$Intelligence is 8) [ (Set:$Intelligence_Modifier to "-1")] (if:$Intelligence is 9) [ (Set:$Intelligence_Modifier to "-1")] (if:$Intelligence is 10) [ (Set:$Intelligence_Modifier to "+0")] (if:$Intelligence is 11) [ (Set:$Intelligence_Modifier to "+0")] (if:$Intelligence is 12) [ (Set:$Intelligence_Modifier to "+1")] (if:$Intelligence is 13) [ (Set:$Intelligence_Modifier to "+1")] (if:$Intelligence is 14) [ (Set:$Intelligence_Modifier to "+2")] (if:$Intelligence is 15) [ (Set:$Intelligence_Modifier to "+2")] (if:$Intelligence is 16) [ (Set:$Intelligence_Modifier to "+3")] (if:$Intelligence is 17) [ (Set:$Intelligence_Modifier to "+3")] (if:$Intelligence is 18) [ (Set:$Intelligence_Modifier to "+4")] (if:$Intelligence is 19) [ (Set:$Intelligence_Modifier to "+4")] (if:$Intelligence is 20) [ (Set:$Intelligence_Modifier to "+5")]
(if:$Wisdom is 1) [ (set:$Wisdom_Modifier to "-5")] (if:$Wisdom is 2) [ (Set:$Wisdom_Modifier to "-4")] (if:$Wisdom is 3) [ (Set:$Wisdom_Modifier to "-4")](if:$Wisdom is 4) [ (Set:$Wisdom_Modifier to "-3")] (if:$Wisdom is 5) [ (Set:$Wisdom_Modifier to "-3")] (if:$Wisdom is 6) [ (Set:$Wisdom_Modifier to "-2")] (if:$Wisdom is 7) [ (Set:$Wisdom_Modifier to "-2")] (if:$Wisdom is 8) [ (Set:$Wisdom_Modifier to "-1")] (if:$Wisdom is 9) [ (Set:$Wisdom_Modifier to "-1")] (if:$Wisdom is 10) [ (Set:$Wisdom_Modifier to "+0")] (if:$Wisdom is 11) [ (Set:$Wisdom_Modifier to "+0")] (if:$Wisdom is 12) [ (Set:$Wisdom_Modifier to "+1")] (if:$Wisdom is 13) [ (Set:$Wisdom_Modifier to "+1")] (if:$Wisdom is 14) [ (Set:$Wisdom_Modifier to "+2")] (if:$Wisdom is 15) [ (Set:$Wisdom_Modifier to "+2")] (if:$Wisdom is 16) [ (Set:$Wisdom_Modifier to "+3")] (if:$Wisdom is 17) [ (Set:$Wisdom_Modifier to "+3")] (if:$Wisdom is 18) [ (Set:$Wisdom_Modifier to "+4")] (if:$Wisdom is 19) [ (Set:$Wisdom_Modifier to "+4")] (if:$Wisdom is 20) [ (Set:$Wisdom_Modifier to "+5")](if:$Charisma is 1) [ (set:$Charisma_Modifier to "-5")] (if:$Charisma is 2) [ (Set:$Charisma_Modifier to "-4")] (if:$Charisma is 3) [ (Set:$Charisma_Modifier to "-4")](if:$Charisma is 4) [ (Set:$Charisma_Modifier to "-3")] (if:$Charisma is 5) [ (Set:$Charisma_Modifier to "-3")] (if:$Charisma is 6) [ (Set:$Charisma_Modifier to "-2")] (if:$Charisma is 7) [ (Set:$Charisma_Modifier to "-2")] (if:$Charisma is 8) [ (Set:$Charisma_Modifier to "-1")] (if:$Charisma is 9) [ (Set:$Charisma_Modifier to "-1")] (if:$Charisma is 10) [ (Set:$Charisma_Modifier to "+0")] (if:$Charisma is 11) [ (Set:$Charisma_Modifier to "+0")] (if:$Charisma is 12) [ (Set:$Charisma_Modifier to "+1")] (if:$Charisma is 13) [ (Set:$Charisma_Modifier to "+1")] (if:$Charisma is 14) [ (Set:$Charisma_Modifier to "+2")] (if:$Charisma is 15) [ (Set:$Charisma_Modifier to "+2")] (if:$Charisma is 16) [ (Set:$Charisma_Modifier to "+3")] (if:$Charisma is 17) [ (Set:$Charisma_Modifier to "+3")] (if:$Charisma is 18) [ (Set:$Charisma_Modifier to "+4")] (if:$Charisma is 19) [ (Set:$Charisma_Modifier to "+4")] (if:$Charisma is 20) [ (Set:$Charisma_Modifier to "+5")]
//Röstäm shoved aside the creature that was attacking the girl, his armor shimmering with a holy glow the villian recoiled. He extended a hand and healed the girl, even with his intervention she had been wounded. His attention turned to the creature who needed to face justice.//
Justice Domain
Clerics of this domain are often act as judges, lawyers, and investigators, and are well respected by their compatriots. Some gods ask for a ruthless, quick pursuit of justice and retribution, while others are forgiving and open to punishments other than death. Clerics of this domain use their divine powers to find the truth, root out evil and bring justice to criminals.
Justice Domain Spells:
1st: Detect Evil and Good, Detect Poison and Disease
3rd: Detect thoughts, Zone of Truth
5th: Clairvoyance, Speak with Dead
7th: Arcane Eye, Locate Creature
9th: Commune, Dispel Evil and Good.
Bonus Proficiencies:
You gain proficiency with martial weapons, heavy armor, and the investigation skill
Divine Retribution:
At the first level you can use your divine power to defend your allies and rebuke your enemies. When a creature you can see within 30 ft of you takes damage, you can use your reaction to reduce that damage by 1d4, and force the creature that damaged the initial target to make a Dex saving throw. The creature takes 2d4 damage on a failed save and half as much on a success. This Damage shares a type with the damage dealt to the initial target. You can use this feature a number of times equal to your wisdom modifier (min of 1). You regain all expended uses when you finish a long rest.
Channel Divinity: Reveal Injustice
At the 2nd level you can use your channel divinity to assist you in investigating deaths. By preforming a minute long ritual on the remains of a creature that has been dead no more than 7 days and hasn’t been targeted by this feature before you can learn it’s cause of death. If the creature was killed by another creature you can also learn details about the creature’s killer by making a wisdom (insight) check equal to the killer’s passive charisma deception score. If the killer is protected from divination magic such as the nondetection spell you automatically fail this check. On a successful check you learn the killer’s creature type, and the distance and direction to their location as of the completion of the ritual. On a failed check the killer knows that divination magic was attempted on it, but doesn’t know the source. The Dm Might allow you to use this feature to investigate other events, like the scene of a recent robbery or assault, at your DM’s discretion. In these cases you may discover information about the main perpetrator of that event rather than a killer.
Channel Divinity: Chains of Reckoning
At the 6th level you can use your channel divinity to restrain a creature with divine chains. As an action you present your holy symbol and cause chains of light to emerge from the ground and attempt to restrain a creature you can see within 60 ft of you. That creature must make a strength saving throw. On a failed save they take radiant damage equal to 2d6 + half your cleric level and are restrained until the end of your next turn. On a successful save that take half as much damage and their speed is halved until the end of your next turn. If you target a creature that has failed the check imposed by your revel injustice feature that creature makes the save with disadvantage, and they are paralyzed until the end of your next turn rather than just restrained. Once you use this bonus effect on a creature you can’t use it on that creature again until you succeed on another check imposed by your reveal justice feature against that creature.
Divine Strike:
At the 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 weak attack you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach the 14th level the damage increases to 2d8.
Divine Truth:
At the 17th level your senses can see through lies. You know when you hear a lie and you gain truesight with a range of 60 ft.
(set:$Divine_Domain to "Justice Domain") (set:$All_Martial_Weapons to true)
(set:$Investigation to true)
(set:$Heavy_Armor to true)
(set:$Subclass to true)
(set:$Secondary_Class to "Justice Domain")
(set:$Divine_Domain_Chosen to true)
[[Cleric|Cleric 2]]
(set:$Detect_Evil_And_Good to true) (set:$Detect_Poison_And_Disease to true)
(set:$Subclass_Features to " Justice Domain Spells:
1st: Detect Evil and Good, Detect Poison and Disease
3rd: Detect thoughts, Zone of Truth
5th: Clairvoyance, Speak with Dead
7th: Arcane Eye, Locate Creature
9th: Commune, Dispel Evil and Good.
Bonus Proficiencies:
You gain proficiency with martial weapons, heavy armor, and the investigation skill
Divine Retribution:
At the first level you can use your divine power to defend your allies and rebuke your enemies. When a creature you can see within 30 ft of you takes damage, you can use your reaction to reduce that damage by 1d4, and force the creature that damaged the initial target to make a Dex saving throw. The creature takes 2d4 damage on a failed save and half as much on a success. This Damage shares a type with the damage dealt to the initial target. You can use this feature a number of times equal to your wisdom modifier (min of 1). You regain all expended uses when you finish a long rest.
")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Second_Level_Features to " Channel Divinity: Reveal Injustice
At the 2nd level you can use your channel divinity to assist you in investigating deaths. By preforming a minute long ritual on the remains of a creature that has been dead no more than 7 days and hasn’t been targeted by this feature before you can learn it’s cause of death. If the creature was killed by another creature you can also learn details about the creature’s killer by making a wisdom (insight) check equal to the killer’s passive charisma deception score. If the killer is protected from divination magic such as the nondetection spell you automatically fail this check. On a successful check you learn the killer’s creature type, and the distance and direction to their location as of the completion of the ritual. On a failed check the killer knows that divination magic was attempted on it, but doesn’t know the source. The Dm Might allow you to use this feature to investigate other events, like the scene of a recent robbery or assault, at your DM’s discretion. In these cases you may discover information about the main perpetrator of that event rather than a killer.
")(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Third_Level_Features to "Cleric Spells 3rd: Detect thoughts, Zone of Truth ")(if:$Level is > 2) [ (Set:$Detect_Thoughts to true) (Set:$Zone_Of_Truth to true)] (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "5th: Clairvoyance, Speak with Dead")(if:$Level is > 4) [ (Set:$Clairvoyance to true) (set:$Speak_With_Dead to true)](set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Sixth_Level_Features to " Channel Divinity: Chains of Reckoning
At the 6th level you can use your channel divinity to restrain a creature with divine chains. As an action you present your holy symbol and cause chains of light to emerge from the ground and attempt to restrain a creature you can see within 60 ft of you. That creature must make a strength saving throw. On a failed save they take radiant damage equal to 2d6 + half your cleric level and are restrained until the end of your next turn. On a successful save that take half as much damage and their speed is halved until the end of your next turn. If you target a creature that has failed the check imposed by your revel injustice feature that creature makes the save with disadvantage, and they are paralyzed until the end of your next turn rather than just restrained. Once you use this bonus effect on a creature you can’t use it on that creature again until you succeed on another check imposed by your reveal justice feature against that creature.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Seventh_Level_Features to "7th: Arcane Eye, Locate Creature")(if:$Level is > 6) [ (Set:$Arcane_Eye to true)(set:$Locate_Creature to true) ](set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Eighth_Level_Features to " Divine Strike:
At the 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weak attack you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach the 14th level the damage increases to 2d8.
")(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Ninth_Level_Features to "9th: Commune, Dispel Evil and Good
")(set:$Subclass_Features_For_Level_9 to true)(if:$Level is > 8) [ (set:$Commune to true) (Set:$Dispel_Evil_And_Good to true)]
(set:$Subclass_Seventeenth_Level_Features to " Divine Truth:
At the 17th level your senses can see through lies. You know when you hear a lie and you gain truesight with a range of 60 ft.
")(set:$Subclass_Features_For_Level_17 to true)
Path of the Deathseeker
The path of the deathseeker is tread by those who for whatever reason feel they may only find glory in the death of a worthy foe. These wandering souls are constantly looking for danger, seeking a powerful and dangerous foe whom you can truly challenge their strength. When a good fight is found they abandon all sense of self preservation, swinging with a might that could tare the limbs off many. Ironically the sheer power they display often means the death they seek often becomes much more delayed and the frustrated existence they live in fuels their anger even more.
(Set:$Subclass to true)
(set:$Secondary_Class to "Path Of The Deathseeker")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Truly Reckless
Starting when you choose this path at the 3rd level, your reckless attacks become even more powerful at the cost of any attempt to defend yourself. When you attack recklessly via your reckless attack feature you can add your proficiency bonus to the damage roll, however your armor class is lowered by 2 until the start of your next turn.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to " Only With Honor
Beginning at the 6th level you continue honing your senses in order to guard yourself from dishonorable death caused by treachery and cowardly attacks both in and out of battle. You have advantage on wisdom perception checks to detect traps, hidden, and invisible creatures. In addition you gain resistance to poison, and advantage on saving throws against poison.
")(set:$Subclass_Features_For_Level_6 to true) (set:$Subclass_Tenth_Level_Features to " Is That The Best You Can Do?
At the 10th level you can begin to taunt your foes into finishing you, and lashing out with frustration if they fail. As a bonus action you can taunt all enemies within 30 ft of you, any creatures of your choice within range suffer disadvantage on attack rolls against any target other than you until the end of your next turn. In addition, the next time you hit with a weapon attack, the target takes additional damage equal to your hit points you have lost since you made this taunt. Once you use this feature you can’t use it again until you finish a long or short rest. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " A Meaningful Death
Starting at the 14th level you can take steps to ensure your death has meaning, using your last moments to take as many foes down as you can. When you are restored to 1 HP via your Relentless Rage feature you can use your reaction to make one weapon attack with advantage against each creature of your choice within 10 ft of you, regardless of the normal range of your weapon. These attacks are considered reckless for your truly reckless feature.
")(set:$Subclass_Features_For_Level_14 to true)
Path Of The Monsoon
Your footfalls cause electrical scorches your weapon strikes burn flesh as well as rend it. Your soul contains a storm unlike anything you’ve ever seen whenever you seek to unleash it the sky thunders its approval.
(Set:$Subclass to true)
(set:$Secondary_Class to "Path Of The Monsoon")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Spark Strike
At the 3rd level your attacks starts a cascade of electrical energy. The first time you hit an enemy with a melee attack on your turn while raging you deal an additional 1d8 lightning damage. If you roll an 8 on the damage dice the lightning leaps to another creature of your choice within 15 ft of the original target. The creature takes 1d8 lightning damage and could cause the lighting to leap again on a roll of an 8 within 15 ft. A creature can only take this damage once per turn. The initial lighting and the leaps increases to 2d8 at the 14th level, with the lighting leaping with only one 8. You gain resistance to thunder damage while raging.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "
Storm’s Favor
At the 6th level you can strike when you take lighting or thunder damage while raging you can cause one creature within 30 ft of you to take damage of the same type equal to your barbarian level + the damage you took as you channel the energy towards your enemies. You can only do this once per rage. If a creature is within 10 ft of you is target with an attack that deals thunder or lightning damage you can use your reaction to make yourself the target of the attack. ")(set:$Subclass_Features_For_Level_6 to true) (set:$Subclass_Tenth_Level_Features to "Rain Master
At the 10th level you take on the aspects of the storms power. If you are above ground you can preform a 1 hour long ritual that causes the area to have heavy rain for the next 24 hours. Your jump distance and height are tripled. If you hear a sound made within 120 ft of you can discern the direction and how far away it is. You have advantage on saving throws against being moved against your will.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Storm King
At the 14th level you and the storm have become one. When you are raging and rolling for lighting or thunder damage while in a wet, rainy, or otherwise damp area you can roll one additional damage dice. While raging a strong wind 20mph blows around you in a 10 ft radius, centered on you for the duration of your rage. Unprotected flames are extinguished in the area, gasses and god are dispersed, and ranged weapons have disadvantage if it passes through the wind.
")(set:$Subclass_Features_For_Level_14 to true)
Mold Earth (Set:$Mold_Earth to true)
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft (a 5 ft cube)
Duration: Instant
Components: Somatic
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](set:$Cantrip_Chosen to true)
(if:$Guidance is false) [ (if:$Guidance_Choice is true) [ [[Guidance]]
]](if:$Light is false) [ (if:$Light_Choice is true) [ [[Light]]
]](if:$Mending is false) [ (if:$Mending_Choice is true) [ [[Mending]]
]] (if:$Resistance is false) [ (if:$Resistance_Choice is true) [ [[Resistance]]
]](if:$Sacred_Flame is false) [ (if:$Sacred_Flame_Choice is true) [ [[Sacred Flame]]
]] (if:$Spare_The_Dying is false) [ (if:$Spare_The_Dying_Choice is true) [ [[Spare The Dying]]
]](if:$Thaumaturgy is false) [ (if:$Thaumaturgy_Choice is true) [ [[Thaumaturgy]]
]](if:$Druidcraft is false) [ (if:$Druidcraft_Choice is true) [ [[Druidcraft]]
]] (if:$Poison_Spray is false) [ (if:$Poison_Spray_Choice is true) [ [[Poison Spray]]
]](if:$Produce_Flame is false) [ (if:$Produce_Flame_Choice is true) [ [[Produce Flame]]
]](if:$Shillelagh is false) [ (if:$Shillelagh_Choice is true) [ [[Shillelagh]]
]](if:$Thorn_Whip is false) [ (if:$Thorn_Whip_Choice is true) [ [[Thorn Whip]]
]](if:$Acid_Splash is false) [ (if:$Acid_Splash_Choice is true) [ [[Acid Splash]]
]](if:$Blade_Ward is false) [ (if:$Blade_Ward_Choice is true) [ [[Blade Ward]]
]](if:$Chill_Touch is false) [ (if:$Chill_Touch_Choice is true) [ [[Chill Touch]]
]](if:$Dancing_Lights is false) [ (if:$Dancing_Lights_Choice is true) [ [[Dancing Lights]]
]](if:$Fire_Bolt is false) [ (if:$Fire_Bolt_Choice is true) [ [[Fire Bolt]]
]] (if:$Friends is false) [ (if:$Friends_Choice is true) [ [[Friends]]
]](if:$Mage_Hand is false) [ (if:$Mage_Hand_Choice is true) [ [[Mage Hand]]
]](if:$Message is false) [ (if:$Message_Choice is true) [ [[Message]]
]](if:$Minor_Illusion is false) [ (if:$Minor_Illusion_Choice is true) [ [[Minor Illusion]]
]](if:$Prestidigitation is false) [ (if:$Prestidigitation_Choice is true) [ [[Prestidigitation]]
]](if:$Ray_Of_Frost is false) [ (if:$Ray_Of_Frost_Choice is true) [ [[Ray Of Frost]]
]](if:$Shocking_Grasp is false) [ (if:$Shocking_Grasp_Choice is true) [ [[Shocking Grasp]]
]] (if:$True_Strike is false) [ (if:$True_Strike_Choice is true) [ [[True Strike]]
]](if:$Eldritch_Blast is false) [ (if:$Eldritch_Blast_Choice is true) [ [[Eldritch Blast]]
]](if:$Vicious_Mockery is false) [ (if:$Vicious_Mockery_Choice is true) [ [[Vicious Mockery]]
]](if:$Toll_The_Dead is false) [ (if:$Toll_The_Dead_Choice is true) [ [[Toll The Dead]]
]](if:$Mold_Earth is false) [ (if:$Mold_Earth_Choice is true) [ [[Mold Earth]]
]](if:$Hallowed_Hands is false)[ (if:$Hallowed_Hands_Choice is true) [ [[Hallowed Hands]]
] ] (if:$Savagery is false) [(if:$Savagery_Choice is true) [ [[Savagery]]
] ](if:$Lancing_Bolt is false) [ (if:$Lancing_Bolt_Choice is true)[ [[Lancing Bolt]]
]]
(if:$Known_Cantrips is 0)[ (Go-to: "Spellcasting") ]
(set:$Spell_Chosen to true)
(if:$Absorb_Elements is false) [ (if:$Absorb_Elements_Choice is true) [ [[Absorb Elements]]
]](if:$Aid is false)[(if:$Aid_Choice is true)[ [[Aid]]
]](if:$Alarm is false) [ (if:$Alarm_Choice is true) [ [[Alarm]]
]](if:$Alter_Self is false)[ (if:$Alter_Self_Choice is true)[ [[Alter Self]]
]](if:$Animal_Friendship is false) [ (if:$Animal_Friendship_Choice is true) [ [[Animal Friendship]]
]](if:$Animal_Messenger is false) [ (if:$Animal_Messenger_Choice is true) [ [[Animal Messenger]]
]](if:$Animal_Shapes is false) [ (if:$Animal_Shapes_Choice is true) [ [[Animal Shapes]]
]](if:$Animate_Dead is false) [ (if:$Animate_Dead_Choice is true) [ [[Animate Dead]]
]](if:$Animate_Objects is false) [ (if:$Animate_Objects_Choice is true) [ [[Animate Objects]]
]](if:$Antilife_Shell is false) [ (if:$Antilife_Shell_Choice is true) [ [[Antilife Shell]]
]](if:$Antimagic_Field is false) [ (if:$Antimagic_Field_Choice is true) [ [[Antimagic Field]]
]](if:$Antipathy_Sympathy is false)[ (if: $Antipathy_Sympathy_Choice is true) [ [[Antipathy Sympathy]]
]](if:$Arcane_Eye is false) [ (if:$Arcane_Eye_Choice is true) [ [[Arcane Eye]]
]] (if:$Arcane_Gate is false) [ (if:$Arcane_Gate_Choice is true) [ [[Arcane Gate]]
]](if:$Arcane_Lock is false) [ (if:$Arcane_Lock_Choice is true) [ [[Arcane Lock]]
]](if:$Armor_Of_Agathys is false) [ (if:$Armor_Of_Agathys_Choice is true) [ [[Armor Of Agathys]]
]](if:$Arms_Of_Hadar is false) [ (if:$Arms_Of_Hadar_Choice is true) [ [[Arms Of Hadar]]
]](If:$Astral_Projection is false) [ (if: $Astral_Projection_Choice is true) [ [[Astral Projection]]
]](if:$Augury is false) [ (if: $Augury_Choice is true) [ [[Augury]]
]](if:$Aura_Of_Life is false) [ (if:$Aura_Of_Life_Choice is true) [ [[Aura Of Life]]
]](if:$Aura_Of_Purity is false) [ (if:$Aura_Of_Purity_Choice is true) [ [[Aura Of Purity]]
]](If:$Aura_Of_Vitality is false) [ (if:$Aura_Of_Vitality_Choice is true) [ [[Aura Of Vitality]]
]](if:$Awaken is false) [ (if:$Awaken_Choice is true) [ [[Awaken]]
]](if:$Bane is false) [ (if:$Bane_Choice is true) [ [[Bane]]
]](if:$Banishing_Smite is false) [ (if:$Banishing_Smite_Choice is true) [ [[Banishing Smite]]
]](if:$Banishment is false) [ (if:$Banishment_Choice is true) [ [[Banishment]]
]](if:$Barkskin is false) [ (if:$Barkskin_Choice is true) [ [[Barkskin]]
]](if:$Beacon_Of_Hope is false) [ (if:$Beacon_Of_Hope_Choice is true) [ [[Beacon Of Hope]]
]](if:$Beast_Sense is false) [ (if:$Beast_Sense_Choice is true) [ [[Beast Sense]]
]](if:$Bestow_Curse is false) [ (if:$Bestow_Curse_Choice is true) [ [[Bestow Curse]]
]](if:$Bigbys_Hand is false) [ (if:$Bigbys_Hand_Choice is true) [ [[Bigbys Hand]]
]](if:$Blade_Barrier is false) [ (if:$Blade_Barrier_Choice is true)[ [[Blade Barrier]]
]](if:$Bless is false) [(if:$Bless_Choice is true) [ [[Bless]]
]](if:$Blight is false) [ (if:$Blight_Choice is true) [ [[Blight]]
]](if:$Blinding_Smite is false) [ (if:$Blinding_Smite_Choice is true) [ [[Blinding Smite]]
]](if:$Blindness_Deafness is false) [ (If:$Blindness_Deafness_Choice is true) [ [[Blindness Deafness]]
]](if:$Blink is false) [ (if:$Blink_Choice is true) [ [[Blink]]
]](if:$Blur is false) [ (if:$Blur_Choice is true) [ [[Blur]]
]](if:$Branding_Smite is false) [ (if:$Branding_Smite_Choice is true) [ [[Branding Smite]]
]](if:$Burning_Hands is false) [ (if:$Burning_Hands_Choice is true) [ [[Burning Hands]]
]](if:$Call_Lightning is false) [(if:$Call_Lightning_Choice is true) [ [[Call Lightning]]
]](if:$Calm_Emotions is false) [ (if:$Calm_Emotions_Choice is true) [ [[Calm Emotions]]
]](if:$Chain_Lightning is false) [ (if:$Chain_Lightning_Choice is true) [ [[Chain Lightning]]
]](if:$Charm_Person is false) [ (if:$Charm_Person_Choice is true) [ [[Charm Person]]
]](if:$Chromatic_Orb is false) [ (if:$Chromatic_Orb_Choice is true)[ [[Chromatic Orb]]
]](if:$Circle_Of_Death is false) [ (if:$Circle_Of_Death_Choice is true) [ [[Circle Of Death|Circle Of Death Spell]]
]](if:$Circle_Of_Power is false) [ (if:$Circle_Of_Power_Choice is true) [ [[Circle Of Power|Circle Of Power Spell]]
]](if:$Clairvoyance is false) [ (if:$Clairvoyance_Choice is true) [ [[Clairvoyance]]
]](if:$Clone is false) [ (if:$Clone_Choice is true) [ [[Clone]]
]](if:$Cloud_Of_Daggers is false) [ (if:$Cloud_Of_Daggers_Choice is true) [ [[Cloud Of Daggers]]
]](if:$Cloudkill is false) [ (if:$Cloudkill_Choice is true) [ [[Cloudkill]]
]](if:$Color_Spray is false) [ (if:$Color_Spray_Choice is true)[ [[Color Spray]]
]](if:$Command is false)[ (if:$Command_Choice is true) [ [[Command]]
]](if:$Commune is false) [ (if:$Commune_Choice is true) [ [[Commune]]
]](if:$Commune_With_Nature is false) [ (if:$Commune_With_Nature_Choice is true) [ [[Commune With Nature]]
]](If:$Compelled_Duel is false) [ (if:$Compelled_Duel_Choice is true) [ [[Compelled Duel]]
]](if:$Comprehend_Languages is false)[ (if:$Comprehend_Languages_Choice is true) [ [[Comprehend Languages]]
]](if:$Compulsion is false) [ (if:$Compulsion_Choice is true) [ [[Compulsion]]
]](if:$Cone_Of_Cold is false) [ (if:$Cone_Of_Cold_Choice is true) [ [[Cone Of Cold]]
]](if:$Confusion is false) [ (if:$Confusion_Choice is true) [ [[Confusion]]
]](if:$Conjure_Animals is false) [ (if:$Conjure_Animals_Choice is true) [ [[Conjure Animals]]
]](if:$Conjure_Barrage is false) [ (if:$Conjure_Barrage_Choice is true) [ [[Conjure Barrage]]
]](if:$Conjure_Celestial is false) [ (if:$Conjure_Celestial_Choice is true) [ [[Conjure Celestial]]
]](if:$Conjure_Elemental is false) [ (if:$Conjure_Elemental_Choice is true) [ [[Conjure Elemental]]
]](if:$Conjure_Fey is false) [ (if:$Conjure_Fey_Choice is true) [ [[Conjure Fey]]
]](if:$Conjure_Minor_Elementals is false) [ (if:$Conjure_Minor_Elementals_Choice is true) [ [[Conjure Minor Elementals]]
]](if:$Conjure_Volley is false)[ (if:$Conjure_Volley_Choice is true) [ [[Conjure Volley]]
]](if:$Conjure_Woodland_Beings is false) [ (if:$Conjure_Woodland_Beings_Choice is true) [ [[Conjure Woodland Beings]]
]](if:$Contact_Other_Plane is false) [ (if:$Contact_Other_Plane_Choice is true) [ [[Contact Other Plane]]
]](if:$Contagion is false) [ (if:$Contagion_Choice is true) [ [[Contagion]]
]](if:$Contingency is false) [ (if:$Contingency_Choice is true) [ [[Contingency]]
]](if:$Continual_Flame is false) [ (if:$Continual_Flame_Choice is true) [ [[Continual Flame]]
]](if:$Control_Water is false) [ (if:$Control_Water_Choice is true) [ [[Control Water]]
]](if:$Control_Weather is false) [ (if:$Control_Weather_Choice is true) [ [[Control Weather]]
]](if:$Cordon_Of_Arrows is false) [ (if:$Cordon_Of_Arrows_Choice is true) [ [[Cordon Of Arrows]]
]](if:$Counterspell is false) [ (if:$Counterspell_Choice is true) [ [[Counterspell]]
]](if:$Create_Food_And_Water is false) [ (if:$Create_Food_And_Water_Choice is true) [ [[Create Food And Water]]
]](if:$Create_Or_Destroy_Water is false) [ (if:$Create_Or_Destroy_Water_Choice is true) [ [[Create Or Destroy Water]]
]](if:$Create_Undead is false) [ (if:$Create_Undead_Choice is true) [ [[Create Undead]]
]](if:$Creation is false) [ (if:$Creation_Choice is true) [ [[Creation]]
]](if:$Crown_Of_Madness is false) [ (if:$Crown_Of_Madness_Choice is true) [ [[Crown Of Madness]]
]](if:$Crusaders_Mantle is false) [ (if:$Crusaders_Mantle_Choice is true) [ [[Crusaders Mantle]]
]](if:$Cure_Wounds is false) [ (if:$Cure_Wounds_Choice is true) [ [[Cure Wounds]]
]](If:$Carnage_Blast is false) [ (if:$Carnage_Blast_Choice is true) [ [[Carnage Blast]]
]](if:$Darkness is false) [ (if:$Darkness_Choice is true)[ [[Darkness]]
]](if:$Darkvision is false) [ (if:$Darkvision_Choice is true)[ [[Darkvision]]
]](if:$Daylight is false) [ (if:$Daylight_Choice is true)[ [[Daylight]]
]](if:$Death_Ward is false) [ (if:$Death_Ward_Choice is true)[ [[Death Ward]]
]](if:$Dealayed_Blast_Fireball is false) [ (if:$Dealayed_Blast_Fireball_Choice is true)[ [[Delayed Blast Fireball]]
]](if:$Demiplane is false) [ (if:$Demiplane_Choice is true)[ [[Demiplane]]
]](if:$Destructive_Wave is false) [ (if:$Destructive_Wave_Choice is true)[ [[Destructive Wave]]
]](if:$Detect_Evil_And_Good is false)[ (if:$Detect_Evil_And_Good_Choice is true) [ [[Detect Evil And Good]]
]](if:$Detect_Poison_And_Disease is false) [ (if:$Detect_Poison_And_Disease_Choice is true) [ [[Detect Poison And Disease]]
]](if:$Detect_Magic is false) [ (if:$Detect_Magic_Choice is true) [ [[Detect Magic]]
]](if:$Detect_Thoughts is false) [ (if:$Detect_Thoughts_Choice is true)[ [[Detect Thoughts]]
]](if:$Dimension_Door is false) [ (if:$Dimension_Door_Choice is true)[ [[Dimension Door]]
]](if:$Disguise_Self is false) [ (if:$Disguise_Self_Choice is true) [ [[Disguise Self]]
]](if:$Disintegrate is false) [ (if:$Disintegrate_Choice is true)[ [[Disintegrate]]
]](if:$Dispel_Evil_And_Good is false) [ (if:$Dispel_Evil_And_Good_Choice is true)[ [[Dispel Evil And Good]]
]](if:$Dispel_Magic is false) [ (if:$Dispel_Magic_Choice is true)[ [[Dispel Magic]]
]](if:$Dissonant_Whispers is false) [(if:$Dissonant_Whispers_Choice is true)[ [[Dissonant Whispers]]
]](if:$Divination is false) [ (if:$Divination_Choice is true)[ [[Divination]]
]](if:$Divine_Favor is false) [ (if:$Divine_Favor_Choice is true)[ [[Divine Favor]]
]](if:$Divine_Word is false) [ (if:$Divine_Word_Choice is true)[ [[Divine Word]]
]](if:$Dominate_Beast is false) [ (if:$Dominate_Beast_Choice is true)[ [[Dominate Beast]]
]](if:$Dominate_Monster is false) [ (if:$Dominate_Monster_Choice is true)[ [[Dominate Monster]]
]](if:$Dominate_Person is false) [ (if:$Dominate_Person_Choice is true)[ [[Dominate Person]]
]](if:$Drawmijs_Instant_Summons is false) [ (if:$Drawmijs_Instant_Summons_Choice is true)[ [[Drawmijs Instant Summons]]
]](if:$Dream is false) [ (if:$Dream_Choice is true)[ [[Dream]]
]](if:$Entangle is false) [ (if:$Entangle_Choice is true) [ [[Entangle]]
]](if:$Expeditious_Retreat is false) [ (if:$Expeditious_Retreat_Choice is true) [ [[Expeditious Retreat]]
]](if:$Earth_Tremor is false) [(if:$Earth_Tremor_Choice is true) [ [[Earth Tremor]]
]] (if:$Earthquake is false) [ (if:$Earthquake_Choice is true)[ [[Earthquake]]
]](if:$Elemental_Weapon is false) [ (if:$Elemental_Weapon_Choice is true)[ [[Elemental Weapon]]
]](if:$Enhance_Ability is false) [ (if:$Enhance_Ability_Choice is true)[ [[Enhance Ability]]
]](if:$Enlarge_Reduce is false) [ (if:$Enlarge_Reduce_Choice is true)[ [[Enlarge Reduce]]
]](if:$Ensnaring_Strike is false) [ (if:$Ensnaring_Strike_Choice is true)[ [[Ensnaring Strike]]
]](if:$Enthrall is false) [ (if:$Enthrall_Choice is true)[ [[Enthrall]]
]](if:$Etherealness is false) [ (if:$Etherealness_Choice is true)[ [[Etherealness]]
]](if:$Evards_Black_Tentacles is false) [ (if:$Evards_Black_Tentacles_Choice is true)[ [[Evards Black Tentacles]]
]](if:$Eyebite is false) [ (if:$Eyebite_Choice is true)[ [[Eyebite]]
]](if:$Faerie_Fire is false)[ (if:$Faerie_Fire_Choice is true)[ [[Faerie Fire]]
]](if:$False_Life is false)[ (if:$False_Life_Choice is true)[ [[False Life]]
]](if:$Feather_Fall is false) [(if:$Feather_Fall_Choice is true) [ [[Feather Fall]]
]](if:$Find_Familiar is false) [(if:$Find_Familiar_Choice is true) [ [[Find Familiar]]
]](if:$Fog_Cloud is false) [ (if:$Fog_Cloud_Choice is true) [ [[Fog Cloud]]
]](if:$Fabricate is false) [ (if:$Fabricate_Choice is true)[ [[Fabricate]]
]](if:$Fear is false) [ (if:$Fear_Choice is true)[ [[Fear]]
]](if:$Feeblemind is false) [ (if:$Feeblemind_Choice is true)[ [[Feeblemind]]
]](if:$Feign_Death is false) [ (if:$Feign_Death_Choice is true)[ [[Feign Death]]
]](if:$Find_Steed is false) [ (if:$Find_Steed_Choice is true)[ [[Find Steed]]
]](if:$Find_The_Path is false) [ (if:$Find_The_Path_Choice is true)[ [[Find The Path]]
]](if:$Find_Traps is false) [ (if:$Find_Traps_Choice is true)[ [[Find Traps]]
]](if:$Finger_Of_Death is false) [ (if:$Finger_Of_Death_Choice is true)[ [[Finger Of Death]]
]](if:$Fireball is false) [ (if:$Fireball_Choice is true)[ [[Fireball]]
]](if:$Fire_Shield is false) [ (if:$Fire_Shield_Choice is true)[ [[Fire Shield]]
]](if:$Fire_Storm is false) [ (if:$Fire_Storm_Choice is true)[ [[Fire Storm]]
]](if:$Flame_Blade is false) [ (if:$Flame_Blade_Choice is true)[ [[Flame Blade]]
]](if:$Flame_Strike is false) [ (if:$Flame_Strike_Choice is true)[ [[Flame Strike]]
]](if:$Flaming_Sphere is false) [ (if:$Flaming_Sphere_Choice is true)[ [[Flaming Sphere]]
]](if:$Flesh_To_Stone is false) [ (if:$Flesh_To_Stone_Choice is true)[ [[Flesh To Stone]]
]](if:$Fly is false) [ (if:$Fly_Choice is true)[ [[Fly]]
]](if:$Forbiddance is false) [ (if:$Forbiddance_Choice is true)[ [[Forbiddance]]
]](if:$Forcecage is false) [ (if:$Forcecage_Choice is true)[ [[Forcecage]]
]](if:$Foresight is false) [ (if:$Foresight_Choice is true)[ [[Foresight]]
]](if:$Freedom_Of_Movement is false) [ (if:$Freedom_Of_Movement_Choice is true)[ [[Freedom Of Movement]]
]](if:$Goodberry is false) [ (if:$Goodberry_Choice is true) [ [[Goodberry]]
]](if:$Grease is false)[ (if:$Grease_Choice is true)[ [[Grease]]
]](if:$Guiding_Bolt is false) [ (if:$Guiding_Bolt_Choice is true) [ [[Guiding Bolt]]
]](if:$Ghost_Writing is false) [ (if:$Ghost_Writing_Choice is true) [ [[Ghost Writing]]
]](if:$Gaseous_Form is false) [ (if:$Gaseous_Form_Choice is true)[ [[Gaseous Form]]
]](if:$Gate is false) [ (if:$Gate_Choice is true)[ [[Gate]]
]](if:$Geas is false) [ (if:$Geas_Choice is true)[ [[Geas]]
]](if:$Gentle_Repose is false) [ (if:$Gentle_Repose_Choice is true)[ [[Gentle Repose]]
]](if:$Giant_Insect is false) [ (if:$Giant_Insect_Choice is true)[ [[Giant Insect]]
]](if:$Glibness is false) [ (if:$Glibness_Choice is true)[ [[Glibness]]
]](if:$Globe_Of_Invulnerability is false) [ (if:$Globe_Of_Invulnerability_Choice is true)[ [[Globe Of Invulnerability]]
]](if:$Glyph_Of_Warding is false) [ (if:$Glyph_Of_Warding_Choice is true)[ [[Glyph Of Warding]]
]](if:$Grasping_Vine is false) [ (if:$Grasping_Vine_Choice is true)[ [[Grasping Vine]]
]](if:$Greater_Invisibility is false) [ (if:$Greater_Invisibility_Choice is true)[ [[Greater Invisibility]]
]](if:$Greater_Restoration is false) [ (if:$Greater_Restoration_Choice is true)[ [[Greater Restoration]]
]](if:$Guardian_Of_Faith is false) [ (if:$Guardian_Of_Faith_Choice is true)[ [[Guardian Of Faith]]
]](if:$Guards_And_Wards is false) [ (if:$Guards_And_Wards_Choice is true)[ [[Guards And Wards]]
]](if:$Gust_Of_Wind is false) [ (if:$Gust_Of_Wind_Choice is true)[ [[Gust Of Wind]]
]](if:$Healing_Word is false) [ (if:$Healing_Word_Choice is true) [ [[Healing Word]]
]](if:$Hellish_Rebuke is false) [(if:$Hellish_Rebuke_Choice is true) [ [[Hellish Rebuke]]
]](if:$Heroism is false) [ (if:$Heroism_Choice is true) [ [[Heroism]]
]](if:$Hex is false) [ (if:$Hex_Choice is true) [ [[Hex]]
]](if:$Hail_Of_Thorns is false) [ (if:$Hail_Of_Thorns_Choice is true)[ [[Hail Of Thorns]]
]](if:$Hallow is false) [ (if:$Hallow_Choice is true)[ [[Hallow]]
]](if:$Hallucinatory_Terrain is false) [ (if:$Hallucinatory_Terrain_Choice is true)[ [[Hallucinatory Terrain]]
]](if:$Harm is false) [ (if:$Harm_Choice is true)[ [[Harm]]
]](if:$Haste is false) [ (if:$Haste_Choice is true)[ [[Haste]]
]](if:$Heal is false) [ (if:$Heal_Choice is true)[ [[Heal]]
]](if:$Heat_Metal is false) [ (if:$Heat_Metal_Choice is true)[ [[Heat Metal]]
]](if:$Heroes_Feast is false) [ (if:$Heroes_Feast_Choice is true)[ [[Heroes Feast]]
]](if:$Hold_Monster is false) [ (if:$Hold_Monster_Choice is true)[ [[Hold Monster]]
]](if:$Hold_Person is false) [ (if:$Hold_Person_Choice is true)[ [[Hold Person]]
]](if:$Holy_Aura is false) [ (if:$Holy_Arua_Choice is true)[ [[Holy Aura]]
]](if:$Hunger_Of_Hadar is false) [ (if:$Hunger_Of_Hadar_Choice is true)[ [[Hunger Of Hadar]]
]](if:$Hunters_Mark is false) [ (if:$Hunters_Mark_Choice is true)[ [[Hunters Mark]]
]](if:$Hypnotic_Pattern is false) [ (if:$Hypnotic_Pattern_Choice is true)[ [[Hypnotic Pattern]]
]](if:$Identify is false) [ (if:$Identify_Choice is true) [ [[Identify]]
]](if:$Illusory_Script is false) [ (if:$Illusory_Script_Choice is true) [ [[Illusory Script]]
]](if:$Inflict_Wounds is false) [(if:$Inflict_Wounds_Choice is true) [ [[Inflict Wounds]]
]](If:$Ice_Knife is false)[ (if:$Ice_Knife_Choice is true)[ [[Ice Knife]]
]](if:$Ice_Storm is false) [ (if:$Ice_Storm_Choice is true)[ [[Ice Storm]]
]](if:$Imprisonment is false) [ (if:$Imprisonment_Choice is true)[ [[Imprisonment]]
]](if:$Incendiary_Cloud is false) [ (if:$Incendiary_Cloud_Choice is true)[ [[Incendiary Cloud]]
]](if:$Insect_Plague is false) [ (if:$Insect_Plague_Choice is true)[ [[Insect Plague]]
]](if:$Invisibility is false) [ (if:$Invisibility_Choice is true)[ [[Invisibility]]
]](if:$Infuse_Blood is false) [ (if:$Infuse_Blood_Choice is true) [ [[Infuse Blood]]
]](if:$Jump is false)[ (if:$Jump_Choice is true)[ [[Jump]]
]](if:$Knock is false) [ (if:$Knock_Choice is true)[ [[Knock]]
]](if:$Longstrider is false) [(if:$Longstrider_Choice is true) [ [[Longstrider]]
]](if:$Legend_Lore is false) [ (if:$Legend_Lore_Choice is true)[ [[Legend Lore]]
]](if:$Leomunds_Secret_Chest is false) [ (if:$Leomunds_Secret_Chest_Choice is true)[ [[Leomunds Secret Chest]]
]](if:$Leomunds_Tiny_Hut is false) [ (if:$Leomunds_Tiny_Hut_Choice is true)[ [[Leomunds Tiny Hut]]
]](if:$Lesser_Restoration is false) [ (if:$Lesser_Restoration_Choice is true)[ [[Lesser Restoration]]
]](if:$Levitate is false) [ (if:$Levitate_Choice is true)[ [[Levitate]]
]](if:$Lightning_Arrow is false) [ (if:$Lightning_Arrow_Choice is true)[ [[Lightning Arrow]]
]](if:$Lightning_Bolt is false) [ (if:$Lightning_Bolt_Choice is true)[ [[Lightning Bolt]]
]](if:$Locate_Animals_Or_Plants is false) [ (if:$Locate_Animals_Or_Plants_Choice is true)[ [[Locate Animals Or Plants]]
]](if:$Locate_Creature is false) [ (if:$Locate_Creature_Choice is true)[ [[Locate Creature]]
]](if:$Locate_Object is false) [ (if:$Locate_Object_Choice is true)[ [[Locate Object]]
]](If:$Living_Bomb is false)[(If:$Living_Bomb_Choice is true)[ [[Living Bomb]]
]](if:$Mage_Armor is false) [(if:$Mage_Armor_Choice is true) [ [[Mage Armor]]
]](if:$Magic_Missile is false) [(if:$Magic_Missile_Choice is true) [ [[Magic Missile]]
]](if:$Magic_Circle is false) [ (if:$Magic_Circle_Choice is true)[ [[Magic Circle]]
]](if:$Magic_Jar is false) [ (if:$Magic_Jar_Choice is true)[ [[Magic Jar]]
]](if:$Magic_Mouth is false) [ (if:$Magic_Mouth_Choice is true)[ [[Magic Mouth]]
]](if:$Magic_Weapon is false) [ (if:$Magic_Weapon_Choice is true)[ [[Magic Weapon]]
]](if:$Major_Image is false) [ (if:$Major_Image_Choice is true)[ [[Major Image]]
]](if:$Mass_Cure_Wounds is false) [ (if:$Mass_Cure_Wounds_Choice is true)[ [[Mass Cure Wounds]]
]](if:$Mass_Heal is false) [ (if:$Mass_Heal_Choice is true)[ [[Mass Heal]]
]](if:$Mass_Healing_Word is false) [ (if:$Mass_Healing_Word_Choice is true)[ [[Mass Healing Word]]
]](if:$Mass_Suggestion is false) [ (if:$Mass_Suggestion_Choice is true)[ [[Mass Suggestion]]
]](if:$Maze is false) [ (if:$Maze_Choice is true)[ [[Maze]]
]](if:$Meld_Into_Stone is false) [ (if:$Meld_Into_Stone_Choice is true)[ [[Meld Into Stone]]
]](if:$Melfs_Acid_Arrow is false) [ (if:$Melfs_Acid_Arrow_Choice is true)[ [[Melfs Acid Arrow]]
]](if:$Meteor_Swarm is false) [ (if:$Meteor_Swarm_Choice is true)[ [[Meteor Swarm]]
]](if:$Mind_Blank is false) [ (if:$Mind_Blank_Choice is true)[ [[Mind Blank]]
]](if:$Mirage_Arcane is false) [ (if:$Mirage_Arcane_Choice is true)[ [[Mirage Arcane]]
]](if:$Mirror_Image is false) [ (if:$Mirro_Image_Choice is true)[ [[Mirror Image]]
]](if:$Mislead is false) [ (if:$Mislead_Choice is true)[ [[Mislead]]
]](if:$Misty_Step is false) [ (if:$Misty_Step_Choice is true)[ [[Misty Step]]
]](if:$Modify_Memory is false) [ (if:$Modify_Memory_Choice is true)[ [[Modify Memory]]
]](if:$Moonbeam is false) [ (if:$Moonbeam_Choice is true)[ [[Moonbeam]]
]]if:$Mordenkainens_Faithful_Hound is false) [ (if:$Mordenkainens_Faithful_Hound_Choice is true)[ [[Mordenkainens Faithful Hound]]
]](if:$Mordenkainens_Magnificent_Mansion is false) [ (if:$Mordenkainens_Magnificent_Mansion_Choice is true)[ [[Mordenkainens Magnificent Mansion]]
]](if:$Mordenkainens_Private_Sanctum is false) [ (if:$Mordenkainens_Private_Sanctum_Choice is true)[ [[Mordenkainens Private Sanctum]]
]](if:$Mordenkainens_Sword is false) [ (if:$Mordenkainens_Sword_Choice is true)[ [[Mordenkainens Sword]]
]](if:$Move_Earth is false) [ (if:$Move_Earth_Choice is true)[ [[Move Earth]]
]](if:$No_Pets_For_You is false) [ (if:$No_Pets_For_You_Choice is true) [ [[No Pets For You]]
]](if:$Nondetection is false) [ (if:$Nondetection_Choice is true)[ [[Nondetection]]
]](if:$Nystuls_Magic_Aura is false) [ (if:$Nystuls_Magic_Aura_Choice is true)[ [[Nystuls Magic Aura]]
]](if:$Otilukes_Freezing_Sphere is false) [ (if:$Otilukes_Freezing_Sphere_Choice is true)[ [[Otilukes Freezing Sphere]]
]](if:$Otilukes_Resilient_Sphere is false) [ (if:$Otilukes_Resilient_Sphere_Choice is true)[ [[Otilukes Resilient Sphere]]
]](if:$Ottos_Irresistible_Dance is false) [ (if:$Ottos_Irresistible_Dance_Choice is true)[ [[Ottos Irresistible Dance]]
]](if:$Protection_From_Evil_And_Good is false)[ (if:$Protection_From_Evil_And_Good_Choice is true)[ [[Protection From Evil And Good]]
]](if:$Purify_Food_And_Drink is false) [ (if:$Purify_Food_And_Drink_Choice is true) [ [[Purify Food And Drink]]
]](if:$Pass_Without_A_Trace is false) [ (if:$Pass_Without_A_Trace_Choice is true)[ [[Pass Without A Trace]]
]](if:$Passwall is false) [ (if:$Passwall_Choice is true)[ [[Passwall]]
]](if:$Phantasmal_Force is false) [ (if:$Phantasmal_Force_Choice is true)[ [[Phantasmal Force]]
]](if:$Phantasmal_Killer is false) [ (if:$Phantasmal_Killer_Choice is true)[ [[Phantasmal Killer]]
]](if:$Phantom_Steed is false) [ (if:$Phantom_Steed_Choice is true)[ [[Phantom Steed]]
]](if:$Planar_Ally is false) [ (if:$Planar_Ally_Choice is true)[ [[Planar Ally]]
]](if:$Planar_Binding is false) [ (if:$Planar_Binding_Choice is true)[ [[Planar Binding]]
]](if:$Plane_Shift is false) [ (if:$Plane_Shift_Choice is true)[ [[Plane Shift]]
]]if:$Plant_Growth is false) [ (if:$Plant_Growth_Choice is true)[ [[Plant Growth]]
]](if:$Polymorph is false) [ (if:$Polymorph_Choice is true)[ [[Polymorph]]
]](if:$Power_Word_Heal is false) [ (if:$Power_Word_Heal_Choice is true)[ [[Power Word Heal]]
]](if:$Power_Word_Kill is false) [ (if:$Power_Word_Kill_Choice is true)[ [[Power Word Kill]]
]](if:$Power_Word_Stun is false) [ (if:$Power_Word_Stun_Choice is true)[ [[Power Word Stun]]
]](if:$Prayer_Of_Healing is false) [ (if:$Prayer_Of_Healing_Choice is true)[ [[Prayer Of Healing]]
]](if:$Prismatic_Spray is false) [ (if:$Prismatic_Spray_Choice is true)[ [[Prismatic Spray]]
]](if:$Prismatic_Wall is false) [ (if:$Prismatic_Wall_Choice is true)[ [[Prismatic Wall]]
]](if:$Programed_Illusion is false) [ (if:$Programed_Illusion_Choice is true)[ [[Programed Illusion]]
]](if:$Project_Image is false) [ (if:$Project_Image_Choice is true)[ [[Project Image]]
]](if:$Protection_From_Energy is false) [ (if:$Protection_From_Energy_Choice is true)[ [[Protection From Energy]]
]](if:$Protection_From_Poison is false) [ (if:$Protection_From_Poison_Choice is true)[ [[Protection From Poison]]
]](if:$Ray_Of_Sickness is false) [ (if:$Ray_Of_Sickness_Choice is true) [ [[Ray Of Sickness]]
]](if:$Raise_Dead is false) [ (if:$Raise_Dead_Choice is true)[ [[Raise Dead]]
]](if:$Rarys_Telepathic_Bond is false) [ (if:$Rarys_Telepathic_Bond_Choice is true)[ [[Rarys Telepathic Bond]]
]](if:$Ray_Of_Enfeeblement is false) [ (if:$Ray_Of_Enfeeblement_Choice is true)[ [[Ray Of Enfeeblement]]
]](if:$Regenerate is false) [ (if:$Regenerate_Choice is true)[ [[Regenerate]]
]](if:$Reincarnate is false) [ (if:$Reincarnate_Choice is true)[ [[Reincarnate]]
]](if:$Remove_Curse is false) [ (if:$Remove_Curse_Choice is true)[ [[Remove Curse]]
]](if:$Resurrection is false) [ (if:$Resurrection_Choice is true)[ [[Resurrection]]
]](if:$Reverse_Gravity is false) [ (if:$Reverse_Gravity_Choice is true)[ [[Reverse Gravity]]
]](if:$Revivify is false) [ (if:$Revivify_Choice is true)[ [[Revivify]]
]](if:$Rope_Trick is false) [ (if:$Rope_Trick_Choice is true)[ [[Rope Trick]]
]](if:$Sanctuary is false) [ (if:$Sanctuary_Choice is true) [ [[Sanctuary]]
]](if:$Shield is false) [(if:$Shield_Choice is true) [ [[Shield]]
]](if:$Shield_Of_Faith is false)[ (if:$Shield_Of_Faith_Choice is true)[ [[Shield Of Faith]]
]](if:$Silent_Image is false) [ (if:$Silent_Image_Choice is true) [ [[Silent Image]]
]](if:$Sleep is false) [ (if:$Sleep_Choice is true) [ [[Sleep]]
]](if:$Speak_With_Animals is false) [ (if:$Speak_With_Animals_Choice is true) [ [[Speak With Animals]]
]](if:$Scorching_Ray is false) [ (if:$Scorching_Ray_Choice is true)[ [[Scorching Ray]]
]](if:$Scrying is false) [ (if:$Scrying_Choice is true)[ [[Scrying]]
]](if:$Searing_Smite is false) [ (if:$Searing_Smite_Choice is true)[ [[Searing Smite]]
]](if:$See_Invisibilty is false) [ (if:$See_Invisibility_Choice is true)[ [[See Invisibility]]
]](if:$Seeming is false) [ (if:$Seeming_Choice is true)[ [[Seeming]]
]](if:$Sending is false) [ (if:$Sending_Choice is true)[ [[Sending]]
]](if:$Sequester is false) [ (if:$Sequester_Choice is true)[ [[Sequester]]
]](if:$Shapechange is false) [ (if:$Shapechange_Choice is true)[ [[Shapechange]]
]](if:$Shatter is false) [ (if:$Shatter_Choice is true)[ [[Shatter]]
]](if:$Silence is false) [ (if:$Silence_Choice is true)[ [[Silence]]
]](if:$Simulacrum is false) [ (if:$Simulacrum_Choice is true)[ [[Simulacrum]]
]](if:$Sleet_Storm is false) [ (if:$Sleet_Storm_Choice is true)[ [[Sleet Storm]]
]](if:$Slow is false) [ (if:$Slow_Choice is true)[ [[Slow]]
]](if:$Speak_With_Dead is false) [ (if:$Speak_With_Dead_Choice is true)[ [[Speak With Dead]]
]](if:$Speak_With_Plants is false) [ (if:$Speak_With_Plants_Choice is true)[ [[Speak With Plants]]
]](if:$Spider_Climb is false) [ (if:$Spider_Climb_Choice is true)[ [[Spider Climb]]
]](if:$Spike_Growth is false) [ (if:$Spike_Growth_Choice is true)[ [[Spike Growth]]
]](if:$Spirit_Guardians is false) [ (if:$Spirit_Guardians_Choice is true)[ [[Spirit Guardians]]
]](if:$Spiritual_Weapon is false) [ (if:$Spiritual_Weapon_Choice is true)[ [[Spiritual Weapon]]
]](if:$Staggering_Smite is false) [ (if:$Staggering_Smite_Choice is true)[ [[Staggering Smite]]
]](if:$Stinking_Cloud is false) [ (if:$Stinking_Cloud_Choice is true)[ [[Stinking Cloud]]
]](if:$Stone_Shape is false) [ (if:$Stone_Shape_Choice is true)[ [[Stone Shape]]
]](if:$Stoneskin is false) [ (if:$Stoneskin_Choice is true)[ [[Stoneskin]]
]](if:$Storm_Of_Vengeance is false) [ (if:$Storm_Of_Vengeance_Choice is true)[ [[Storm Of Vengeance]]
]](if:$Suggestion is false) [ (if:$Suggestion_Choice is true)[ [[Suggestion]]
]](if:$Sunbeam is false) [ (if:$Sunbeam_Choice is true)[ [[Sunbeam]]
]](if:$Sunburst is false) [ (if:$Sunburst_Choice is true)[ [[Sunburst]]
]](if:$Swift_Quiver is false) [ (if:$Swift_Quiver_Choice is true)[ [[Swift Quiver]]
]](if:$Symbol is false) [ (if:$Symbol_Choice is true)[ [[Symbol]]
]](if:$Tashas_Hideous_Laughter is false) [ (if:$Tashas_Hideous_Laughter_Choice is true) [ [[Tasha's Hideous Laughter]]
]](if:$Thunderwave is false) [ (if:$Thunderwave_Choice is true) [ [[Thunderwave]]
]](if:$Tensers_Floating_Disk is false) [ (if:$Tensers_Floating_Disk_Choice is false) [ [[Tenser's Floating Disk]]
]](if:$Telekinesis is false) [ (if:$Telekinesis_Choice is true)[ [[Telekinesis]]
]](if:$Telepathy is false) [ (if:$Telepathy_Choice is true)[ [[Telepathy]]
]](if:$Teleport is false) [ (if:$Teleport_Choice is true)[ [[Teleport]]
]](if:$Teleportation_Circle is false) [ (if:$Teleportation_Circle_Choice is true)[ [[Teleportation Circle]]
]](if:$Thunderous_Smite is false) [ (if:$Thunderous_Smite_Choice is true)[ [[Thunderous Smite]]
]](if:$Time_Stop is false) [ (if:$Time_Stop_Choice is true)[ [[Time Stop]]
]](if:$Tongues is false) [ (if:$Tongues_Choice is true)[ [[Tongues]]
]](if:$Teleport_Via_Plants is false) [ (if:$Teleport_Via_Plants_Choice is true)[ [[Teleport Via Plants]]
]](if:$Tree_Stride is false) [ (if:$Tree_Stride_Choice is true)[ [[Tree Stride]]
]](if:$True_Polymorph is false) [ (if:$True_Polymorph_Choice is true)[ [[True Polymorph]]
]](if:$True_Resurrection is false) [ (if:$True_Resurrection_Choice is true)[ [[True Resurrection]]
]](if:$True_Seeing is false) [ (if:$True_Seeing_Choice is true)[ [[True Seeing]]
]](if:$Tsunami is false) [ (if:$Tsunami_Choice is true)[ [[Tsunami]]
]](if:$Unseen_Servant is false) [ (if:$Unseen_Servant_Choice is false) [ [[Unseen Servant]]
]](if:$Vampiric_Touch is false) [ (if:$Vampiric_Touch_Choice is true)[ [[Vampiric Touch]]
]](if:$Witch_Bolt is false) [ (if:$Witch_Bolt_Choice is true) [ [[Witch Bolt]]
]](if:$Wall_Of_Fire is false) [ (if:$Wall_Of_Fire_Choice is true)[ [[Wall Of Fire]]
]](if:$Wall_Of_Force is false) [ (if:$Wall_Of_Force_Choice is true)[ [[Wall Of Force]]
]](if:$Wall_Of_Ice is false) [ (if:$Wall_Of_Ice_Choice is true)[ [[Wall Of Ice]]
]](if:$Wall_Of_Stone is false) [ (if:$Wall_Of_Stone_Choice is true)[ [[Wall Of Stone]]
]](if:$Wall_Of_Thorns is false) [ (if:$Wall_Of_Thorns_Choice is true)[ [[Wall Of Thorns]]
]](if:$Warding_Bond is false) [ (if:$Warding_Bond_Choice is true)[ [[Warding Bond]]
]](if:$Water_Breathing is false) [ (if:$Water_Breathing_Choice is true)[ [[Water Breathing]]
]](if:$Water_Walk is false) [ (if:$Water_Walk_Choice is true)[ [[Water Walk]]
]](if:$Web is false) [ (if:$Web_Choice is true)[ [[Web]]
]](if:$Weird is false) [ (if:$Weird_Choice is true)[ [[Weird]]
]](if:$Wind_Walk is false) [ (if:$Wind_Walk_Choice is true)[ [[Wind Walk]]
]](if:$Wind_Wall is false) [ (if:$Wind_Wall_Choice is true)[ [[Wind Wall]]
]](if:$Wish is false) [ (if:$Wish_Choice is true)[ [[Wish]]
]](if:$Word_Of_Recall is false) [ (if:$Word_Of_Recall_Choice is true)[ [[Word Of Recall]]
]](if:$Wrathful_Smite is false) [ (if:$Wrathful_Smite_Choice is true)[ [[Wrathful Smite]]
]](if:$Zone_Of_Truth is false) [ (if:$Zone_Of_Truth_Choice is true)[ [[Zone Of Truth]]
]](if:$Boomer is false)[ (if:$Boomer_Choice is true)[ [[Boomer]]
]](if:$Scorch_Bolt is false) [ (if:$Scorch_Bolt_Choice is true) [ [[Scorch Bolt]]
]](if:$Hemorrhage is false) [ (if:$Hemorrhage_Choice is true) [ [[Hemorrhage]]
]](if:$Deface is false) [ (if:$Deface_Choice is true) [ [[Deface]]
]]
(if:$Known_Spells is 0) [ (Go-to: "Spellcasting") ]
College of Fortune
Bards in the college of fortune know that if you trust lady luck she never lets you down. These performers travel from town to town typically fleecing the locals into whatever gambling institute the laws allow. Among their companions, bards of the college of fortune are know to walk an almost palpable halo of good fortune, that thankfully they are willing to share.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Fortune")
(set:$Subclass_Third_Level_Features to " Bonus Proficiencies:
At the 3rd Level you gain proficiencies in three gaming sets and one skill (Deception, Insight, Perception, or slight of hand) Your proficiency bonus is doubled for an ability check that you make using a gaming set.
Push your luck:
Starting at the 3rd level you instill a bit of your gambling confidence in your compatriots when you inspire them. When a creature you inspired rolls a bardic Inspiration dice they can choose to roll an additional bardic inspiration dice, if it lower than the first the bardic inspiration dice is consumed with no benefit to the roll. If the second dice is equal to or higher than the first roll add the result of both dice to the roll and the inspiration dice is consumed.
")
(set:$Subclass_Sixth_Level_Features to " Luck of The Draw:
Starting at the 6th level you find mystical power in a deck of cards capable of invoking it’s symbolism when it suits you. When you complete a long rest draw three random cards by rolling 3d12
1: strength woe
2: dexterity woe
3: constitution woe
4: intelligence woe
5: wisdom woe
6: charisma woe
7: Strength weal
8: Dexterity weal
9: constitution weal
10: intelligence weal
11: Wisdom weal
12: Charisma weal
You keep each card until you play it or you next long rest. When a creature you see makes a saving throw, ability check, attack roll applying an ability score matching a card you drew, you may expend your reaction to play the card, matching that ability score. Weal grants advantage, woe grants disadvantage.
")
(set:$Subclass_Fourteenth_Level_Features to " Pocket Ace:
Starting at the 14th level you gain an additional use of bardic inspiration, when you complete a long rest roll one of your bardic inspiration dice and record the result as your pocket ace. After a creature you inspired rolls a bardic inspiration dice but before they chose to use the push your luck feature, you may expend your pocket ace and switch it with their roll. You must choose to replace the result before the DM announces success or failure.
")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
College of Two Courts
Bards who join the college of two courts invariably come from an unusual background. These bards typically have spent their lives growing up in enchanted woods, in lands populated by fey creatures, or even spent their lives abducted and spirited off into the feywild itself. These bards are touched by the beguiling and bewitching nature of the fey and as they grow in power they find themselves divided amongst one another just as the fey are. Bards who favor community respect and tradition join the seelie court, Bards favoring individualism, humor, and uninhibited self expression join the unseelie court.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Two Courts")
(set:$Subclass_Third_Level_Features to " Bewitching Behavior:
At the 3rd level when you roll a deception, intimidation, or persuasion ability check and get a result equal or lower than your charisma modifier you may choose to roll again and must use the second result.
Beguiling Bearing:
At the 3rd level when a creature makes a saving throw against a mind influencing effect the charmed or frightened condition or an illusion, you can use your reaction and spend an inspiration die on that roll and subtract that result from the saving throw. You must declare you are using this ability after the saving throw is rolled but before the DM’s declaration of success or failure.
")
(set:$Subclass_Sixth_Level_Features to " Swear Allegiance:
At the 6th level you choose to join the Seelie court or unseelie court.
To the Seelie: You choose and learn three of the following spells (guidance, bless, aid, invisibility, suggestion, mass healing word, remove curse). The chosen spells count as bard spalls for you and don’t count against the number of spells you know. Additionally, your countenance softens and becomes innocent and beautiful or homely and kind.
To the Unseelie: Choose and learn three of the following spells (Eldritch blast, hex, blindness/deafness, invisibility, suggestion, animate dead, bestow curse). The chosen spells count as bard spells for you but don’t count against the number of spells you know. Additionally, your countenance hardens and becomes lustful and dark or frightening and unsightly.
")
(set:$Subclass_Fourteenth_Level_Features to " Court Loyalty:
At the 14th level if you have sworn alliance to the Seelie you gain the shining throne feature. If you have sworn allegiance to the Unseelie court you gain the shadowed throne feature.
Shining Throne (Seelie Court): The first time you canst a spell of the 1st level or higher on each of your turns choose a creature you can see, that creature has advantage on it’s next roll.
Shadowed Throne (Unseelie Court): The first time you cast a spell of the first level or higher on each of your turns choose a creatures you can see, that creature has disadvantage on it’s next roll.
")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Narcyz stood steadfastly before the young noble woman. The bandits circled like vultures waiting for him to lose concentration on the protection spells. He cast his spiritual weapon and began the counterattack. As they fell the cocky bandits began to realize that they were no match for this heavily armored protector.//
Protection Domain
Deities who reign over to protection domain charge their follows with protecting the weak from the strong. Clerics of this domain are able to channel the divine energies granted by their deities into powerful magical barriers to protect themselves and others. Coupled with a strong shield and heavy armor these clerics are hard to overcome.
Some deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heriouneous, St. Cuthbert, Paladine, Dol Dorn, The Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Protection Domain Spells:
These spells are always prepared, and don’t count against the number of prepared spells you can have.
1st: Sanctuary, Shield of Faith
3rd: Aid, Warding Bond
5th: Leomund’s Tiny Hut, Protection from Energy
7th: Guardian of Faith, Otiluke’s Resilient Sphere
9th: Antilife Shell, Wall of Force
Channel Divinity: Radiant Armor
Starting at the 2nd level you can use your channel divinity to surround a creature in a powerful protective field. As an action you channel radiant energies around a creature that you can see within 30 ft of you. That creature gains temp HP equal to 5+ double your cleric level for 1 hour. While the creature has those hit points it is surrounded by an aura shedding bright lifht in a 5 ft radius and dim light for an additional 5 ft.
Improved shielding Prayer:
At the 6th level when you use your shielding prayer the target gains an extra level of defense. When you expend a spell slot of the 2nd level or higher for your shielding prayer the target gains 1d8 temp hp for each slot above the first for 1 minute.
Potent Spellcasting:
Starting at the 8th level you add your wisdom modifier to the damage you deal with any cleric cantrip.
Divine Protection:
At the 17th level when you are reduced to 0 HP you can drop to 1 HP instead and you gain radiant armor. You can’t use this feature gain until you finish a long rest.
(set:$Sanctuary to true) (set:$Shield_Of_Faith to true) (Set:$Heavy_Armor to true)(Set:$Subclass to true)(set:$Secondary_Class to "Protection Domain")
[[Cleric|Cleric 2]]
(set:$Subclass_Features to "Protection Domain Spells:
These spells are always prepared, and don’t count against the number of prepared spells you can have.
1st: Sanctuary, Shield of Faith
3rd: Aid, Warding Bond
5th: Leomund’s Tiny Hut, Protection from Energy
7th: Guardian of Faith, Otiluke’s Resilient Sphere
9th: Antilife Shell, Wall of Force
Bonus Proficiency
At the 1st level you gain proficiency with heavy armor.
Shielding Prayer
At the 1st level you can create a field of divine energies to ward off attacks. When a creature you can see within 30 ft of you is hit by an attack, you can use your reaction to chant a swift prayer and expend a spell slot to grant the creature the shield spell.
")(if:$Level is > 2) [(Set:$Aid to true)(Set:$Shield_Of_Faith to true)](if:$Level is > 4)[(Set:$Leomunds_Tiny_Hut to true)(Set:$Protection_From_Energy to true) ](if:$Level is > 6) [ (Set:$Guardian_Of_Faith to true)(Set:$Otilukes_Resilient_Sphere to true)](if:$Level is > 8) [ (set:$Antilife_Shell to true)(Set:$Wall_Of_Force to true)]
(set:$Subclass_Second_Level_Features to " Channel Divinity: Radiant Armor
Starting at the 2nd level you can use your channel divinity to surround a creature in a powerful protective field. As an action you channel radiant energies around a creature that you can see within 30 ft of you. That creature gains temp HP equal to 5+ double your cleric level for 1 hour. While the creature has those hit points it is surrounded by an aura shedding bright lifht in a 5 ft radius and dim light for an additional 5 ft.")
(set:$Subclass_Sixth_Level_Features to " Improved shielding Prayer:
At the 6th level when you use your shielding prayer the target gains an extra level of defense. When you expend a spell slot of the 2nd level or higher for your shielding prayer the target gains 1d8 temp hp for each slot above the first for 1 minute.")
(set:$Subclass_Eighth_Level_Features to " Potent Spellcasting:
Starting at the 8th level you add your wisdom modifier to the damage you deal with any cleric cantrip. ")
(set:$Subclass_Seventeenth_Level_Features to "
Divine Protection:
At the 17th level when you are reduced to 0 HP you can drop to 1 HP instead and you gain radiant armor. You can’t use this feature gain until you finish a long rest.
")
(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_8 to true)
(set:$Subclass_Features_For_Level_17 to true)
Abandoned Experiment
You started your life, or at least the part you can remember in a lab. You were an experiment for a deranged wizard or clueless alchemist. In his attempt to make a unique being he made you, then he left, and you do not know why. Did he teach you about your origins? Do you still remember flickers of who you were before? Do you embrace your difference or abhor it?
[[Your Background]]
(set:$Intimidation to true) (set:$Survival to true)
(set:$Background_Equipment to " A small stack of incoherent notes about your creation that you cannot decipher
ragged clothes
5gp")
(set:$Background to "Abandoned Experiment")
(set:$Background_Features to "
Unnatural addition: The experiment that was don on you left you with a strange body part that would not normally be part of your race. Perhaps you have wings, a tail, tusks, hooves, spines, claws or a tentacle. Your extra part is a natural weapon, that deals 1d4 bludgeoning, slashing, or piercing damage as appropriate. You are visibly disfigured in other ways like scars, unnatural swelling, or some other way. You may often find that children will be afraid of you, and some people may treat you differently as a result of your appearance. ") (set:$Background to "Abandoned Experiment")
Quickster
Rumors about you being blessed by the god of travelers, a wizard experimented on your body, you were born near a planar portal and more abound whenever you unleash your tremendious speed. All you know is that you are a creature of speed. You can run alongside cheetahs, catch fleeing horses, and become a flash of blades for enemies. You train to harness the power inside you, however you acquired it.
[[Subclass Feature Description]]
(Set:$Subclass to true)(set:$Secondary_Class to "Quickster")(set:$Subclass_Third_Level_Features to " Blood Of Mercury:
At the 3rd level you learn how to tap into your quickened spirit. Enemies have disadvantage on opportunity attacks they make against you. Additionally, your speed increases by 10 ft when you aren’t wearing heavy armor or wielding a shield..")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to " Afterimage:
At the 9th level you learn how to leave an afterimage as you move. At the end of your turn you can create up to 2 perfect illusions of yourself in any space that you occupied this turn. The illusions are indistinguishable from you until they or you are physically interacted with. The illusions last until the start of your next turn.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Untethered:
At the 13th level you are always under the effects of the freedom of movement spell. Additionally, you can move along vertical surfaces and liquids without falling during the move.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Quicksilver Flurry:
At the 17th level you gain the ability to focus and unleash the full potential of your stored momentum. At the start of your turn you can use an action to reduce your speed to 0 until the end of the turn, and choose up to 5 creatures within 60 ft of you. You make a single melee weapon attack against each target. You deal your sneak attack damage any number of times this turn. Once you have used this feature you cannot do so again until you finish a long or short rest.")(set:$Subclass_Features_For_Level_17 to true)
Circle of the Sun
Druids connected with the circle of the sun hail from regions that have strong ties to the celestial planes, like mount Celestia or Elysium. These druids form connections with celestial spirits and the radiant energy of the upper planes granting them exceptional magical capabilities.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Sun")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Spiritcaller
At the 2nd level you gain the ability to channel radiant energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your wild shape feature to awaken the radiant energy within you. Rather than transforming into a beast yougain 3 temp HP for each druid level. This features lasts for 10 minutes, or until you lose the Temp HP, or until you use wild shape again. As a bonus action, including the bonus action to activate this effect, for the duration, you can summon a spirit to an unoccupied location within 10 ft of you. The spirit takes the form of a tiny CR 0 beast without a flying or swimming speed. It has the same stats of the beast you choose, but it’s type is Celestial instead of beast, it cannot take actions other than dodge, dash, disengage, and hide. It is visibly magical, and gives off a dim light for 5 ft. You can have 3 spirits summoned at a time. The spirits act on your turn, you telepathically command them for 120 ft, no action required. You can cast touch range spells from your spirit as if you had cast them. At the 4th level your spirits can take a form with swimming speeds. At the 8th level they can take a form with flying speeds.
Sunlit Passing
At the 2nd level you can cause a creature’s soul to flare in a burst of light as it falls. When a creature is within 120 ft of you is reduced to 0 HP you can use your reaction to release the light. Each creature of your choice within 5 ft of the fallen creature must make a con saving throw against your spell save DC or take 1d6 radiant damage. You can use this feature a number of times equal to you wisdom modifier a min of once. You regain all expended uses when you finish a long rest.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Twinned Spirits
At the 6th level whenever you would summon a spirit with your spiritcaller feature you instead summon two spirits at 2 different unoccupied locations you can see within 10 ft of you. The maximum number of spirits you can summon increases to 6. You can use a bonus action on each of your turns to allow one of your spirits to take the help action.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Radiant Body
At the 10th level your body becomes imbued with radiant magic. You become immune to radiant damage and you can use your action to transform your body further becoming a mote of sunlight until the end of the turn. While you’re in this form you gain a flying speed equal to twice your walking speed and your movement doesn’t provoke opportunity attacks.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "
Solar Flares
At the 14th level your sunlit passing has unlimited uses and it’s damage increases to 2d6 on a failed save. ")(set:$Subclass_Features_For_Level_14 to true)
The Mystical Psion
There are plenty of beings who use the shadows as a means of hiding others use it to prey on the weak, but there are the few who use it as a tool for honing their mental awareness and tap into new and fierce powers. These rogues have trained in isolation and harnessed psionic powers of a mystical nature. Their willpower manifests in the form of a blade that is both the result of thier training and a promise of a swift end to any who would cross them.
[[Subclass Feature Description]]
(Set:$Subclass to true)(set:$Secondary_Class to "Mystical Psion")(set:$Subclass_Third_Level_Features to "
Psi Blade
At the 3rd level as a bonus action you can cause your psionic energy to pool together and form a blade in your hand, it counts as a simple melee weapon which you are proficient with. It deals 1d6 psychic damage on a hit and has the finesse, light and thrown properties (20/60). Damage dealt by sneak attack with this blade is also psychic damage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter you can use your bonus action to make the blade reappear in your hand.
Telepathic Whisperer
At the 3rd level your psionic awareness gives you the ability to touch the minds of another creature. You can telepathically speak to any creature you can see within 30 ft of you. You and the creature must share a language for them to understand you.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to "
Psychic Blind Spot
At the 9th level you can sense the focus of those around you and use your psionic prowess ot maneuver around them. Wisdom Perception checks made to see you have disadvantage if you move no more than half your speed that turn.
")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Telekinetic Step:
At the 13th level you gain the ability to traverse the terrain around you by using your Psi Blade as a conduit. Whenever your Psi Blade is thrown but before it hits you can choose to teleport to wherever the blade impacts returning it to your hand a preventing it from disappearing. If the creature you emerge adjacent to the target in a space of your choice. If you miss the attack the DM determines where you teleport to accordingly. You can only do this once per turn.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "
Phasing Strike
At the 17th level your Psi Blade can pass through the unnatural defenses of your target. Once per turn when you make an attack using your psi blade against a target using an armor to argument their AC you treat their ac as if it wasn’t wearing armor. The new Ac is calculated by 10 + the targets dexterity modifier + any magical or feature augments. Magic items other than armor, or features that belong to the creature that alter its ac still apply.
")(set:$Subclass_Features_For_Level_17 to true)
Circle Of The Swarm
Druids of the circle of the swarm know that even the smallest creatures can be deadly in great numbers. These druids preform their rituals in dark caves and caverns where tiny things crawl.
(Set:$Secondary_Class to "Circle Of The Swarm")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Swarm Shape:
At the 2nd level you can use your wildshape to transform into a swarm of beasts, abiding by the limitations of your beast shape, you do not gain immunity to charmed, or frightened even if it is listed in the creatures stat block.
Venomous Strikes:
At the 2nd level when you are in swarm shape and hit a creature with an attack you can expend one spell slot to deal poison damage to the target. The extra damage is 1d12 per level of the spell slot expended to a max of 4d12.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Redirect Attack
At the 6th level when you are in swarm shape and a creature you can see targets you with an attack you can use your reaction to redirect that attack to target any creature who’s space you occupy.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Disperse Swarm:
At the 10th level while in swarm shape you can use your action to temporarily disperse the creatures that make up your swarm. Doing so provokes opportunity attacks that are made with disadvantage. While dispersed you are invisible, cannot be targeted with attacks, spells, and cannot make attacks cast spells or use the help action. Also, you are resistant to all damage. You can reassemble the swarm on your turn as a bonus action.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Assimilation:
At the 14th level you can cast regenerate on yourself without expending a spell slot, by absorbing tiny beasts into your swarm. You can’t do so again until you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
Path Of The Chainsmith
Hardened by years of metalworking the Chainsmith is a barbarian who channels their rage to command metal. Whether driven by forces threating their home of seeking glory the chainsmith’s rage entwines anger, flames, and metal.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Chainsmith")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Strike While the Iron is Hot:
At the 3rd level your blacksmithing expertise grants you an insight into the weak points in your foe’s armor. When you attack a creature wearing nonmagical armor within 1 round of it suffering fore damage reduce that creature’s armor class by 1. This ability may bot reduce a creature’s armor class by more than 2.
Bonus Proficiencies:
At 3rd level you gain proficiency with smith’s tools, if you are already proficient with smith’s tools you double that proficiency. Proficiency wielding chains (1d6 bludgeoning damage, reach, 10 lbs.)")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Chain Wrap:
At the 6th level you learn basic telekinetic control of your chains, allowing you to do more in combat than simply dealing damage. While raging you may make a special chain wrap attack a an action. You make an attack roll with a chain you are wielding, if this attack hits you may choose one of the chain effects. You may use this ability a number of times equal to your strength modifier regained at long or short rest. Making an opposed strength check to complete the chain wrap.
Disarm: On a success it drops that weapon it is holding, the weapon is pulled 5 ft towards you, you can attempt to catch the weapon in an open hand if opponent is within 5 ft of you with a dc 17 dex check. On a failure the weapon falls to the ground.
Grapple: On a success the target is grappled but may still move towards you. Until the grapple ends you may only make attacks with chain weapons against the grappled creature.
Throttle: If the creature is within 5 ft of you opposed strength check at disadvantage On a success the target is grappled and suffocating for the duration of the grapple. The grapple ends if the target breaks free, or you take the attack action.
Trip: On a success the target falls prone and is dragged 5 ft closer to you.
. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Heat Of The Forge:
At the 10th level you learn the spell heat metal which you can cast three times with a range of touch. You regain at the end of a long or short rest. You are immune to the damage caused by the spell heat metal, and resistant to fire damage while raging. You can cast and concentrate on this spell while raging. Casting Heat metal on your Chains using a chain wrap grant the following additional effects.
Disarm: Target has disadvantage on strength checks until fully healed.
Grapple: Target immediately suffers 2d8 fire damage in additional to normal damage.
Throttle: While grappled Con Modifier is reduced by 1 for determining how long it takes to suffocate.
Trip: Reduces walking speed by half until they are fully healed.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "
Molten Core:
At the 14th level molten metal courses through your veins as you rage. You gain immunity to fire damage and whenever you suffer weapon damage all creatures within 5 ft of you suffer 1d4 fire damage. ")(set:$Subclass_Features_For_Level_14 to true)
Pact of the Shell
(Set:$Level_Three_Features to "At level 3: Pact of the Shell
Your parton blesses your flesh with it’s otherworldly power, altering it’s form and granting you enhanced defenses. While you are wearing no armor and not wielding a shield your AC equals 10 + your dex modifier + your charisma modifier
Depending on your patron the visual effect of this pact my differ. A great old one might cause you flesh to become slick with thick mucus, causing attacks to slide right off you, whereas a fiend’s blessing might cause red, scaley armor to form across your body, you should consider how this blessing will be seen by others around you when roleplaying, and if you would choose to hide it or show it with pride.")
Your parton blesses your flesh with it’s otherworldly power, altering it’s form and granting you enhanced defenses. While you are wearing no armor and not wielding a shield your AC equals 10 + your dex modifier + your charisma modifier
Depending on your patron the visual effect of this pact my differ. A great old one might cause you flesh to become slick with thick mucus, causing attacks to slide right off you, whereas a fiend’s blessing might cause redded scaley armor to form across your body, you should consider how this blessing will be seen by others around you when roleplaying, and if you would choose to hide it or show it with pride.(set:$Pact_Boon_Chosen to true)[[Warlock|Warlock 2]] (Set:$Boon to "Pact Of The Shell")(If:$Invocation_Eldritch_Pummel is false)[ [[Eldritch pummel]]
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft.]
(if:$Invocation_Inhuman_Physique is false)[(if:$Boon is "Pact Of The Shell")[ [[Inhuman Physique]]
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ]]
(If:$Invocation_Engorged_Flesh is false)[(if:$Boon is "Pact Of The Shell")[ [[Engorged Flesh]]
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ]]
(if:$Invocation_Nervous_Takedown is false)[(if:$Boon is "Pact Of The Shell")[ [[Nervous takedown]]
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft. ]]
(If:$Invocation_Blessings_Of_Khirad is false)[(if:$Level is > 8) [ [[Blessings of Khirad]]
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ]]
(If:$Invocation_Cloak_Of_Zhunun is false)[(if:$Level is > 4) [ [[Cloak of Zhudun]]
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ]]
(If:$Invocation_Feast_Of_Hadar is false)[(if:$Level is > 4) [ [[Feast Of Hadar]]
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ]]
(if:$Invocation_Gaze_Of_Gibbeth is false)[(if:$Level is > 8) [ [[Gaze of Gibbeth]]
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ]]
(If:$Invocation_Writhing_Of_Nihal is false)[ [[Writhing of Nihal]]
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ]
(If:$Invocation_Visage_Of_The_Stars is false)[ [[Visage of the Stars]]
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ]
(If:$Invocation_Agonizing_Blast is false)[ [[Agonizing Blast]]
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ]
(If:$Invocation_Armor_Of_Shadows is false) [ [[Armor Of Shadows]]
You can cast mage armor on yourself at will without expending a spell slot of material components. ]
(If:$Invocation_Ascendant_Step is false)[ (if:$Level is > 8) [ [[Ascendant Step]]
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ]]
(If:$Invocation_Beast_Speech is false)[ [[Beast Speech]]
You can cast speak with animals at will without expending a spell slot. ]
(If:$Invocation_Beguiling_Influence is false)[ [[Beguiling Influence]]
You gain proficiency with deception and persuasion skills]
(if:$Invocation_Bewitching_Whispers is false)[(if:$Level is > 6) [ [[Bewitching Whispers]]
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ]]
(If:$Invocation_Book_Of_Ancient_Secrets is false)[(if:$Boon is "Pact Of The Tome")[ [[Book of Ancient Secrets]]
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it. ]]
(If:$Invocation_Chains_Of_Carceri is false)[ (if:$Boon is "Pact Of The Chain")[(if:$Level is > 14) [ [[Chains of Carceri]]
Prerequisite level 15 pact of the chain
You can cast hold monster at will targeting a celestial, fiend, or elemental, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature.]]]
(if:$Invocation_Devils_Sight is false)[ [[Devil’s Sight]]
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft.]
(If:$Invocation_Dreadful_Word is false)[(if:$Level is > 6) [ [[Dreadful Word]]
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ]]
(If:$Invocation_Eldritch_Sight is false)[ [[Eldritch Sight]]
You can cast detect magic at will without expending a spell slot. ]
(If:$Invocation_Eldritch_Spear is false)[ [[Eldritch Spear]]
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ]
(If:$Invocation_Eyes_Of_The_Rune_Keeper is false)[ [[Eyes Of The Rune Keeper]]
You can read all writing]
(If:$Invocation_Fiending_Vigor is false)[ [[Fiendish Vigor]]
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ]
(If:$Invocation_Gaze_Of_Two_Minds is false)[ [[Gaze Of Two Minds]]
You can use your action to touch a willing humanoid and perceive through its sense until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ]
(If:$Invocation_Lifedrinker is false)[(if:$Boon is "Pact Of The Blade")[(if:$Level is > 11) [ [[Lifedrinker]]
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ]]]
(If:$Invocation_Mask_Of_Many_Faces is false)[ [[Mask Of Many Faces]]
You can cast disguise self at will without expending a spell slot. ]
(If:$Invocation_Master_Of_The_Myriad_Forms is false)[(if:$Level is > 14) [ [[Master Of the Myriad Forms]]
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ]]
(if:$Invocation_Minions_Of_Chaos is false)[(if:$Level is > 8) [ [[Minions Of Chaos]]
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ]]
(If:$Invocation_Mire_The_Mind is false)[(if:$Level is > 4) [ [[Mire the Mind]]
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest.] ]
(If:$Invocation_Misty_Visions is false)[ [[Misty Visions]]
You can cast silent image at will without expending a spell slot or material components. ]
(If:$Invocation_One_With_Shadows is false)[(if:$Level is > 4) [ [[One With Shadows]]
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ]]
(If:$Invocation_Otherworldly_Leap is false)[ (if:$Level is > 8) [ [[Otherworldly Leap]]
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ]]
(If:$Invocation_Repelling_Blast is false)[ [[Repelling Blast]]
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ]
(If:$Invocation_Sculptor_Of_Flesh is false)[(if:$Level is > 6) [ [[Sculptor Of Flesh]]
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ]]
(if:$Invocation_Sign_Of_Ill_Omen is false)[ (if:$Level is > 4) [ [[Sign Of Ill Omen]]
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ]]
(If:$Invocation_Theif_Of_Five_Fates is false)[ [[Thief Of Five Fates]]
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ]
(If:$Invocation_Thirsting_Blade is false) [(if:$Boon is "Pact Of The Blade")[(if:$Level is > 4) [ [[Thirsting Blade]]
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ]]]
(If:$Invocation_Visions_Of_Distant_Realms is false)[(if:$Level is > 14) [ [[Visions of Distant Realms]]
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ]]
(If:$Invocation_Voice_Of_The_Chain_Master is false)[(if:$Boon is "Pact Of The Chain")[ [[Voice of the Chain Master]]
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes as long as you are on the same plane of existence. Additionally while perceiving through your familiar’s senses you can also speak through your familiar in your own voice even if your familiar is normally incapable of speech. ]]
(If:$Invocation_Whispers_Of_The_Grave is false)[(if:$Level is > 8) [ [[Whispers Of The Grave]]
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ]]
(If:$Invocation_Witch_Sight is false)[(if:$Level is > 14) [ [[Witch Sight]]
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight.] ]
(if:$Class_Extra is 0) [ (go-to: "Warlock 2")] The Archdryad
You’ve made a pact with a powerful creature of nature, whose goals are often to protect nature’s true order and stop those that would harm wild things in this world. Such patrons who have granted you this power are magnificent Archdryads protectors of vast forests and overgrown places of the martial plane and feywild. The natural order will be upheld.
Archdryad Spell list:
Starting at the 1st level the Archdryad lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st: Animal friendship, Earth Tremor
2nd: Dust devil, Spike Growth.
3rd: Erupting Dust, Plant Growth
4th: Guardian of Nature, Grasping Vine
5th: Control Winds, Wall of stone
Dryadic Influence:
At the 1st level you learn the druidcraft cantrip, which counts as a warlock cantrip for you. Moving through difficult terrain caused by earth or plants costs you no extra movement. You have resistance to damage caused by plants. As a bonus action you can cause vines to emerge and attempt to restrain a large or smaller creature you can see within 60 ft. That creature must make a strength saving throw against your warlock spell save Dc. If the creature fails their save they are restrained until the end of it’s next turn. Once you use this feature you can’t use it again until you finish a long or short rest.
Bulwark Of Vines:
At the 6th level you can summon steel like plants to emerge and protect you. When you take damage you can use your reaction to have vines sprout from the ground and cover you giving you resistance to all types of damage except fire until the beginning of your next turn. At the beginning of your next turn these vines lash out causing any number of creatures you choose within 5 ft to make a strength saving throw against your warlock spell save dc. Creatures that fail their saving throw are pushed 15 ft away from you and knocked prone. Once you use this feature you cannot use it again until you finish a long or short rest.
Flourishing Spells:
At the 10th level your natural influence affects the world around you when you cast powerful spells. Whenever you use a warlock spell slot to cast a spell, overgrown plants sprout out of the ground in a 15 ft cube around you and you gain resistance to a type of damage you choose until the end of your next turn. These plants count as difficult terrain for creatures hostile to your and last for 1 minute.
Natural Apex:
At the 14th level the plants you creature are empowered with the force of nature. Whenever you creature plants you may choose an additional property to channel into them you can choose these properties to not effect creatures you designate.
Razor Spines-IF the plant is difficult terrain when a creature moves into or within the area it takes 2d4 piercing damage for every 5 ft it travels. If the plant is restraining a creature, it takes 4d4 piercing damage at the start of it’s turns. If the plant is causing a creature to make a saving throw it takes 4d4 piercing damage on a failed save and half as much on a success.
Strengthened limbs- If this plant is causing difficult terrain, whenever a creature ends their tun in it’s area they must make a strength saving throw against your warlock spell save DC or be knocked prone on a failure. If the plant is attempting to restrain a creature or move a creature that creature has disadvantage on any associated saving throws.
[[Warlock|Warlock 2]]
(set:$Druidcraft to true)
(set:$Subclass_Features to " Archdryad Spell list:
Starting at the 1st level the Archdryad lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st: Animal friendship, Earth Tremor
2nd: Dust devil, Spike Growth.
3rd: Erupting Dust, Plant Growth
4th: Guardian of Nature, Grasping Vine
5th: Control Winds, Wall of stone
Dryadic Influence:
At the 1st level you learn the druidcraft cantrip, which counts as a warlock cantrip for you. Moving through difficult terrain caused by earth or plants costs you no extra movement. You have resistance to damage caused by plants. As a bonus action you can cause vines to emerge and attempt to restrain a large or smaller creature you can see within 60 ft. That creature must make a strength saving throw against your warlock spell save Dc. If the creature fails their save they are restrained until the end of it’s next turn. Once you use this feature you can’t use it again until you finish a long or short rest.
")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to " Bulwark Of Vines:
At the 6th level you can summon steel like plants to emerge and protect you. When you take damage you can use your reaction to have vines sprout from the ground and cover you giving you resistance to all types of damage except fire until the beginning of your next turn. At the beginning of your next turn these vines lash out causing any number of creatures you choose within 5 ft to make a strength saving throw against your warlock spell save dc. Creatures that fail their saving throw are pushed 15 ft away from you and knocked prone. Once you use this feature you cannot use it again until you finish a long or short rest.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "
Flourishing Spells:
At the 10th level your natural influence affects the world around you when you cast powerful spells. Whenever you use a warlock spell slot to cast a spell, overgrown plants sprout out of the ground in a 15 ft cube around you and you gain resistance to a type of damage you choose until the end of your next turn. These plants count as difficult terrain for creatures hostile to your and last for 1 minute.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "
Natural Apex:
At the 14th level the plants you creature are empowered with the force of nature. Whenever you creature plants you may choose an additional property to channel into them you can choose these properties to not effect creatures you designate.
Razor Spines-IF the plant is difficult terrain when a creature moves into or within the area it takes 2d4 piercing damage for every 5 ft it travels. If the plant is restraining a creature, it takes 4d4 piercing damage at the start of it’s turns. If the plant is causing a creature to make a saving throw it takes 4d4 piercing damage on a failed save and half as much on a success.
Strengthened limbs- If this plant is causing difficult terrain, whenever a creature ends their tun in it’s area they must make a strength saving throw against your warlock spell save DC or be knocked prone on a failure. If the plant is attempting to restrain a creature or move a creature that creature has disadvantage on any associated saving throws.
")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass to true)
(set:$Secondary_Class to "Archdryad Patron")
(set:$Animal_Friendship_Choice to true) (set:$Earth_Tremor_Choice to true)
(if:$Level is > 2) [(set:$Dust_Devil_Choice to true) (set:$Spike_Growth_Choice to true)](if:$Level is > 4) [ (set:$Erupting_Dust_Choice to true) (Set:$Plant_Growth_Choice to true) ] (If:$Level is > 7) [ (Set:$Guardian_Of_Nature_Choice to true) (Set:$Grasping_Vine_Choice to true) ] (if:$Level is > 8) [ (Set:$Control_Winds_Choice to true) (set:$Wall_Of_Stone_Choice to true) ]
The Leviathan
Beneath the waves the leviathan sleeps for ages untold, awaiting a fell sign or calling. Land born mortals who sail the open sea forget the reason their ancestors dreaded the ocean, even as the races of the deep ignore the strange gaps in their histories when their civilization nearly vanished after the appearance of the tentacled horror. To have his gargantuan titan as your patron is practically unheard of and you must be grateful to continue having your live and a great boon instead of being feasted upon.
Expanded Spell List
The leviathan lets you choose from an expanded spell list when you learn a warlock spell, the following spells are added to the warlock spell list for you.
1st: Grease, Ice Knife
2nd: Blur, Snilloc Snowball Swarm
3rd: Tidal wave, wall of water
4th: Control Water, Watery sphere
5th Cone of cold, Maelstrom
Bonus Cantrips:
At the first level you learn the ray of front and shape water cantrips. They count as warlock cantrips for you and don’t count against the number of cantrips you know.
One with the ocean:
At the 1st level you can breathe air and water and you gain a swim speed equal to your base walking speed. You don’t have disadvantage on ranged or melee attacks while underwater.
Camouflaged Swimmer
At the 6th level you have learned to blend in with the Ocean. As a bonus action when you are submerged underwater you can make yourself invisible. You remain invisible for 1 hour or until you cast a spell or make an attack which ends the effect early. You can use this a number of times equal to your charisma modifier. You regain any expended uses when you finish a long rest.
Deep Sea Dweller
At the 10th level you begin to adapt even further to the harshness of the ocean, gaining resistance to acid and cold damage and ignore any drawbacks caused by a deep underwater environment.
Drowning Grip
At the 14th level you can bring the terrifying essence of the ocean to another creature. As an action you can force a creature to make a wisdom saving throw against your warlock spell save DC. ON a failure the creature becomes trapped in an illusion of seeing themselves in the depths of the ocean they feel as if they are drowning and cannot breathe. The creature becomes restrained and takes 4d6 psychic damage. At the beginning of their turn for 1 minute they will continuously take 4d6 psychic damage until they succeed a wisdom saving throw at the end of their turn to break free of the illusion. You must hold concentration as if focusing on a spell for the duration. A creature immune to being charmed can see through the illusion, and being adapted to life underwater makes them immune to the effects of this feature. ON a successful wisdom saving throw they are immune to this effect for 24 hours. Once you use this feature you can’t use it again until you finish a long rest.
(set:$Ray_Of_Frost to true) (set:$Shape_Water to true)
(set:$Secondary_Class to "Leviathan Patron")
[[Warlock|Warlock 2]]
(set:$Subclass_Features to " Expanded Spell List
The leviathan lets you choose from an expanded spell list when you learn a warlock spell, the following spells are added to the warlock spell list for you.
1st: Grease, Ice Knife
2nd: Blur, Snilloc Snowball Swarm
3rd: Tidal wave, wall of water
4th: Control Water, Watery sphere
5th Cone of cold, Maelstrom
Bonus Cantrips:
At the first level you learn the ray of front and shape water cantrips. They count as warlock cantrips for you and don’t count against the number of cantrips you know.
One with the ocean:
At the 1st level you can breathe air and water and you gain a swim speed equal to your base walking speed. You don’t have disadvantage on ranged or melee attacks while underwater. ")(set:$Subclass_Features_For_Level_1 to true) (set:$Subclass_Sixth_Level_Features to "
Camouflaged Swimmer
At the 6th level you have learned to blend in with the Ocean. As a bonus action when you are submerged underwater you can make yourself invisible. You remain invisible for 1 hour or until you cast a spell or make an attack which ends the effect early. You can use this a number of times equal to your charisma modifier. You regain any expended uses when you finish a long rest.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "
Deep Sea Dweller
At the 10th level you begin to adapt even further to the harshness of the ocean, gaining resistance to acid and cold damage and ignore any drawbacks caused by a deep underwater environment.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "
Drowning Grip
At the 14th level you can bring the terrifying essence of the ocean to another creature. As an action you can force a creature to make a wisdom saving throw against your warlock spell save DC. ON a failure the creature becomes trapped in an illusion of seeing themselves in the depths of the ocean they feel as if they are drowning and cannot breathe. The creature becomes restrained and takes 4d6 psychic damage. At the beginning of their turn for 1 minute they will continuously take 4d6 psychic damage until they succeed a wisdom saving throw at the end of their turn to break free of the illusion. You must hold concentration as if focusing on a spell for the duration. A creature immune to being charmed can see through the illusion, and being adapted to life underwater makes them immune to the effects of this feature. ON a successful wisdom saving throw they are immune to this effect for 24 hours. Once you use this feature you can’t use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass to true)
(set:$Grease_Choice to true) (Set:$Ice_Knife_Choice to true)
(if:$Level is > 2) [(set:$Blur_Choice to true) (set:$Snillocs_Snowball_Swarm_Choice to true)](if:$Level is > 4) [ (set:$Tidal_Wave_Choice to true) (Set:$Wall_Of_Water_Choice to true) ] (If:$Level is > 7) [ (Set:$Control_Water_Choice to true) (Set:$Watery_Sphere_Choice to true) ] (if:$Level is > 8) [ (Set:$Cone_Of_Cold_Choice to true) (set:$Maelstrom_Choice to true) ]
Oath Of the Unbreakable
In times of war many people retreat into castles and fortresses in to survive the fires that ravage the countryside. Sometimes it is not possible for people to leave and such a fortress must come to them. Unbreakable paladins are soldiers who dedicate themselves to defending the common folk from the ravages of war. These soldiers stride into battle with defensive magics alight, making them mobile fortresses that can hold back a tide of enemies until the innocent have time to escape.
Tenets of the Unbreakable
Defend The Weak: You must challenge the strong with your own strength so that the weak might prepare or flee.
Kindle Hope: When there is doubt you must be the anchor for courage and will for those around you.
Never Back Down: You are unbreakable, show no fear, and take little caution you must be where others cannot.
Oath Spells:
3rd: Thunderwave, Sanctuary
5th: Barkskin, Find Trap
9th: Major Image, Protection From Energy
13th: Resilient Sphere, Stone Skin
17th Passwall, Wall of stone
(set:$Secondary_Class to "Oath Of The Unbreakable") (set:$Subclass to true)
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Adamantine Bulwark: Any time you take damage from an attack or spell you may channel divinity to reduce all damage dealt to you by an amount equal to 3 times your paladin level.
Unstoppable Tilt: You may spend an action to use your channel divinity in order to make an unstoppable charge. You may move up to twice your speed in a straight line. You can move through enemy creatures you come in contact with they must make a strength saving throw equal to 8 + proficiency + your strength modifier or take 2d8 bludgeoning damage and are forcefully moved with you until you finish your charge or take no damage and are knocked prone. All other creatures you or the creatures you are carrying pass through after the first must also make a saving throw or be knocked prone.
Spells: Thunderwave, Sanctuary ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Barkskin, Find Trap ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura Of Iron
At the 7th level you emanate so many protective magics that it is almost palpable. You and creature you choose within your aura reduce all damage they take by an amount equal to your charisma modifier (min of 1) At the 18th level this aura increases to 30.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Major Image, Protection From Energy ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Resilient Sphere, Stone Skin ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Living Bulwark
At the 15th level you have become as tough as the mightiest fortress and embody many of it’s qualities. You can no longer be restrained or forcefully moved. Allies may use you to gain the benefits of ¾’s cover.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Passwall, Wall of stone ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Armor Of The Gods:
At the 20th level you may spend an action to create an additional second layer of legendary armor of solidified arcane energy. For the next minute you gain the following benefits.
If an attack or spell does less than 15 damage to you, you ignore it.
Anytime a creature makes a ranged attack against a creature in your aura roll a d6 on a 4-6 the attack is made against you instead.
Creatures you chose in your aura always have the benefits of half cover.
Once you use this feature you cannot use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
Drifter
You’ve spent most of your life moving from place to place, never settling down in one location for long. Maybe your family was part of a traveling circus or you’re an outlaw on the run. As you’ve wandered you’ve dealt with people of all backgrounds and walks of life. Drifters do not build lasting relationships with friends and lovers, they leave a string of acquittances or refuse to try knowing anyone they meet will be a spot on the horizon behind them.
Some drifters enjoy their wandering life, while other long for a place to call home. Whether they enjoy moving from place to place or yearn to settle down constant travel shapes a drifter’s attitude and ideals. Some develop an insatiable wanderlust and choose to live the adventuring life to the fullest.
[[Your Background]] (set:$Background to "Drifter")
(set:$Insight to true) (set:$Survival to true)
(set:$Language += 2)
(set:$Background_Equipment to " A set of travers clothes,
small souvenirs and trinkets from places you’ve called home or visited.
A belt pouch
15 GP")
(set:$Background_Features to "Contacts and Connections:
You know someone, or someone knows you, in every place you’ve been to. When you come to ta town work with your DM to determine if you’ve visited there before. You can find a palace to hide, rest, or recuperate among people you know unless you’ve shown yourself to be a danger or too much of a nuisance to them. They will help you as much as they are able but will not risk their wellbeing for you. ")
Phantom
Met with a terrible fate or gifted with occult powers phantoms emulate the ethereal and terrifying qualities of ghosts and specters. A whirl of ectoplasm as much as living beings, phantoms leave unbroken locks and closed doors behind them leaving not trace, apart from bloody remains.
Phantom Save DC
Some phantom features require a saving throw. The DC is 8 + proficiency bonus + your charisma modifier.
(set:$Subclass to true)(Set:$Secondary_Class to "Phantom")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Phantom Save DC
Some phantom features require a saving throw. The DC is 8 + proficiency bonus + your charisma modifier.
Phase:
At the 3rd level you can become intangible to slip through obstacles and past enemies. You can use a bonus action to make yourself and everything your wearing/carrying semitransparent and partially incorporeal until the end of your next turn. While incorporeal you can move through other creatures, objects, structures, though their attacks and spells still affect you. For every foot you move through a creature or object you must spend three feet of movement. If you end your turn inside an object you are shunted into the nearest open space and take force damage equal to twice the number of feet you are moved.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Ninth_Level_Features to "
Ghostly Blade:
At the 9th level when you inflict sneak attack damage with a melee attack while phased you can deal necrotic, force, or psychic damage instead of the attack’s normal type. The target must succeed a wisdom saving throw or be frightened until the end of your next turn. It has disadvantage on this saving throw if it did not see you until you attacked it.
")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Phantom Thief:
At the 13th level you learn magics that help you move in deathly quiet. You learn silence and can cast it a number of times equal to your charisma modifier. You regain expended uses after you finish a long rest. You are also under the effects of nondetection always.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Possession:
At the 17th level you can steal another creature’s will outright. When you deal necrotic, force, or psychic damage you can force the creature to make a charisma saving throw. Creatures that cannot be charmed or frightened automatically succeed and a frightened creature has disadvantage on the save. On a failed save, you possess the creature and enter its body. You determine its actions and movements on each of its turns. It only takes the actions you chose and doesn’t do anything you don’t allow it to do. During this time, you can also cause it to use a reaction, but this uses your reaction as well. In this state you have full cover, occupy the creature’s space and move wherever it moves. You can end this effect at any time requiring no action. You have total cover inside the creature but whenever the possessed creature takes damage you take half the amount. You must use your action each turn to maintain control over the creature and each time it takes damage it makes a charisma saving throw again, ending the possession on a success. The possession ends if the creature dies. You can successfully possess a creature once per long rest.
")
(set:$Subclass_Features_For_Level_17 to true)
Ghost Writer
1st level evocation
Casting time: 1 action
Range: Touch
Components: V, S, M (Two quills from different creatures)
Duration: 1 hour
Classes: Bard, Warlock, Wizard
You touch a suitable writing surface and for the duration of this spell anything your speak out loud is transcribed to that surface in the written script of a language that you know. You determine the language, handwriting, and color of the script transcribed into the surface.
If the writing surface is one that can be manipulated to read further such as a book with multiple pages then the text will continue to transcribe into subsequent pages as long as the spell lasts. These writings are permanent, but can be removed or damaged as simply as those created by mundane ink.
(Set:$Ghost_Writing to true)
(set:$Known_Spells -= 1)
[[Spells]]
Thieving Magpie
You learned how to conjure an otherworldly entity in the form of an animal by your side. You and your companions work in tandem to help you accomplish your goal.
(set:$Subclass to true)(Set:$Secondary_Class to "Thieving Magpie")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Mugger:
At the 3rd level when you deal sneak attack damage with a melee weapon attack that you were granted on by your familiar preforming the help action you steal a number of coins/small objects from the creature equal to your sneak attack damage roll dealt. The Dm has final say on what you steal. You cannot use this feature unless you have a free hand.
Partner In Crime
At the 3rd level you can cast the find familiar spells as a ritual. When you cast find familiar you can choose from the following forms for you familiar (Cat, any corvid/raven, ferret, monkey, rat, spider, squirrel, weasel) Your familiar gains proficiency in slight of hand and stealth in addition to its normal traits. Your familiar uses your proficiency bonus for slight of hand and stealth rather than its own.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to " Slippery as a Snake:
At the 9th level you can sue your bonus action to command your familiar to use the dash, disengage, or hide action. Also whenever your familiar is attacked or forced to make a saving throw you can use your reaction to dismiss it (as described in the find familiar spell). When dismissed in this manner it is no longer effected by the triggering action. In addition you use your uncanny dodge feature to succeed on a dex saving throw that evasion effects you can move 5 ft without provoking opportunity attacks.
")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Grow Together:
At the 13th level your familiar gains additional hit dice equal to your proficiency modifier and hit points as benefits the hit dice type. It gains further hit dice whenever your proficiency modifier increases.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Act As One:
At the 17th level whenever your familiar uses the help action to assist you, you gain advantage as usual but also add your proficiency modifier to all ability checks and weapon damage rolls you make until the start of your next turn as long as your familiar is within 5 ft of you.
")
(set:$Subclass_Features_For_Level_17 to true)
Double-click this passage to edit it.Double-click this passage to edit it.Circle Of The Fury
Druids of the circle of fury are attuned to maelstrom of weather, and storms, and the destruction that accompanies them. These druids find beauty in the stroma md revel in their energy. Where there is destruction there is rebirth.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Fury")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Bonus Cantrips:
At the 2nd level you learn lightning lure and thrunderclap cantrips.
Enduring the odds:
At the 2nd level you have advantage on con saving throws against the effects of extreme heat and cold weather.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Third_Level_Features to " Circle spells:
Your mystical connection to the weather infuses you with the ability to cast certain spells. At the 3rd, 5th, 7th, 9th levels you gain access to circle spells. Once you gain access to a circle spell you always have it prepared and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell not on the druid spell list it is a druid spell for you.
3rd: Dust Devil, snilloc’s snowball swarm.
5th: call lightning, erupting earth
7th: Ice storm, storm sphere
9th: Control winds, maelstrom
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Empowered elements:
At the 6th level you are imbued with energy to boost your power using the power of storms. You have a pool of energy in the form of d6’s equal to your druid level. When you cast a spell that deals cold, fire, lightning, or thunder damage you can expend d6’s from your pool equal to your wisdom modifier to add to your damage roll. You regain the dice when you finish a long rest.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Storm Unleashed:
At the 10th level you gain resistance to lightning and thunder damage. When you are hit by a melee attack you can use your reaction to deal thunder damage to all creatures in a 10 ft radius centered on you. The damage equals your druid level + wisdom modifier. All creatures in this 10 ft radius must make a constitution saving throw against your druid spell save dc. On a failed save they take the full damage and are deafened for 1 minute/ On a success they take half damage and are nor deafened. Enraged Fire Storm:
At the 14th level you now always have the fire storm spell prepared, it doesn’t count against the number of spells you can prepare each day. When you cast this spell you always deal an additional 3d0 fire damage after you cast this spell you are resistant to fire damage for 1 hour
")(set:$Subclass_Features_For_Level_14 to true)
Hallowed Hands(set:$Hallowed_Hands to true)
Conjuration Cantrip
Classes: Cleric
Casting time: 1 Action
Components: V, S
Duration: Instantaneous
You summon two divine fists punching from either side of a creature you reach for. Make a melee spell attack against the target within range. On a hit it takes 1d6 fire damage. If you haven’t moved this turn you can reduce your speed to 0 for this turn and deal 2d6 fire damage instead.
The spells damage increases by 1d6 or 2d6 when you reach the 5th level (2d6/4d6) the 11th level (3d6/6d6) and 17th level (4d6/8d6)
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]Carnage Blast
2nd level (Blood) necromancy
Classes: Sorcerer Warlock, Wizard
Casting Time: 1 Action
Range: 60 ft
Duration: Instantaneous
Choose 1 creature that you can see within range with blood. The creature must make a constitution saving throw. On a failed save the target takes 3d10 necrotic damage. On a successful save the target takes half damage. If it reduces the target to 0 HP it’s blood bursts from its body spraying nearby foes with gore and spikes of enchanted blood. Each creature within 15 ft of the target must make a dex saving throw taking 3d10 necrotic damage on a failed save.
At higher levels when you cast this spell using a spell slot of the 3rd level or higher the damage dealt is increased by 1d10 for each slot above the 2nd.
(set:$Carnage_Blast to true)[[Spells]](set:$Known_Spells -= 1)Infuse Blood
2nd level (blood) abjuration
Classes: Cleric, paladin, sorcerer, wizard, state alchemist.
Casting time 1 action
Range: Touch
Components: V, S
Duration: 8 Hours
You touch a willing creature and infuse its blood with magic and vitality. The target has advantage on saving throws against nonmagical disease until the spell ends. In addition the first time the target takes damage that reduces its HP to less than half it’s maximum HP it bursts with light and energy ending the spell early. It gains 4d6 Temp HP which disappear after 1 minute and each creature of the targets choice within 10 ft of it must make a constitution saving throw. On a failed save the creature takes 2d6 radiant damage.
At higher levels: When you cast this spell using a spell slot of the 3rd level or higher, the temp HP gained is increased and the damage dealt are increased by 1d6.
(set:$Infuse_Blood to true)(set:$Known_Spells -= 1)
[[Spells]]Living Bomb
2nd level Evocation
Classes: Sorcerer, Wizard
Casting Time: 1 Action
Range: 60 ft
Duration: Instantaneous
Choose 1 creature that you can see within range cannot target an undead or construct. The creature must make a constitution saving throw. On a failed save the target takes 3d10 Fire damage. On a successful save the target takes half damage. If it reduces the target to 0 HP it’s body explodes spraying nearby foes with gore. Each creature within 15 ft of the target must make a dex saving throw taking 3d10 Fire damage on a failed save.
At higher levels when you cast this spell using a spell slot of the 3rd level or higher the damage dealt is increased by 1d10 for each slot above the 2nd.
(set:$Living_Bomb to true)(set:$Known_Spells -= 1)
[[Spells]]Hemorrhage
4th level (blood) Necromancy
Classes: Cleric, Sorcerer, warlock, wizard
Casting Time: 1 Action
Range: 60 ft
Components: V, S, M (A clove of garlic)
Duration: Concentration up to 1 minute
You thin, agitate, and accelerate the blood of one creature that you can see within range using dark forbidden magic. The target must make a constitution saving throw. On a failed save the target takes 4d8 necrotic damage and its blood becomes magically easy to spill. Until the spell ends the target has disadvantage on concentration checks and whenever the target takes bludgeoning, piercing, slashing, force, or necrotic damage an additional 1d8 is dealt. On a successful saving throw the creature takes half damage, and is unaffected. Creatures without blood are immune to this spell.
At higher levels: When you cast this spell using a slot of the 5th level or higher the initial damage dealt increases by 1d8 for each level above the 4th.
(Set:$Hemorrage to true)
(Set:$Known_Spells =- 1)
[[Spells]] Deface
5th level Evocation
Classes Bard, sorcerer, warlock, wizard
Casting time 1 action
Range touch
Components: V, S
Duration: Instantaneous
You attack a creature’s face with acid to burn it away. A creature within range must make a dexterity saving throw or take 12d6 acid damage and half as much on a success. A creature that fails its saving throw against this spell loses its face, eyes, nose, mouth, are all removed potentially causing the creature to suffocate. The creature’s face can be restored with a greater restoration spell, or if the target deals at least 5 damage to itself or takes at least 5 damage to it’s mouth area to allow it to draw breath. You can remove any number of damage dice, and have them deal no damage if you wish, when casting the spell.
At higher levels: when you cast this spell using a slot of the 6th level or higher you increase the damage by 1d6 for each slot above the 5th.
(Set:$Deface to true) (Set:$Known_Spells -= 1)
[[Spells]]Circle Of The Ancient
Far away from civilized lands, deep unexplored jungles and swamps of the world there are those led by an ancient and feared circle of druids. They worship the memory of large reptiles that are now extinct in most of the world. The Dinosaurs. Giving in to their primal instincts they protect their territory with ruthless ferocity.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Ancient")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Ancient Forms:
At the 2nd level your wildshape ability is restricted to reptilian beasts (like frogs, lizards, snakes All other wildshape restrictions still apply. You gain the ability to shape into these prehistoric reptiles as a bonus action, you do not need to have seen them before, their memory flows in your veins. You can use your wildshape to change into a dinosaur with a CR as high as 1. You ignore the max CR column of the beast shape table but must abide by the other limitations. Starting at the 6th level you can transform into a dinosaur with a CR as high as your druid level divided by 3 rounded down.
Primitive Adaptation:
At the 2nd level your body is permanently enhanced by the ancient creatures whose power you draw upon. You gain climb, and swim speeds equal to your movement speed. You have advantage on perception checks that rely on smell.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Third_Level_Features to "
Druid Spells
At the 3rd level you gain access to certain spells when you reach certain levels. Once you have access to one of the spells you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
3rd Alter self, enlarge/reduce
5th: Fear, haste
7th: Dominate Beast, freedom of movement
9th Commune with nature, tree stride. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Primal Strikes:
At the 6th level your attacks in your ancient forms count as magical for the sake of overcoming resistances.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Dreadful Wildshape:
Beginning at 10th level you can expend two uses of your wildshape at the same time and transform into a dinosaur with A CR equal to your druid level divided by 2 rounded down.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Monstrous Form:
At the 14th level you have mastered the use of your ancient forms. You can cast enlarge/reduce spell targeting only yourself while in your wildshape form, without consuming a spell slot. You can use this ability a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
Scorch Bolt
3rd level evocation
Classes: Sorcerer wizard
Casting Time: 1 Action
Range: self 30ft line
Duration: Instantaneous
An orb of fire launches at a target within range. Make a ranged spell attack against the target. On a hit the target takes 4d8 fire damage. The ground between you and the target becomes covered in flames 5ft wide. A creature that steps into the space on fire from this spell must make a dex saving throw or take 1d8 fire on a failed save and half as much on a success. The fire dies at the end of your next turn.
At higher levels: when you cast this spell using a spell slot of the 4th level or higher the damage increases for 1d8 for each level above the 3rd.
(set:$Scorch_Bolt to true)(set:$Known_Spells -= 1)
[[Spells]] Path of the Dreadnought
Proud barbarian warriors often shun heavy armor, finding it’s significant bulk stifling and considering wearing such protection a sign of weakness or cowardice. These prideful notions aside, wise combatants are not so quick to dismiss the protection provided by heavy armor and tactical applications in its use.
Dreadnaughts are typically front line fighters, bowling over groups of enemies before pummeling straggles into a mess of blood and bone. Excelling in the cramped fighting conditions present within caves and structures.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Berserker")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Armored Berserker:
At the 3rd level you gain proficiency with heavy armor if you do not already have it. You can use your rage while wearing heavy armor.
Metal Clad Fists:
At the 3rd level when you adopt this path your armored fists can deal brutal damage to foes. While wearing heavy armor you can roll a d4 in place of normal damage of unarmed strikes. This die changes as you gain barbarian levels as shown below.
3rd: 1d4
6th: 1d6
11th: 1d8
16th: 1d10
20th: 1d12
Additionally when you use the attack action with an unarmed strike on your turn you can make one unarmed strike as a bonus action. You don’t add your ability modifier to the damage of the bonus attack unless the modifier is negative.
.")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Pounding Grapple:
At the 6th level, your iron grip spells death for your enemies. When you use the attack action with an unarmed strike on your turnand successfully damage the target you can use a bonus action on the same turn to grapple the target, you deal an additional 1d4 bludgeoning damage with unarmed strikes against targets you are grappling.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Juggernaut’s Stride:
At the 10th level your heavy stride is nearly unstoppable. You can use an action on your turn to change up your speed. If you move at least half your speed in a straight line during this charge, all creatures up to one size category larger than you who occupy at least one space you pass through take damage from you as if you had hit them when an unarmed strike and make a strength saving throw against 8+your strength modifier + your proficiency bonus. On a failure a creature is pushed 5 ft directly away from you and knocked prone. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all uses of this feature after a long or short rest.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Stunning Force:
At the 14th level your strikes can stop targets in their tracks. When you hit a creature with an opportunity attack using an unarmed strike, the target makes a strength saving throw against your 8 + strength modifier+ proficiency bonus. On a failure the creature’s speed is reduced to 0 for the rest of it’s turn. If the creature fails it’s saving throw by 5 or more it is knocked prone if it is no more than one size larger than you.
")(set:$Subclass_Features_For_Level_14 to true)
Calvary
Mounted fighters. Charging into combat, harassing enemy flanks, masters of mobility on the battlefield.
(set:$Subclass to true) (Set:$Secondary_Class to "Calvary")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Mounted Training:
At the 3rd level you gain training to efficiently control a mount in the chaos of battle. You gain proficiency with animal handling (if already proficient with animal handling double your proficiency). You may purchase one mount from the standard mounts list for half of it’s base price it becomes your Steed. If you steed dies, or is lost you must purchase a new Steed for full price. Your Steed is trained to answer your commands without hesitation, you can use your action in combat to command it to use any of its actions. Your Steed has a Maximum HP of its base HP + half your max HP. Any munt you conjure, with find steed or phantom steed also counts as your steed.
Combat Steed:
Whenever you gain a level your steed gains extra max HP equal to your con modifier. Your steed also has advantage on saving throws against being frightened.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Mounted Fighting Style:
At the 7th level you gain additional bonuses based on your chosen fighting style.
Archery: While riding on your steed you can make an extra ranged weapon attack at disadvantage against a target within 15 ft of you when you take the attack action on your turn.
Defense: While wearing armor you gain resistance against slashing damage from non magical weapons. While your Steed is wearing barding it gains a +1 bonus to AC against slashing damage from non magical weapons.
Dueling: While riding your Steed and wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Great Weapon Fighting: While riding your steed your damage modifier is doubled when you make a critical hit.
Protection: While Riding your steed when a creature is more than 10 ft from you attacks you, their attack roll ahs disadvantage, you must be wielding a shield.
Two-Weapon Fighting: While riding your steed you can use your reaction to make another weapon attack.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Horse Armor:
At the 10th level you gain one of the following features of your choice.
Hussar’s Barding: While your steed is wearing light or no barding it gains 15 ft of movement speed.
Knight’s Barding: While your steed is wearing medium or heavy barding any bludgeoning piercing, or slashing damage it takes is reduced by 3.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Quick Response:
At the 15th level, while riding your steed you gain advantage on initiative rolls.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Indomitable Steed:
At the 18th level your steed can reroll a saving throw that it fails. If it does so it must use the new roll. Your steed can do this three times between long rests.
Elite Cavalry:
At the 18th level you gain one of the following features of your choice:
Elite Hussar: While riding your steed, once per turn you can deal an extra 1d8 damage to a creature you hit with an attack if you have advantage on the attack roll.
Elite Knight: When you use your second wind your steed regains HP equal to 2d10+your fighter level.
")(set:$Subclass_Features_For_Level_18 to true)
Valkyrie
The Valkyrie soars above the battle field in search of worthy souls to escort to the afterlife who will be resurrected to fight again at the end of the world. A Valkyrie trains in healing, service, justice, and battle. She will fight alongside her chosen. These fighters are warrior spirits, born mortal, proving their worth before their ascension.
Female Characters only
While both male and female warriors can die honorably, only female souls can become these glorious champions.
(set:$Subclass to true) (Set:$Secondary_Class to "Valkyrie")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Warrior of the Hall
At the 3rd level you can open your soul to the hall of glorious dead, channeling a fragment of it’s power. You can summon the power of the glorious dead three times per short rest and expent one use on one of the following abilities.
Inspiring Cry: When you take the attack action you can shout a snippet of heroic poetry that inspires any number of friendly creatures within 30 ft that can hear you. Those allies can add your wisdom modifier (min of 1) to one attack roll or saving throw they make before the end of your next turn.
Rise Again: At dusk in Valhalla the lethal wounds of the dead close and as one of its stewards you can heal the fighters you choose. You learn prayer of healing, wisdom is the spellcasting modifier for this spell and cast in this way it has a casting time of one action.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Honored Dead:
At the 7th level your ability to choose the final destination of a mortal soul allows you to ease it’s return to life. You can conduct a minute long ritual over the body of a deceased creature, preparing the should to either return or cross over. Once this ritual is completed the material coast of any spell to resurrect the creature is waved and it comes under the effect of gentle repose. A creature cannot benefit from this ritual more than once, and you cannot bless a creature that died from illness, age or accident outside of combat.
Shield Maiden:
At the 7th level your experience preparing yourself and others for battle allows you to strip and dawn armor efficiently. It costs an object interaction rather than an action for you to don or doff a shield, and you don and doff armor in half the time. When you help another creature don or doff armor the time is quartered.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Rise of the Valkyrie:
At the 10th level when you use your inspiring cry or rise again, you grant yourself and one of the targeted creatures a flying speed of 60 ft for 1 minute. This flight can appear as feathered wings, a mighty gale holding you aloft, an eight legged horse, or another form of your choice.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Judge The Fallen:
At the 15th level you can cast speak with dead a number of times equal to your wisdom modifier per long rest a min of once. If the target of your spell died violently your casting does not expend the use of this feature. In addition allied creatures within 30 ft of you have advantage on death saving throws.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Dawn Of the Final Day:
At the 18th level you have been found worthy. When you die your soul will ascend to Valhalla. More importantly your powers of healing cannot be matched, once per day you can use your action to cast Mass Heal. You and every creature that gains hit points from mass heal gains a flying speed of 60 ft for 1 minute.
")(set:$Subclass_Features_For_Level_18 to true)
Boomer(Set:$Boomer to true)
2nd Level Transmutation
Classes: Bard, Sorcerer, Wizard
Casting Time: 1 Action
Range: touch
Components: V, M (a snowflake which the spell consumes)
Duration: 1 hour
You touch a creature and empower its voice allowing it to speak loudly. For the spell’s duration the creature’s voice booms up to 10 times as loud as normal and is audible from up to 1 mile away.
Until the spell ends the creature can use an action to shout. Each creature in a 15 ft cone must make a constitution saving throw, taking 2d6 thunder damage on a failed save. In addition unsecured objects that are completely within the area of effect are pushed 10 ft away from this creature by the effect.
(set:$Known_Spells -= 1)
[[Spells]]Inner Darkness
Your accursed deeds of those of your ancestors have unlocked a terrible power that provides your innate connection to magic. Perhaps you were exposed to a great source of negative energy or sought knowledge that was not meant to be known by mortals. Some “Dark Sorcerers” had their curse visited upon them by others, but use their powers to return a twisted vengeance on those who’ve wronged them. Still others fight against their dark desires and seek to use their powers for good, even if their methods call that into question.
Signature weapon:
At the 1st level you gain proficiency in a weapon of your choice that does not have a heavy property. While wielding this weapon and nothing else (including a shield) you gain +2 damage to melee attacks. Your signature weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. You may use your signature weapon as your spellcasting focus.
Prey Sense:
At the 1st level the evil inside you drives you to hunt and stalk a specific target. As a bonus action you may cast the spell hunter’s mark as if using the highest level spell slot available to your level without expending the spell slot. This spell must target a creature you have dealt damage to within the past day. You may use this ability a number of times equal to your charisma modifier (min of 1) You regain all expended uses after a long rest.
Unstoppable:
AT the 6th level as long as you and your hunter’s marked target are on the same plane of existence you are magically aware of the general direction, and distance of your target, even if they are invisible or magically prevented from leaving tracks. While traveling towards your hunter’s marked target you are immune to fatigue and do not gain exhaustion levels. Bludgeoning, slashing, and piercing damage dealt to you by your target are reduced by 3.
They Always Come Back:
AT the 6th level if an attack would reduce your hit points to 0 but are not killed outright, you may instead spend a sorcery point to be rendered prone, and have the attack reduce you to 1 HP. To all others you appear dead (as if affected by feign death spell). This illusion percists until you choose to move or take any action. Other creatures can move or manipulate your body without ending this effect. If you spend a full round under this disguise without taking an action you may spend hit dice to heal, as if taking a short rest, without ending the illusion.
Pervert Gravity:
At the 14th level when you spend sorcery points for any reason you gain the effects of the spider climb spell until the end of your next turn. You learn the Cantrip Thaumaturgy, and my cast it as a free action once per turn.
Horrific Teleport
At the 18th level as a bonus action on your turn you may spend a sorcery point to teleport to a space adjacent to the target of your prey sense. You choose the space where you arrive. If your target could not see you when you initiated the teleport it must make a wisdom saving throw against your spell save dc. On a failed save the creature is frightened of you until the end of your next turn.
[[Sorcerer|Sorcerer 2]]
(set:$Subclass to true)
(set:$Secondary_Class to "Inner Darkness")
(Set:$Subclass_Features to " Signature weapon:
At the 1st level you gain proficiency in a weapon of your choice that does not have a heavy property. While wielding this weapon and nothing else (including a shield) you gain +2 damage to melee attacks. Your signature weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. You may use your signature weapon as your spellcasting focus.
Prey Sense:
At the 1st level the evil inside you drives you to hunt and stalk a specific target. As a bonus action you may cast the spell hunter’s mark as if using the highest level spell slot available to your level without expending the spell slot. This spell must target a creature you have dealt damage to within the past day. You may use this ability a number of times equal to your charisma modifier (min of 1) You regain all expended uses after a long rest.
. " )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to " Unstoppable:
AT the 6th level as long as you and your hunter’s marked target are on the same plane of existence you are magically aware of the general direction, and distance of your target, even if they are invisible or magically prevented from leaving tracks. While traveling towards your hunter’s marked target you are immune to fatigue and do not gain exhaustion levels. Bludgeoning, slashing, and piercing damage dealt to you by your target are reduced by 3.
They Always Come Back:
AT the 6th level if an attack would reduce your hit points to 0 but are not killed outright, you may instead spend a sorcery point to be rendered prone, and have the attack reduce you to 1 HP. To all others you appear dead (as if affected by feign death spell). This illusion percists until you choose to move or take any action. Other creatures can move or manipulate your body without ending this effect. If you spend a full round under this disguise without taking an action you may spend hit dice to heal, as if taking a short rest, without ending the illusion.
. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to " Pervert Gravity:
At the 14th level when you spend sorcery points for any reason you gain the effects of the spider climb spell until the end of your next turn. You learn the Cantrip Thaumaturgy, and my cast it as a free action once per turn.
")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to " Horrific Teleport
At the 18th level as a bonus action on your turn you may spend a sorcery point to teleport to a space adjacent to the target of your prey sense. You choose the space where you arrive. If your target could not see you when you initiated the teleport it must make a wisdom saving throw against your spell save dc. On a failed save the creature is frightened of you until the end of your next turn. ")(set:$Subclass_Features_For_Level_18 to true)
Way Of The Iron Mountain
Monks of the way of the Iron Mountain are dedicate to the art of physical strength, flexibility and resilience. While not focused on as much delicate technique Iron Mountain monks train their bodies to withstand intolerable punishment and deliver crippling blows to their opponents. Those that master these techniques often exceed the normal bounds of physical limits.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Blade Dancer")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Iron Mountain Technique
At the 3rd level you can use your Ki to enhance your body to survive punishing damage. Whenever you use patient defense or step of the wind you can choose to gain one of the following effects:
Resistance to all damage except psychic until the end of your next turn.
Add your strength modifier to your AC until the start of your next turn.
Advantage on ability checks and saving throws to resist being grappled, restrained, forcibly moved, or knocked prone.
")
(set:$Subclass_Sixth_Level_Features to " Fists Of Steel
At the 6th level your unarmed strikes become as hard as steel. When making an unarmed strike your unarmed damage dice increases to a d8, a d10 at the 11th and a d12 at the 17th. You can choose to deal slashing, piercing, or bludgeoning damage with your unarmed strikes.
")
(set:$Subclass_Eleventh_Level_Features to " Iron Body
At the 11th level when you are hit by a melee attack you can use your reaction to spend 1 Ki point to reduce the damage by 1d10 + your con modifier. If you reduce the damage to 0, you can make an unarmed melee attack against the attacking creature as part of the same reaction, if it is within range.
")
(set:$Subclass_Seventeenth_Level_Features to " Body Conditioning:
At the 17th Level you have trained your body to temporarily go beyond your normal limits. Spend 3 Ki points to add +2 to any ability modifier for 10 minutes as a bonus action.
")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Path Of The Damned
These unfortunate souls struggle endlessly against a literal demon within for conquest of their soul. For a resolute, lucky few they’ve made an uneasy peace with their dark passenger. In exchange for a measure of the demon’s power the host indulges in bloodlust and fury as a warrior. The demon within is sure to encourage their rage when ever given a modicum of opportunity.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Damned")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " The Demon Within:
AT the 3rd level your rage brings the demon within to the fore, creating a partial transformation of your person. You learn the abyssal language and gain proficiency in the intimidation skill. When you rage you can gain up to two of the following benefits until your rage ends.
Demonic Resilience: Resistance to cold, fire, and lightning damage.
Magic Resistance: Advantage on saving throws against spells and magical effects.
Poison Immunity: Immune to poison and the poisoned condition.
Abyssal Sight: Darkvision up to 120 ft.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Driven By Demons:
At the 6th level the spilling of blood excites and empowers the fiend within allowing it a measure of control. When ever you reduce a creature to 0 HP while raging making a DC 15 charisma saving throw. On a success you can use your reaction to immediately move up to your speed to a space adjacent to another creature you can hear or see, and make a melee attack against it.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Abyssal Bloodlust:
At the 10th level your demon seizes upon your blind fury to goad you into greater heights of violence, and depraved blood thirsting. Whenever you hit with an attack that benefits from your reckless attack while raging, you can use your bonus action to make a melee weapon attack dealing 1d12 extra damage.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " The Demon Without:
At the 14th level whenever you rage you must make a DC 15 charisma saving throw on a success you magically transform into a demon until your rage ends. While transformed you count as Chaotic Evil (Your true alignment doesn’t change) and are identified as a fiend for spells and effects. You gain one of the following effects of your choice.
Abyssal Wings: Wings of fire sprout from your back, giving you a fly speed equal to your movement speed.
Fiendish Form: Your size and equipment are affected by the enlarge effect of the enlarge reduce spell, your reach increases by 5 ft.
Vile Metamorphosis: You gain all benefits of the demon within feature.
If you fail, you are not transformed.
")(set:$Subclass_Features_For_Level_14 to true)
Ghost Knight
There exists knights and warriors who have a close connection to the realm of ghosts and sprits. Known as Ghost Knights, these fighters embrace the ethereal plane and its denizens to become spectral warriors, fearing neither death nor pain. Ghost Knights develop abilities to see and enter the ethereal plane and eventually become incorporeal themselves.
(set:$Subclass to true) (Set:$Secondary_Class to "Ghost Knight")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Return From The Grave:
At the 3rd Level your connection with death allows you to return from deadly attacks. When you are reduced to 0 HP and not killed outright you can drop to a number of HP equal to half your fighter level rounded up, (min of 2). Once you use this feature you must finish a long or short rest to use it again.
Spirit Sight:
At the 3rd level you have a sense for detecting the presence of spirits. As a bonus action you can cause your eyes to become pale and emit ethereal smoke, allowing you to see up to 30 ft into the Ethereal plane. While you are on the material plane and vice versa for up to 1 minute. You can use this feature two times per long or short rest. You also gain proficiency in the intimidation and religion skills.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Ethereal Strikes:
At the 7th level you can imbue ethereal magics into your attacks. Once per turn when you hit a creature with a weapon attack you can choose to deal 1d8 force damage, in addition to the weapon damage. Becoming 2d8 at the 15th level. This damage increases by an additional 1d8 if the target is undead or on the ethereal plane.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Phantom Life:
At the 10th level you have become more spirit than mortal, you are immune to disease and do not need to eat or drink or breathe, but you can ingest food and drink if you wish.
Ghost Walking:
At the 10th level you can move like a ghost. As a bonus action you can become partially incorporeal until the end of your turn allowing you to move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object you are shunted to the nearest open space, taking 1d6 force damage for every 5 ft moved in this way. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all expended uses with a long or short rest.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Spectral Attunement:
At the 15th level you become more spirit than mortal, becoming immune to the frightened condition, and resistant to necrotic damage.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Spirit Form:
At the 18th level you can become a ghost. As a bonus action you transform yourself into a ghostly form, you have resistance to all damage except force and radiant damage, and have a fly speed equal to your movement speed. This form lasts for 1 minute or if you end it early as a bonus action, are incapacitated, or die. Once you have used this ability you can’t do so again until you have finished a long or short rest.
")(set:$Subclass_Features_For_Level_18 to true)
Path Of The Brawler
A purer expression of strength and combat prowess. Running headlong into danger with just his fists, feet, and thick skin. Brawlers are often boastful and are never without stories about their latest triumphs.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Brawler")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " The Fist:
At the 3rd level when you are raging your unarmed strike damage is increased as shown below. Your unarmed strikes deal 1d4 while you are not raging.
3rd: 1d4
6th:1d6
10th: 1d8
14th: 1d10
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Deflecting Blows:
At the 6th level while you are raging and are not wearing heavy armor you can as a reaction from being hit by a melee weapon attack, attempt to guard or deflect the strike. When you do so roll unarmed damage dice + proficiency bonus + strength modifier and subtract that from the damage. If you reduce the damage to 0 you guard against the attack completely and create an opportunity strike taking a single unarmed attack as part of the same reaction. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Tumbling Giants:
At the 10th level you count as one size larger for the purposes of grapple checks.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Devastating Strike:
At the 14th level while raging and you make an unarmed strike you can take -5 to the attack roll and if it hits it counts as a critical.
")(set:$Subclass_Features_For_Level_14 to true)
Path Of The Savage Hand
There are few barbarians more imposing than ones who dig their nails into enemy flesh and mangle limbs until they break. These barbarians embrace physical struggle and live furious lives following the path of the savage hand. In battle your rage fuels your ruthless instincts to crush enemies with the brutal might of your bloodstained hands.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Savage Hand")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Savage Grasp:
At the 3rd level you can viciously seize your enemies whenever they attack you. While raging you can use your reaction to attempt to grapple or climb onto a creature that damages you with a melee attack or fails an attempt to grapple or climb on you. You can also make an unarmed strike against a creature you have grappled/climbed upon as a bonus action during your rage. On a hit, an Unarmed Strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Mighty Throws
At the 6th level your powerful limbs can wrest forth the heaviest of foes. While you rage you cannot be restrained, your speed while dragging or carrying a grappled creature is no longer halved, the distance you can shove a creature is doubled, and you do not treat the space of a creature that you have climbed on as difficult terrain.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Crushing Hold:
At the 10th level your grip can tear flesh, rend muscle and splinter bone. A creature you have climbed on or grappled will suffer your unarmed strike attack damage ignoring resistances if it cannot escape your clutches by the end of its turn.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Calloused Hands:
At the 14th level your hands end life with terrifying efficiency. Your treat your unarmed strikes as melee weapons for the purpose of the range and reckless attack features, when your unarmed strikes deal a critical hit they double the additional weapon damage dice rolled from brutal critical. Finally when a creature attempts to escape your grapple or remove you from climbing on them they do so with disadvantage.
")(set:$Subclass_Features_For_Level_14 to true)
Strider
Rangers that roam the wilds with only their steeds as a companion. They are adepts at both mounted travel and combat in the wilds, capable of surmounting odds alone that others could not.
(set:$Subclass to true) (Set:$Secondary_Class to "Strider")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Mounted Training:
At the 3rd level you gain mounted training that allows you to effectively control a mount in the chaos of battle. You gain proficiency in animal handling. You may purchase one mount in the standard mounts list for half its base price. If you need to buy a second steed for whatever reason, it will be full price. Your steed answers your commands, you can use your action to command it to use any of its actions. Your steeds max HP equals its base HP + half your max HP. Conjured mounts also count as your steed.
Wild Steed:
At the 3rd level you are capable of taming a wild mount from the standard mount list instead of purchasing one. If you steed is wild you must make a DC 16 Animal handling check to tame it.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to " Mounted Fighting Style:
At the 7th level you gain additional bonuses based on your chosen fighting style.
Archery: You can make an extra ranged weapon attack at disadvantage against a target within 15 ft of you when you take the attack action on your turn while mounted.
Defense: While you are wearing armor you gain resistance against slashing damage from nonmagical weapons. While your steed is wearing barding, it gains +1 bonus to AC and is resistance against slashing damage from nonmagical weapons.
Dueling: While mounted and wielding a melee weapon and no other weapons you gain +1 bonus to damage rolls with that weapon.
Two weapon fighting: While mounted when you land a critical hit you can use your reaction to make another weapon attack.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Survivalist Tactics:
At the 11th level You gain one of the following features of your choice.
Lone Wolf: When there are no allies other than your steed within 45 ft you gain a bonus 1d4 to attack rolls.
Against All Odds: When there are 3 or more enemies within 30 ft of you, you gain +2 to AC.
Perseverance: You and your steed gain proficiency in two saving throws of your choice.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Expert Survival:
Beginning at the 15th level once per day you can cast commune with nature as an action. You also gain advantage on survival and nature checks.
")(set:$Subclass_Features_For_Level_15 to true)
Angel Bloodline
Your innate magic comes from angelic magic that was mingled into your bloodline in the past. Perhaps an ancestor of yours came in contact with a powerful angel and was changed or you are the direct descended of the servant of the supreme. These bloodlines often remain dormant for decades or centuries, manifesting only when it has found a suitable soul, or possibly you are the first of the bloodline. (set:$Celestial to true)
Aspects of Divinity
At the 1st level your angelic blood begins to manifest physically whenever you invoke its power. Whenever you cast a spell, spend a sorcerer point or use a sorcerer class feature (other than this one) choose one of the following effects to manifest.
Angel Eyes: you spawn 1d20 eyes that appear randomly on your body you can see through all of them. They give you truesight within 10 ft, and you know when you look at a creature with these eyes when they are lying.
Flesh of Angels: Your skin turns into a precious metal, like gold or silver, and you glow faintly. You are resistant to either nonmagical bludgeoning, slashing, or piercing damage and radiant damage.
Holy Feet: Your feet glow with an intense light, become shrouded in small thunderclouds, grow wings, or gain some other divine appearance. Your movement speed is doubled, and you are not hampered by nonmagical difficult terrain.
Once an effect manifests another cannot be invoked until a long rest is completed during which the previous effect fades away. Due to the power of these emanations, you cannot manifest the same effect twice in a row.
Celestial Heritage:
At the first level your angelic blood allows you to speak, read and write in celestial. In addition you have advantage on charisma checks versus celestial beings.
Supreme Touch:
At the 6th level the power of your heritage surges when you utilize your metamagic. When preforming metamagic you may choose to spend additional sorcery point to enhance its power. You deal an amount of radiant damage equal to your charisma modifier when you hit a creature with a spell attack or when a creature fails a saving throw vs. one of your spells. Additionally your spell attack roll critically hits or the creature fails its save by 5 or more the creature is blinded and deafened for a number of turns equal to your charisma modifier.
Divine Emanation
At the 14th level your angelic blood manifests more violently when you tap into your power. Whenever you cast a spell, spend a sorcery point or use a sorcerer class feature (other than this one or aspect of the divine) choose one of the following effects to manifest.
Authority of the Infinite: a halo of light manifests above or behind your head, radiating an intense light within 120 ft. Any hostile creature that stares into this light must make a wisdom saving throw vs. your spell save DC or become charmed or frightened (your choice) for 1 minute or until they take damage once a creature passes the saving throw they are immune to this effect for 24 hours. You may spend 1 sorcery point to suppress or reignite this aura.
Angelic Presence: A powerful Aura of thunder clouds, fire, light or some other effect of your choice manifests filling a 30 by 30 ft cube around you. The aura counts as difficult terrain for hostile creatures. Hostile Creatures are overwhelmed by your presence and thus have disadvantage to hit you while within this aura. You may spend 1 sorcerer point to suppress or reignite this aura.
Celestial Voice: Your voice becomes that of a booming angel. The only language you speak is in celestial. All hostile creatures within 60 ft of your that hear your voice must make a Wisdom saving throw against your spell save DC or follow a command no longer than 10 words that does not involve harm to themselves. Once a creature succeeds or fails this saving throw they are immune to the effects for 24 hours. You can spend one sorcery point to suppress or reignite this aura.
Once an effect manifests another cannot be invoked until a long rest is completed during which the previous effect fades away. Due to the power of these effects, you cannot invoke the same effect until the other two have manifested.
Apotheosis
At the 18th level your blood is considered divine. When you hit 0 HP and start making death save throws upon three successes you revive with a number of HP equal to your sorcerer level + your charisma modifier and regain half your total sorcery points. Upon making 3 Failures your temporarily revive, regaining all spell slots, and sorcery points and gaining the ability to cast a spell twice that turn. At the end of that turn your character dies.
[[Sorcerer|Sorcerer 2]]
(set:$Subclass to true)
(set:$Secondary_Class to "Angel Bloodline")
(Set:$Subclass_Features to " Aspects of Divinity
At the 1st level your angelic blood begins to manifest physically whenever you invoke its power. Whenever you cast a spell, spend a sorcerer point or use a sorcerer class feature (other than this one) choose one of the following effects to manifest.
Angel Eyes: you spawn 1d20 eyes that appear randomly on your body you can see through all of them. They give you truesight within 10 ft, and you know when you look at a creature with these eyes when they are lying.
Flesh of Angels: Your skin turns into a precious metal, like gold or silver, and you glow faintly. You are resistant to either nonmagical bludgeoning, slashing, or piercing damage and radiant damage.
Holy Feet: Your feet glow with an intense light, become shrouded in small thunderclouds, grow wings, or gain some other divine appearance. Your movement speed is doubled, and you are not hampered by nonmagical difficult terrain.
Once an effect manifests another cannot be invoked until a long rest is completed during which the previous effect fades away. Due to the power of these emanations, you cannot manifest the same effect twice in a row.
Celestial Heritage:
At the first level your angelic blood allows you to speak, read and write in celestial. In addition you have advantage on charisma checks versus celestial beings.
" )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to " Supreme Touch:
At the 6th level the power of your heritage surges when you utilize your metamagic. When preforming metamagic you may choose to spend additional sorcery point to enhance its power. You deal an amount of radiant damage equal to your charisma modifier when you hit a creature with a spell attack or when a creature fails a saving throw vs. one of your spells. Additionally your spell attack roll critically hits or the creature fails its save by 5 or more the creature is blinded and deafened for a number of turns equal to your charisma modifier.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to " Divine Emanation
At the 14th level your angelic blood manifests more violently when you tap into your power. Whenever you cast a spell, spend a sorcery point or use a sorcerer class feature (other than this one or aspect of the divine) choose one of the following effects to manifest.
Authority of the Infinite: a halo of light manifests above or behind your head, radiating an intense light within 120 ft. Any hostile creature that stares into this light must make a wisdom saving throw vs. your spell save DC or become charmed or frightened (your choice) for 1 minute or until they take damage once a creature passes the saving throw they are immune to this effect for 24 hours. You may spend 1 sorcery point to suppress or reignite this aura.
Angelic Presence: A powerful Aura of thunder clouds, fire, light or some other effect of your choice manifests filling a 30 by 30 ft cube around you. The aura counts as difficult terrain for hostile creatures. Hostile Creatures are overwhelmed by your presence and thus have disadvantage to hit you while within this aura. You may spend 1 sorcerer point to suppress or reignite this aura.
Celestial Voice: Your voice becomes that of a booming angel. The only language you speak is in celestial. All hostile creatures within 60 ft of your that hear your voice must make a Wisdom saving throw against your spell save DC or follow a command no longer than 10 words that does not involve harm to themselves. Once a creature succeeds or fails this saving throw they are immune to the effects for 24 hours. You can spend one sorcery point to suppress or reignite this aura.
Once an effect manifests another cannot be invoked until a long rest is completed during which the previous effect fades away. Due to the power of these effects, you cannot invoke the same effect until the other two have manifested.
")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to " Apotheosis
At the 18th level your blood is considered divine. When you hit 0 HP and start making death save throws upon three successes you revive with a number of HP equal to your sorcerer level + your charisma modifier and regain half your total sorcery points. Upon making 3 Failures your temporarily revive, regaining all spell slots, and sorcery points and gaining the ability to cast a spell twice that turn. At the end of that turn your character dies.
")(set:$Subclass_Features_For_Level_18 to true)
The First Flame
Your magical talents spawn from the first flame, a power that once long ago, introduced light to those lost in darkness. The first flame spawned a magic that generated creation and life, but also death and destruction to those who could not control it. It has been a lifelong personal battel for you to control your powers.
(set:$Produce_Flame to true)
Flame Affinity:
At the 1st level you can manipulate small flames, such as candles and touches. As a bonus action you an light or douse a flame within 30 ft. Any flame lit this way gives off light for an extra 5 ft, but it does not deal damage to objects or creatures. You also know the produce flame cantrip.
Heart Of Fire:
AT the first level the power of the first flame burns in your blood, empowering your spells and protecting you from elements. You can change the damage type of any of your spells to fire damage. You are also resistant to fire damage. (If you have a racial feature that gives you resistance to fire damage this becomes immunity to fire damage)
Heat of Battle:
Starting at the 6th level when you hit a target with a spell you can spend sorcery points to deal additional fire damage to that target. The extra damage is 1d6 per sorcery point spent. You can spend up to your proficiency bonus of sorcerer points. Additionally if you roll a 1 on the damage dice that dealt fire damage you can reroll the die and must use the new roll.
Spontaneous Combustion:
At the 14th level your flames take on a life of their own. When you are hit by a melee attack you can use your reaction to deal fire damage to the attacker equal to 2d6 + your charisma modifier. You can use this feature a number of times equal to your charisma modifier (min of 1). You regain all uses after you finish a long rest. Additionally you can use an action to light or douse candles, torches, or flammable object within 60 ft.
Ignited Spirit:
At the 18th level you can use your action to spread the flame in your heart, to the hearts of your allies. Increasing their vigor and resolve. For a number of rounds equal to your charisma modifier, allies within 30 ft of you have advantage on saving throws against spells and their weapon attacks deal an additional 1d8 fire damage. Once you use this feature you must finish a long rest before you can use it again.
[[Sorcerer|Sorcerer 2]]
(set:$Subclass to true)
(set:$Secondary_Class to "The First Flame")
(Set:$Subclass_Features to " Flame Affinity:
At the 1st level you can manipulate small flames, such as candles and touches. As a bonus action you an light or douse a flame within 30 ft. Any flame lit this way gives off light for an extra 5 ft, but it does not deal damage to objects or creatures. You also know the produce flame cantrip.
Heart Of Fire:
AT the first level the power of the first flame burns in your blood, empowering your spells and protecting you from elements. You can change the damage type of any of your spells to fire damage. You are also resistant to fire damage. (If you have a racial feature that gives you resistance to fire damage this becomes immunity to fire damage)
" )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to " Heat of Battle:
Starting at the 6th level when you hit a target with a spell you can spend sorcery points to deal additional fire damage to that target. The extra damage is 1d6 per sorcery point spent. You can spend up to your proficiency bonus of sorcerer points. Additionally if you roll a 1 on the damage dice that dealt fire damage you can reroll the die and must use the new roll.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to "
Spontaneous Combustion:
At the 14th level your flames take on a life of their own. When you are hit by a melee attack you can use your reaction to deal fire damage to the attacker equal to 2d6 + your charisma modifier. You can use this feature a number of times equal to your charisma modifier (min of 1). You regain all uses after you finish a long rest. Additionally you can use an action to light or douse candles, torches, or flammable object within 60 ft.
")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to " Ignited Spirit:
At the 18th level you can use your action to spread the flame in your heart, to the hearts of your allies. Increasing their vigor and resolve. For a number of rounds equal to your charisma modifier, allies within 30 ft of you have advantage on saving throws against spells and their weapon attacks deal an additional 1d8 fire damage. Once you use this feature you must finish a long rest before you can use it again.
")(set:$Subclass_Features_For_Level_18 to true)
Path Of War
While all barbarians know battle, those who walk the path of war are cut from a different cloth. They all know battle and combat, war changes men into something else entirely. It gives them purpose, drive, focus for the rage to devastate their enemies.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of War")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "
Channeled Fury
At the 3rd level you gain the focus to break through even the most powerful defenses. While raging when you make a weapon attack using strength, you can add half your rage bonus round down to your weapon attacks.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Arms Master:
At the 6th level you gain proficiency with improvised weapons and while raging when you use your attack action to hit a creature with a melee weapon attack you can use your bonus action to make the shove action.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Unstoppable Rage:
At the 10th level your movement speed while not wearing armor is increased by 10 ft and additionally you can now add your range damage to ranged weapon attacks.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Coordinated Assault
At the 14th level whenever you are raging and deal damage to a creature with a weapon attack you creature an opening that others can take advantage of until the start of your next turn attacks against this creature have advantage.
")(set:$Subclass_Features_For_Level_14 to true)
Shadow Walker
Rangers following the Shadow Walker thrive on the chaos of battle. Running through the fight, their enemies aren’t sure whether the ranger is wreaking havoc from a distance or behind them. A ranger who follows in the steps of the Shadow Walker can manipulate the battlefield, a proverbial one man army.
(set:$Subclass to true) (Set:$Secondary_Class to "Shadow Walker")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Shadow Image
At the 3rd level you can summon a ghostly image of yourself within 5 ft of yourself as a bonus action. It looks exactly like you the moment you summon it, but it is obviously ethereal, a ghost who barely obstructs vision. All attacks aimed at the shadow go through the ethereal being. You must remain within 100 ft of your shadow or it vanishes. The shadow lasts for 1 minute or until dispelled. You can only have one shadow at a time. Although stationary the shadow will mimic your actions. When you attack your shadow will attack the same target, or nearest target if not in range. You must roll an attack for the shadow, it rolls full damage dice and adds relevant modifiers, only half the damage rolled is dealt to the enemy. It is necrotic damage. The shadow can only attack once per turn, and cannot take any reactions or contribute to flanking or helping.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to "
Disappear into Shadow.
At the 7th level you can use your bonus action to take the place of your shadow. By using this ability, you take the place of your closest shadow, if there is no obstruction in your space the shadow takes your palace. Once you use this feature you can use it again after a short or long rest.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Duplicity:
At the 11th level you gain the ability to summon two shadows, each behaves the same as shadow image.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Shadow Assault:
At the 15th level as an action you can have a shadow explode in a mass of dark energy, dealing 6d10 necrotic damage to all enemies within a 5 ft radius of the shadow’s position.
Once you use this feature you cannot use it again until you finish a long or short rest.
")(set:$Subclass_Features_For_Level_15 to true)
Deepwood Sniper
A Deepwood Sniper is patient, careful, quiet, and accurate. Stealthy archers who’s deadly arrows sail from extreme rangers, trained to lie in wait for their targets and strike without warning or retaliation.
(set:$Subclass to true) (Set:$Secondary_Class to "Deepwood Sniper")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Deepwood Sniper Magic
At the 3rd level you learn an additional spell when you reach certain levels, these count as ranger spells for you and do not count against the number of spells you know.
3rd: Expeditious Retreat
5th: Misty Step
9th: Clairvoyance
13th: Greater Invisibility
17th: Dimension Door
Flawless Aim:
At 3rd level your sight is keen enough to peer through the thickest woods and pick out targets with the slightest light. You ignore disadvantage on wisdom perception checks based on sight.
As a bonus action, or when you cast hunter’s mark, or move hunter’s mark to a new target, you can give yourself advantage on the next attack roll this turn. You can do this if you haven’t moved this turn and your speed becomes 0.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to " Called Shot:
At the 7th level you excel in targeting vulnerabilities. If you make a ranged weapon attack with advantage and both rolls would hit you can roll one additional weapon die and add the results to the damage.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Rapid Target Acquisition:
At the 11th level when you reduce a creature to 0 HP with a ranged attack, you can immediately designate a new target within 30 ft without using an action which becomes the new target of your hunter’s mark (if possible), you can use your bonus action to make a single ranged attack against the new target, your weapons damage dice for this quick shot is 1d4.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Covering Fire:
At the 15th level you can use your reaction to make a ranged weapon attack with disadvantage, in response to a creature you can see making an attack against a creature other than yourself. If this special attack hits the creature takes 1d8 piercing damage and has disadvantage on the attack roll. You must choose to use this ability before the creature makes the attack roll.
")(set:$Subclass_Features_For_Level_15 to true)
No Pets For You
1st Level Illusion
Casting Time: 1 Action
Components: V, S, M (A hair of the animal you are creating)
Duration: Concentration up to 10 minutes
You Choose a creature within range that you wish to distract. An image appears before it of a small, adorable baby animal that behaves in an irresistibly cute manner. The image is purely visual, it isn’t accompanied by sound, smell or other sensory effect.
The Target must make a wisdom saving throw. On a Fail the spell compels the creature to pursue the illusion with the intent to pet it (outside of combat) or save it (within combat) until the spell ends or the affected creature takes damage. On a success the target sees through the illusion. THe illusion will pounce, bound and tumble just outside of the target’s reach for the duration. If an object or creature passes through the illusion the target can make an intelligence investigation check on a success the target sees it to be an illusion, and the spell ends.
(Set:$No_Pets_For_You to true)
(set:$Known_Spells -= 1)
[[Spells]]
Slave
You were given the short end of the stick in life. Wrong place at the wrong time, caught in the middle of something you didn’t want to be or couldn’t escape. Maybe in the middle of an orcish raid, or were born into slavery like your parents and grandparents and great grand parents were. Were you a prisoner of a war? Did you fail to pay your debts and were forced into this life of servitude to pay them off? Whatever your origin you have been set free though your own hard work, an uprising, or liberation by a hero. You thank the gods for your blessing. You may not have much but that won’t stop you from seeking it. What made you decide to take up your life of adventuring, nothing to return home to? Finding a new place to call your own? What do you plan to do with your newfound freedom?
(set:$Athletics to true) (set:$Survival to true)
(set:$Background_Equipment to " A set of ragged clothes
A broken pair of manacles ")
(set:$Background_Features to "Sympathy
You can find sympathy everywhere you go. You can use this to your advantage such as a free night at an inn or a free meal, or an easy job to earn some extra coin. When you tell your story people often look at you with softer eyes, and kinder hearts. ")
(set:$Background to "Slave")
[[Your Background]]
//Pádraig placed the wilted rose on his beloved’s grave. It had been a long journey home, lost and lead astray over the years, but always remembering her. He wished time had not marched through her with all it’s speed. Fifty years had seemed so long to her, but so short to him.//
Wraiths are commonly known to possess sentient beings of the world. Occasionally a wraith will reproduce while possessing someone. When a possessed creature mates with another creature, the wraith’s essences infects the unborn child becoming what is known as a blood child. These children are often distant from others, seeming to speak in strange ways and knowing things far beyond the understanding of a child.
They are unusually pale, and often have hair that ranges from pure white to platinum in color. Most children are never aware of their ghastly heritage. Those who are aware are able to grow their power, that manifests itself first when they become emotional, honing it through training.
As Half Wraiths are rarely detectable at birth, learning of their power as they mature and reach adulthood, around the age of 18.
They mature at a similar rate as humans but have been known to live for over 1000 years.
They are usually around the size and shape of their parent’s race, if not exceptionally thin. Their size is medium.
They have a bonus to intelligence and dexterity.
They have a walking speed of 30.
They have darkvision, allowing them to see in darkness and dim light conditions.
They have an undead likeness, making them immune to disease. They need to eat and drink very little, and only need a few hours sleep.
The dark presence that can be felt by others radiates off them in an intimidating way.
They are resistant to necrotic and cold damage, while being weak to fire and radiant damage.
They are unyielding to death, when they are reduced to 0 HP they can drop to 1 HP instead once per long rest.
(set:$Intelligence += 2) (set:$Dexterity +=1)(set:$Age_Range to "Adult at 18. Live to about 750+ years.")
(set:$Size to "Medium")
(set:$Walking_Speed to 30)
(set:$Features to " Darkvision: You can see in darkness as if it is dimly lit, and in dim lighting as if it is brightly lit for 60 ft. You can’t see color only shades of gray.
Undead Likeness: You are immune to disease. You need to eat and drink very little ½ as much as a normal creature of your size. You only need to sleep for 4 hours instead of 8 gaining the benefits of a full night’s rest in the shortened time.
Dark Presence: The dark energy of your being radiates off you, you are proficient in Intimidation
Undead Resistance: you are resistant to necrotic and cold damage.
Undead Weakness: You are vulnerable to fire and radiant damage.
Unyielding to Death: When you are reduced to 0 HP but not killed outright you can drop to 1 HP instead. You can’t use this feature again until you finish a long rest. ") (set:$Subrace to "none")(set:$Race to "Half Wraith")(set:$Language += 1) [[Moving on|Your Race]](set:$Intimidation to true)
//Kester clung to the mast of the ship, his eight tentacles keeping him securely attached to the rigging. He looked out across the vast ocean, he was the guide knowing this ocean the best of any crew apart from the captain. He checked the position of the sun, the island would be appearing on the horizon soon.//
Striking Appearance
The torso of a cecaelia is humanoid and has very pale skin, in tones of pale, muted pinks, grays, and blues. Their hair and eyes stand in stark contrast to their light complexion, being rich blues, blacks, and greens. Their dark eyes especially adding to their mysterious character.
The lower body of a Cecaelia is their most striking feature. From the waist downward they are akin to a large octopus, bearing eight, long, dexterous tentacles which can both propel them in water and carry them on land. These are often deeper blues, purples, and reds, sometimes with subtle patterns, and the ability to slightly alter the color to express themselves to a fuller extent, or camouflage.
Independent Souls
Every Cecaelia is born with a strong sense of self-reliance, needing it to survive in the deadly sea. They are fiercely independent and will always try to complete a task by themselves unless it becomes apparent that they cannot do it alone.
Cecaelia Names
Cecaelia names are as unique as the individuals who bear them, they choose their own names upon reaching adult hood, this is considered their true name, and is often a singular name or word that they find pleasing.
Languages: You speak read and write in Aquan (set:$Aquan to true) and common.
Age: Cecaelia age very fast, reaching adulthood at the age of 10 and only living about 70 years.
Walking Speed: 15 ft Swim Speed 30 ft.
Size: Torso averages 2-3 ft in length but their tentacles can reach 8 ft in length. Your size is medium.
Aquatic Weapon Experience: You have proficiency with Spear and Net.
You can breathe air and water.
With the eight tentacles that make up your lower body you can stand upright, and manipulate objects, but they are not dexterous enough to wield weapons.
You are resistant to bludgeoning damage and can squeeze through spaces two sizes smaller than your medium size as long as your items and armor fit through it as well.
You have a bonus to dexterity.
[[Tropical]] Commonly found in tropical coastlines, and coral reefs
[[Open Ocean]] Most at home roaming the void, empty expanses of the sea open ocean
[[Deep]] home in the darkest depths of the ocean
(set:$Dexterity += 2)(set:$Age_Range to "Adult at 10. Live to about 70 years.")
(set:$Walking_Speed to 15)(set:$Swim_Speed to 30)
(set:$Size to "Medium")
(set:$Spear to true) (Set:$Net to true)
(set:$Features to " Amphibious: You can breathe both air and water.
Tentacles: Your lower body consists of 8 tentacles the bottom of which are covered in a layer of soft hydrostatic disks. You can create suction powerful enough to suspend yourself upright out of water as well as grip opponents. Prehensile enough that you can manipulate objects, but you do not have the manual dexterity to wield weapons with them. You gain advantage on athletics checks related to climbing, and starting/ending grapples. You may take the use an object action as a bonus action, with a reach of up to 10 ft.
Hydrostatic Skeleton: You are resistant to bludgeoning damage, and can squeeze through spaces up to two sizes smaller than your size category with no penalties. Equipped items, armor and weapons must also fit in the space to use this ability. ") (set:$Race to "Cecaelia")//Conrad’s bright coloring matched the reefs he called home. Here in the markets he used it to draw attention to his booth of finely crafted seashell jewelry. He was unusual, an oddity that drew people in, that and a charming smile.//
Commonly found in tropical coastlines, and coral reefs. They have developed impressive camouflaging abilities which enable them to hide amongst the bright reefs they inhabit.
They have a natural camouflage that allows them to change colors and textures to blend in with their surroundings.
They have a bonus to charisma.
(Set:$Charisma += 1)
(Set:$Subrace_Features to " Camouflage: You may alter your colors and texture of your skin to blend in to your surroundings This ability grants you advantage on stealth checks to hide. If you are wearing no clothing or armor and carrying no items you may make a stealth check to hide even when a creature could normally see you. You may use a slight of hand check to conceal a small weapon, or item on your person while hiding in plain sight. Both of these abilities are lost of you move or take an action. ")(set:$Subrace to "Tropical") [[Continue|Your Race]]
//Gabriel surfaced, there was nothing for miles and miles in any direction. Open skies above, open ocean below. There was a pack of orcas migrating to warmer waters, a school of fish, a great white shark, creatures lived here with her. The ocean teeming with life in the absence of land. //
Most at home roaming the void, empty expanses of the sea open ocean cecelia have little need for camouflage when there is nothing to blend in with. They have developed an effective means of escape from predators with speed and cunning.
They get a bonus to intelligence.
When threated they can use their bonus action to make a jet of water and dash underwater. They can also make a cloud of ink hiding them from predators.
(set:$Intelligence += 1)
(Set:$Subrace_Features to " Water Jet: You may use your bonus action to take the dash action. The ability can only be used underwater.
Ink Cloud: You release a cloud of ink, concealing your escape from predators. You may cast fog cloud with a range of self and duration of 1 minute. The cloud does not move with you. You must complete a short or long rest before using this ability again. ")(set:$Subrace to "Open Ocean") [[Continue|Your Race]]
//Serdar ignored the glowing lights of the bioluminescent creatures luring in their victims. They blinked their secret messages as he made his way through the inky darkness. The Infinite was waiting for him, and his life depended on the disinterest of the eldritch horror. //
The Deep Cecaelia have made their home in the darkest depths of the ocean. The aquatic equivalent of the underdark. These mysterious beings are less colorful than their low pressure kin and rarely venture into the lighter shallows.
They have a bonus to constitution.
They have superior darkvision, from living in the dark depths of the ocean. This also means they have a sensitivity to sunlight.
Living amongst the indescribable creatures and phenom of the deep they are resistant to psychic damage.
(Set:$Constitution += 1)
(Set:$Subrace_Features to " Superior Darkvision: You can see in darkness as if it is dimly lit and in dim conditions as if it is brightly lit for a distance of 120 ft.
Sunlight sensitivity: You have disadvantage on attack rolls and wisdom perception checks that rely on sight when you, or the target are in direct sunlight.
Mysterious of the Deep: You have lived amongst indescribable phenomena that would shatter the minds of lesser creatures. You have resistance to psychic damage and advantage on saving throws against enchantment and psychic damage ")(set:$Subrace to "Deep") [[Continue|Your Race]]
Oath Of The Grim Hunt
A calling that requires its followers to seek out and destroy the many evils that stalk the mortal realms. These hunters dedicate themselves, body and soul to hunting down monsters, the wicked, the mutated, destroying them with a merciless prejudice.
Tenets of the Grim Hunt
Kill the Monster, Burn the Cult: Seek and destroy the monsters that seek to feast on the woes of mortals and end the lives of their mortal followers.
Defy The Dark Ones: Evil Persists because it lays seeds. Destroy the foundations of the dark gods power and wipe their names from history.
Be ever prepared: Your enemy never rests, and you must be ever ready to answer the call. Abstain from drink and gluttony. Keep your body strong and your will unbreakable.
No mercy for the wicked: Your enemies lack empathy and mercy. Show them none in return.
Oath of the Grim Hunt Spells:
3rd: Hunter’s Mark, Faerie Fire
5th: See Invisibility, Hold Person
9th: Dispel Magic, Magic Circle
13th: Locate Creature, Elemental Bane
17th: Hold Monster, Scrying
(set:$Secondary_Class to "Oath Of The Grim Hunt") (set:$Subclass to true)
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at the 3rd level you gain the following two channel divinity options
Hunt’s end: When you hit a creature with a melee attack and use your divine smite feature you can use your channel divinity to increase the damage of the die of the smite to a d10. If the target is an aberration, fiend, undead, or monstrosity the dice becomes a d12
Merciless Crippling: As an action you can use your channel divinity to hobble a creature. Choose a creature within 60 ft of you, they must succeed a wisdom saving throw or have their flying, burrow speeds reduced to 0 and their movement speed halved for 1 minute.
Spells: Hunter’s Mark, Faerie Fire
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: See Invisibility, Hold Person
")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Beacon of Defiance:
At the 7th Level whenever you or a friendly creature within 10 ft of you in under the effect of a spell or other effect that allows it to repeat a saving throw at the end of each of their turns, it can repeat the saving throw at the start of its turn, ending the effect early. At the 18th level the range of this aura is increased to 30 ft.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Dispel Magic, Magic Circle")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Locate Creature, Elemental Bane
")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " The Living Inevitable:
At the 15th level you can no longer be charmed or paralyzes, you can’t be sensed or scryed upon by divination magics unless you want to be.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Hold Monster, Scrying ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Champion Of The Grim Hunt:
At the 20th level you learn to summon the divine magic necessary to assume a monstrous form of your own. As an action you can gain the following benefits for one minute.
Your size increases by 1 category, your strength increases by 4.
Your weapon attacks score a critical on a roll of 10-20 if the target is an aberration, fiend, undead, or monstrosity.
A hostile creature that starts its turn within 10 ft of you has disadvantage on any attack roll that isn’t against you.
Once you do this you cannot use this feature again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(set:$Class to "Gunslinger")
(Set:$Level_One_Features to " Tinkerer:
Beginning at 1st level you can use tinkerer’s tools to craft basic ammo and repair damaged firearms.
Natural Talent:
Beginning at the 1st level choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency. In addition you gain the marksman fighting style. ( +1 bonus to attack rolls and damage rolls you make using firearms.)
")(Set:$Level_Two_Features to " Grit:
You like every gunslinger have something which allows you to remain cool and collected even in the most dire situations. Starting at the second level you gain a number of grit points equal to your proficiency bonus. Any Expended grit points refill at the end of a short or long rest. The number of grit points you have can never exceed your proficiency bonus.
When making an attack with a firearm as part of your attack action, you may choose to expend a number of grit points up to your max to gain a bonus on the attack roll equal to the number of expended grit points. If the attack hits you add the bonus to the damage roll as well.
Some of your grit features require your target to make a saving throw to resist the features effects, that saving throw is 8 + Proficiency Bonus + Dexterity Modifier
Restoring Grit: You regain 1 Grit Point up to your current max whenever your score a critical hit with a firearm attack, or reduce a creature to 0 HP with a firearm attack. If you reduce a creature to 0 HP with a critical hit you regain 1 not 2 grit points. ")
(Set:$Level_Three_Features to "Gunslinger Trail:
At the 3rd Level you choose a trail which reflects your own personal style and credo. Following of these trails separates a mere gunslinger and a legendary gunslinger. Choose Trail of the Desperado, or Trail of the Gunsmith. Both detailed later granting you unique features at the 3rd, 6th, 10th, 14th, and 17th levels.
(max grit 2)")
(Set:$Level_Four_Features to "Ability Score Increase
Give Em A Scare:
When you reach the 4th level you can use your action ot fire a blank charge into the air. Hostile creatures within 15 ft of you make a wisdom saving throw (DC is your Grit DC). Creatures who fail are frightened of you for one round. After the effects resolve any creature which rolled a saving throw against this feature is immune for 24 hours.
(max grit 2) ")
(set:$Level_Five_Features to " Extra Attack:
Starting at the 5th level you can attack twice instead of once whenever you make an attack action on your turn. (max grit 3) ")
(Set:$Level_Six_Features to "Trail Feature
(max grit 3)")(Set:$Level_Seven_Features to " Trick Shot:
Starting at the 7th level you can target a specific location on a foe’s body. When making an attack with a firearm you spend any grit points on you can add an additional effected based on the targeted location.
Armshot: On a hit, the creature drops one held item of your choice.
Headshot: ON a hit the target has disadvantage on attacks made until the start of your next turn.
Legshot: On a hit the target must make a constitution saving throw or fall prone.
Bodyshot: On a hit the target must make a constitution saving throw or have disadvantage on dexterity ability checks and saving throws and become unable to speak aloud until the start of its next turn.
Wingshot: On a hit the target must make a constitution saving throw or have it’s walking speed reduced to 0 until the start of your next turn.
(Max grit 3)")
(Set:$Level_Eight_Features to " Ability Score Improvement (max grit 3) ")
(Set:$Level_Nine_Features to " Evasion:
Beginning at the 9th level you can nimbly dodge out of the way of certain area effects such as a red dragon’s fiery breath attack or an ice storm spell. When you are subjected to the effects that allows you to make a dexterity saving throw to take only half damage you instead take no damage if you succeed the saving throw, and only half damage if you fail.
(Max grit 4)")(Set:$Level_Ten_Features to " trail feature
(max grit 4)")
(Set:$Level_Eleven_Features to "
Violent Shot:
Starting at the 11th level you learned how that you can’t always play it safe if you want to win. As a part of a ranged attack action using a firearm you can spend a grit point to preform a violent shot. If your attack hits’ you roll all damage dice as if the attack were a critical hit. However unless you roll a critical hit on the attack the firearm becomes broken. ")
(Set:$Level_Twelve_Features to "Ability Score Improvement (max grit 4)")
(Set:$Level_Thirteen_Features to "
Trick Up Your Sleeve:
When you reach the 13th level you’ve found the wisest course of action is to remain unpredictable, ready for anything. You may choose up to 2 non weapon items weighing up to 2 lbs. to hide somewhere on your body. These Items must be small enough to be reasonably hidden and can be accessed and used as a reaction when you are attacked or as a bonus action. If you currently have less than your maximum number of non-weapon usable items on your body, you may hide another item as a bonus action. (max grit 5)")
(Set:$Level_Fourteen_Features to "trail feature
(max grit 5)")
(Set:$Level_Fifteen_Features to "
Slinger’s Luck:
At the 15th level some swear you’ve been kissed by lady luck herself. Before you roll a saving throw you can choose to automatically succeed. Once you use this feature you must take a long rest before you use it again.
(max grit 5) ")
(Set:$Level_Sixteen_Features to "Ability Score Improvement (Max grit 5) ")
(Set:$Level_Seventeen_Features to " trail feature
(max grit 6)")
(Set:$Level_Eighteen_Features to "
Personal Effects:
Beginning at the 18th level you can choose one of the following items as your personal effects. Your chosen item grants you a unique bonus specified as followed. If your personal effects are lost or stolen or destroyed, they mysteriously reappear on your person during a long rest.
Acrobatics Harness (Desperado Only): The strain of rolling ducking and dodging can taker their toll on the body. With this harness you can preform stances to dodge out of harms way with little strain on yourself. While wearing yoru Acrobatics Harness you may add your proficiency bonus to the damage deduction component of Dodge Roll.
Comfortable Duster: This old trail worn duster has been your constant companion, full of holes, torn in places, and never quite clean its like you in more ways than one. While wearing your comfortable duster you can store up to 4 non weapon usable items instead of 2 with the trick up your sleeve feature. You may use up to 2 of these items with a single bonus action.
Lucky Hat: This hat has been with you since the beginning and no matter how many times you lose it, it always seems to find its way back. While wearing your lucky hat you may use your slingers luck feature 2 times between each long rest.
Quality Cigar: No matter where you draw on it this cigar always give you a quiet moment to reflect. As an action you make a draw on the quality cigar and regain 1 grit point. You make a draw 2 times on the quality cigar before it is destroyed.
Tinker’s goggles: Tinkering has always kept you up at night and these goggles have been a tinkerer’s best friend. While wearing your tinkerer’s goggles you can see normally in darkness, both magical and nonmagical, up to 120 ft, you are immune to the blind condition. You have advantage on tinkerer’s tools ability checks.
The Rambler (gunsmith only): You can never leave home without an ammo stockpile about the size of a munition’s depot. This high capacity smooth leather bandolier carries it all for you. While wearing the rambler you may carry up to 2 extra rounds of specialty ammo which are added to your current max.
(max grit 6)")
(Set:$Level_Nineteen_Features to "Ability Score Improvement
(Max grit 6)")
(Set:$Level_Twenty_Features to "
True Grit:
At the 20th level whenever you would regain 1 grit point you instead regain 2 up to your current max. (Max grit 6)
.")
(set:$HP_Gained to "1d8 + Constituiton Modifier") (set:$Hit_Dice to "1d8" )
(set:$ST to "Dexterity, Wisdom ")(set:$Class_Skills += 2)(set:$Firearms to true)(set:$All_Simple_Weapons to true)(set:$Tinkerers_Tools to true)(set:$Light_Armor to true)
(set:$Acrobatics_Choice to true) (Set:$Insight_Choice to true) (set:$Investigation_Choice to true) (set:$History_Choice to true) (Set:$Perception_Choice to true) (Set:$Slight_Of_Hand_Choice to true) (Set:$Stealth_Choice to true) (Set:$Survival_Choice to true)
(Go-to: "Gunslinger 2")Trail Of The Desperado
The desperado fights with skill, reflex, and a quick trigger finger. Her movements are crisp and sharp and faster than the average person can track. Those following this path drill their motions until they surpass normal mortal limits. (Set:$Subclass to true)
(set:$Secondary_Class to "Trail Of The Desperado")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Fast Reflexes:
When you choose this trail at the 3rd level your speed improves by 10 ft while you aren’t wearing heavy armor.
In addition, you my use your bonus action to either repair or reload a weapon in your possession. If you choose to repair a weapon in this manner you automatically succeed on the required tinkerer’s tool ability check. You may use this feature a number of times equal to your wisdom modifier. When you finish a long rest, you regain expended uses. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Quick Draw:
At the 6th level you’ve learned how to keep an eye on your surroundings and a close hand on your gun. You add your Wisdom modifier to any initiative check. Furthermore, during the first round of combat in which you would act you can spend a grit point to make a single attack with a one-handed firearm before the top of the initiative order. After, initiative proceeds as normal. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Dodge Roll:
Starting at the 10th level you’ve learned to tumble away from attacks. After taking damage you may use your reaction to dodge out of the way of further assaults, moving a distance up to half your movement speed and reducing the initial damage taken by an amount equal to your Wisdom modifier. While moving in this manner enemies have disadvantage on opportunity attacks made against you. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Fan Fire:
Starting at the 14th level you can attack 3 times instead of twice whenever you use your attack action on your turn. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Seventeenth_Level_Features to "Improved Quick Draw:
At the 17th level ad both your wisdom modifier and proficiency bonus to your initiative check, you act even when surprised. In addition, when you use quick draw to attacks at the top of initiative order you may do so with any firearm as long as the firearm is within reach. Quick Draw no longer consumes grit.")(set:$Subclass_Features_For_Level_17 to true)
Trail Of The Gunsmith
A gunsmith is an eccentric tinkerer unafraid of taking risks and trying out ways to modify their firearms. They learn by improving their existing creatures and building new ones. Each new creation is a step towards something greater. Those following this trail use their intelligence to forge weapons and ammunitions. Some gunsmith features require targets to make a saving throw to resist the effects this is different than your Grit DC. Gunsmith DC is 8 + Proficiency bonus + intelligence modifier.
(Set:$Subclass to true)
(set:$Secondary_Class to "Trail Of The Gunsmith")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to "Walking Artificer
When you choose this trail at the 3rd level you craft a mechanism that allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.
Apprentice Guncrafting
When you choose this at the 3rd level you can craft new firearms and modify your current ones. One handed guns are based on the pistol, two handed guns are based on the musket and cone guns on the scatter gun. Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one.
Maintenance: Modifications require constant tuning and maintenance to remain in working order. During a long rest you may maintain a number of modified firearms up to your intelligence modifier. If a modified firearm is not maintained during a long rest any attack rolls made with that firearm have disadvantage.
Limited Modification: You may modify a firearm a number of times up to your intelligence modifier, in addition every modification falls into a category. You may only place a singe modification from each category on a given firearm.
Modifications
3rd: Long Barrel: make attacks up to its long range without disadvantage.
3rd: Snubnose Barrel: Only make attacks up to its short range, but on a hit knocks the target back 5 ft.
3rd: Elemental Barrel: Damage dealt with this firearm is considered acid, cold, fire or lighting for the purpose of overcoming resistance and immunity. You choose the damage type when you make the modification.
4th: Dampening Alloy: This firearm is treated as silenced.
4th: Light Alloy: This firearm is light.
6th: Nonporous Alloy: Firearm and ammo are no longer affected by being wet or submerged, you can make weapon attacks normally while submerged up to the short range.
10th: Auto-Loader (Reloading mechanism): If you do not use the firearm to make an attack during your turn the firearm is reloaded to full capacity without requiring any actions.
10th: Vampiric Weapon (Reloading Mechanism): When the ammo count reaches 0 you may choose to make an additional attack without reloading if you choose to make an additional attack in this manner Vampiric weapon activates. While active each additional attack deals 5 necrotic damage to you. If you reduce a creature to 0 HP when Vampiric Weapon is active you gain 10 HP. Vampiric Weapon deactivates whenever Ammo count is above 0.
10th: Mechanical Reloader (reloading mechanism): This gun automatically reloads itself when your ammo count drops to 0. After it reloads itself in this manner the mechanical reloader must be reset before it is usable again. Resetting the mechanical reloader requires an action. You may still manually reload the gun.
14th: Piercing Ammo: Ignore half cover, 3 quarters cover, and resistance to piercing damage for calculating damage.
14th: Ricochet Ammo: Attacks may Ricochet, hitting a second target within 10 ft of the original target. If the attack hits its intended target you may choose a singe additional target within 10 ft to deal damage to the second target equal to half the original damage.
14th: Corrosive Ammo: Cause the opponent to take additional die of weapon damage as Acid damage on a hit. You cannot apply this effect to the same target more than once until the start of your next turn.
17th: Underslung Flamethrower (Personal Touches): As an action you may make a single attack roll and send forth a wave of fire from the flamethrower in a 30 ft cone. Each creature caught in the cone must make a dexterity saving throw. A target takes 6d6 fire damage on a failed save and half as much on a success. It ignites flammable objects in the area that aren’t being worn or carried. You must reload the flamethrower separately from the weapon before using it again.
17th: Tactical Sniper Scope (Personal Touches): As an action you may aim through the scope and make a single attack with advantage.
17th: Stun Coils: As an action you may make a single attack roll to deliver an electric shock to a creature within the firearms short range. On a hit the creature takes 6d6 lightning damage and must succeed a constitution saving throw or lose its reaction and fall prone and take full damage. You must reload stun coils before using them again. Stun coils are reloaded separately from the firearm. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Journeyman Guncrafting:
When you reach the 6th level your skill at modifying and creating weapons have noticeably grown, you gain expertise with tinkerers tools (doubling your proficiency bonus with checks you make involving them). Additionally, you’ve learned to modify your guns to pull barest magic from the world around them. From now on any attack made with a gun you’ve modified is treated as magical for the purpose of overcoming resistance and immunity. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Blast Packs:
At the 10th level your experiences with different types of ammo led you to an explosive yet useful discovery. When a creature moves within 5 ft of you, you can use your reaction for detonate a shaped explosive charge between you and the creature. The creature loses its reaction and must make a Dexterity saving throw or be knocked prone by the blast. While you ride the shockwave 15 ft away form the creature you cannot use this feature while prone. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Specialty Ammo:
Beginning at the 14th level you can craft special ammo for your firearms with certain effects. Each round of special ammo must be crafter during a long rest and only retains its special effects until your next long rest. You can craft and carry a number of specialty rounds equal to intelligence modifier (min of 1 round). You cannot have more rounds than your intelligence modifier at any time, unless indicated otherwise. Upon loading a gun, you must declare which specialty round if any you are loading into the gun. Once a piece of ammo has been loading into the gun you may expend it as part of any attack you make with that gun.
Freeze Rounds: Its subdivided chemical core shatters on impact, releasing chemicals that mix and create a burst of ice spreading from point of impact trapping objects within 5 ft. Creatures hit with a freeze round must make a constitution saving throw or become chilled taking 3d8 additional frost damage and become restrained until the end of your next turn. On a successful save they take half frost damage and are not restrained. (increasing by 2d8 at the 17th and 20th levels)
Explosive Rounds: A large bullet packed with an explosive charge that detonates on impact dealing fire damage in a 10 ft radius sphere. Creatures in this area must make a dexterity saving throw or take an additional 3d8 fire damage of half as much on a successful one. (increasing by 2d8 at level 17 and 20.)
Heavy Rounds: Bullet crafted from dense alloy, blasts though half and three quarters cover ignoring it and dealing an additional 3d6 damage. This damage increases by 2d6 at the 17th and 20th levels.
Flash Round: A magnesium charge, doesn’t deal damage, blinding creatures in a 30 ft cone from the barrel of the gun. Any creature within this cone must make a constitution saving throw or be blinded until the end of your next turn.
Tranquilizer Dart: A thin metal syringe modified to inject nonlethal sedative when piercing an organic target. A creature must make a Constitution saving throw when hit with the dart becoming stunned until the end of your next turn on a fail. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Seventeenth_Level_Features to "Masterful Guncrafteing:
Starting at the 17th level you long years laboring over a workbench and in the field have paid off giving you a master’s grasp of tinkering and guncrafting. Whenever you would suffer a misfire you may choose to ignore it. You must complete a short rest before using this ability again.") (set:$Subclass_Features_For_Level_17 to true)
College Of Songs
Dedicated to mastering the art of song. Travelling the lands seeing out varied tunes and complex melodies. These bards love songs more than great deeds, but end up with a plethora of exciting tales of their own adventures while seeking the greatest songs.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Songs")
(set:$Subclass_Third_Level_Features to " Performance Proficiency
At the 3rd level if you roll a skill check and the final value is lower than your performance modifier you may replace that value with your performance modifier.
Comfort Of Music:
At the 3rd level your songs can invigorate in the heat of battle. A creature with a bardic inspiration dice may roll the die and add the bards charisma modifier and gain that value as temp HP as a reaction to an attack being made against it. ")
(set:$Subclass_Sixth_Level_Features to " Carry A Tune:
At the 6th level when casting a concentration based spell while playing your instrument (Arcane focus) and you concentration is broken the spell lingers for 1 round before disappearing. ")
(set:$Subclass_Fourteenth_Level_Features to " Switching Melodies:
At the 14th level if you are maintaining a concentration on a spell, you may pause the spell and cast another concentration spell, the effects disappear as if the concentration was broken. As a bonus action or if your concentration on the second spell is broken the paused spell resumes all effects. You may only have one paused spell at a time. If you pause a second spell the first disappears. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
College Of Magi
Magic itself is the greatest inspiration. Motivated by the smallest nuance of magic the college of Magi was formed. A collection of people who see to see magic grow and flourish, the natural weave of magic is the great requiem.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Magi")
(set:$Subclass_Third_Level_Features to " Magical Whispers:
At the 3rd level select three spells of your choice from any class. The spells must be of a level you can cast as shown on the bard table or a cantrip. They count as bard spells for you, but don’t count against the number of spells you know.
Mystic Insperation:
At the 3rd level whenever you make a ability check, attack roll, or saving throw you may use a bardic inspiration as a reaction and add the result to the check. You can use this feature after you roll the dice but before you know the result. ")
(set:$Subclass_Sixth_Level_Features to " Striking Tongue:
At the 6th level you can add your spellcasting ability to damage rolls for your bard spells.
")
(set:$Subclass_Fourteenth_Level_Features to "
Greater Magical Whispers:
At the 14th level you can select three spells of your choice from any spell list. The spells must be of a level you can cast, as shown on the bard table, or cantrip. The chosen spells count as bard spells for you, but don’t count against the number of bard spells you know. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
Circle Of Flora
While many druids are drawn to the power and grace of fauna of the world, circle of flora recognize the silent strength and timeless endurance of the plants that form the basis of every ecosystem. Other druid circles take the form of beasts to patrol their protected lands a druid of this circle is just as likely to take the form of a tree or shrub to silently observe the beauty around them.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of Flora")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Flora Familiar:
At the 2nd level you learn the find familiar spell, and can cast it as a ritual. When you cast the spell you may substitute the material component of the spell with a small plant. The plant must be a living, non magical, and not already a creature. The plant material is not consumed but becomes an awakened shrub that serves as your familiar. The DM has the stats for your familiar. If the shrub dies or is permanently dismissed it returns to being a normal plant.
Botanical Body
At the 2nd level finding the balance of flora and fauna you are able to take on the forms of both. You can use your wild shape to transform into a plant creature with a CR as high as 1, but must abide by the limitations of the beast shape table. Starting at the 6th level you can transform into a plant creature with a CR as high as your druid level divided by 3 rounded down. ")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " One Among the Trees
At the 6th level the life of a plant as become almost second nature. Each continuous hour you spend motionless while wild shaped into a plant creature does not count against the duration of your wild shape. You have advantage on ability checks to pass yourself off as a plant. In addition you know how to best position yourself in nature’s arena. When you are lightly obscured by foliage attack rolls against you are made with disadvantage.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "
Photosynthesis
At the 10th level you do not require food for the day if you spend at least 1 hour in sunlight. You do not suffer penalties from lack of water if you have had at least one gallon of it win the last week. Your body adopts these internal changes and may cast barkskin on yourself at will without expending a spell slot or material components.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Sempiternal Seed
At the 14th level you are able to condense your essence into a single seed of life. Once per week you can spend an hour long ritual planting a seed for your future rebirth, and burying it in the soil. The seed is magical and remains active for 1 day. You may spend a spell slot during the ritual and add a number of active days equal to the level of the spell slot expended.
Each time you preform this ritual only the most recent seed is considered active. A seed can become inactive if it is uncovered or moved from the ritual location. Should you die while a seed is active you are reborn an hour later as per the reincarnate spell, at the location of the seed. This process is an ordeal and take -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest the penalty is reduced by 1 until it disappears.
")(set:$Subclass_Features_For_Level_14 to true)
Spell Seeker
Some rangers hunt beasts, monstrosities, or undead, but you hunt spellcasters, especially those who abuse their powers and pervert reality to their own selfish ideals.
(set:$Subclass to true) (Set:$Secondary_Class to "Spell Seeker")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Spell Seeker:
At the 3rd level your commitment to learning of those who would abuse magic allows you to find them and hunt them. Whenever a spell is cast within 30 ft of you, you are aware of it. If the casting isn’t obvious you are unable to detect where the casting took place, only that it happened.
Spell Breaker:
At the 3rd level whenever you see someone casting a spell within 30 ft of you, you may use your reaction to make a weapon attack against them, on a hit the caster must succeed a concentration check, on a failure their casting doesn’t go off, and their action and the spell slot is wasted.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to "
Warded Hunter:
At the 7th level you have advantage on saving throws against magical effects.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Seeker’s Mark
At the 11th level once per turn when you hit with an attack you can infuse the magic of a spell slot into your attack. The creature takes 1d8 force damage per slot level expended, and the creature is marked by you. While marked you are keenly aware of the creature’s exact location therefore they can never gain the benefit of being unseen by you. Additionally, you are aware of anytime the creature casts a spell while marked. This mark lasts until the creature dies, or the creature is targeted by a remove curse or greater restoration, or you mark another creature with this attack. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Bound Spell:
At the 15th level whenever a caster fails the concentration check of your spell breaker feature the slot is expended and they are unable to cast that spell again until they take a long rest, or are targeted by a remove curse or greater restoration spell. ")(set:$Subclass_Features_For_Level_15 to true)
College Of Grace
Using choreography to tap into the arcane and their agility to dance with blades these bards are mesmerizing and deadly.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Grace")
(set:$Subclass_Third_Level_Features to " Choreographed Casting:
At the 3rd level you learn to channel spells through movement. Your walking speed increases by 5 ft. You may also spend 5 ft of move in dance as your spellcasting focus for bard spells.
Pirouette:
At the 3rd level as an action you may turn and expend one of your bardic inspiration dice and 5 ft of movement to use one of the following effects:
Bladed-Make a charisma performance check. As long as you wield at least 1 melee weapon, any creatures within melee range succeed a Dexterity Saving Throw against your spell save DC or take slashing damage from your weapon. On a success they take half as much.
Mesmerizing- Creatures within 10 ft that can see you must make a wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.
Reassuring-Use a bardic inspiration dice and each ally within 20 ft may use the number rolled on their next roll before the start of your next turn. ")
(set:$Subclass_Sixth_Level_Features to "
The Show Must Go On:
At the 6th level on each of your turns while concentrating on a spell cast using Choregraphed Casting, as a bonus action you may spend an additional number of feet from your speed equal to half the spell level rounded up times 5, until your next turn when you make a concentration saving throw make a charisma performance check instead.
")
(set:$Subclass_Fourteenth_Level_Features to " Tango:
At the 14th level when you move at least 10 ft, as a bonus action you can create an illusion of yourself in a free space within 5 ft of you. Any Enemy attempting to attack you while the illusion is up has must pass an intelligence check against your Spell Save DC, hitting the illusion on a failure. There can only be one illusion up at a time and it lasts until the start of your next turn. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
College Of Death’s Call
Singing dirges of doom and destruction that enemies can’t get out of their heads as your dance like blows bring them closer to their grave.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Death’s Call")
(set:$Subclass_Third_Level_Features to " Dirge Of Inescapable Doom
At the 3rd level, as a bonus action you can spend one of your bardic inspiration dice to place a deathmark on an enemy who can hear your for up to 10 minutes. Whenever you miss a creature that has your deathmark you can use your rection to deal psychic damage consuming the deathmark (roll the bardic inspiration dice as the damage). You can only have one deathmark at a time.
")
(set:$Subclass_Sixth_Level_Features to "
Extra Attack
At the 6th level you can attack twice instead of once when you take the attack action on your turn.
")
(set:$Subclass_Fourteenth_Level_Features to " Grave Waltz
At the 14th level you gain advantage on attack rolls against creatures with your deathmark. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
College Of The Blazing Strings
The sound of music can be calming to the ears of those who understand it. It softens heavy emotions, and turns some mortal minds mad. Focusing energies into stringed instruments they can tap into arcane magics that enhance the performance.
[[Subclass Feature Description]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of The Blazing Strings")
(set:$Subclass_Third_Level_Features to "Ballad of the Phoenix:
At the 3rd level you gain the ability to turn any stringed instrument into a powerful weapon. Choose enemies or allies, spend one bardic inspiration dice to play a song that bestows a blessing of fire or a curse of flame. A number of creatures within 60 ft equal to your charisma modifier (min of 1) can be affected by this. Roll your bardic inspiration die allies you’ve chosen can add that number to their first damage roll as additional fire damage. Enemies make a charisma saving throw taking the bardic inspiration dice roll + your charisma modifier of fire damage, half as much on a successful save.
Branding Performance:
At the 3rd level when you perform with a stringed instrument for at least 1 minute you can choose a number of humanoids within 60 ft up to your charisma modifier (min of 1) who watched or listened to the whole performance. Each target must make a wisdom saving throw or feel an intense feeling and emotion you choose, like happiness, lust, fear, paranoia. These feelings last for a day. Success on the save has no effect and they are unaware of the effect of your music. Once you use this feature you can’t use it again until you finish a long rest.
")
(set:$Subclass_Sixth_Level_Features to "
Ballad of The Inferno
At the 6th level using your Ballad of the phoenix gives you benefits of the fire shield spell until the start of your next turn. You learn two spells of a level you can cast that deal fire damage, they don’t count against the number of spells you know.
")
(set:$Subclass_Fourteenth_Level_Features to " Burn it Down:
At the 14th level you can let the world burn around you. When you use your ballad of the phoenix and choose enemies, you can instead target every creature within 30 ft of you. You then roll a number of d12 equal to the number of creatures within range and use that for the damage roll, you take ½ damage as psychic damage. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
Circle Of The City
Some druids prefer distant mountain ranges and deep forests, cities are full of life and needs a protector as well. The grass growing between flagstones, tiny gardens, rats, foxes, raccoons, donkeys, and sparrows all need your help.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The City")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Urban Explorer
At the 2nd level you move through urban environments easily and rarely lose your way. You know the secret paths and the flow of crowds, allowing you to lead your companions across cities either quickly or stealthily, advantage on group checks.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Third_Level_Features to " Circle Spells:
At the third level you gain the ability to start casting certain spells, they don’t count against your prepared spells, and you always have it prepared, and it counts as a druid spell for you.
3rd: Command, Lesser Restoration
5th: Haste, Tongues
7th: Freedom of Movement, Greater Invisibility
9th: Cloudkill, Passwall.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Oppidan Attunement
At the 6th level you are attuned to urban life so well hat your spells affect worked material and natural material in the same way. You can disturb cobblestones and pavement with mold earth or spike growth to produce difficult terrain. You can summon grasping vines through cracks in masonry, or conjure hallucinatory terrain that looks urban, transport via plants using an ivy covered wall, a hedge, or a lawn of at least 15 square feet.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " City Ward:
At the 10th level you have advantage on saving throws against being charmed or frightened by humanoids or beasts and are immune to poison and disease.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Civil Sanctuary:
At the 14th level city folk become hesitant to attack you, sensing your innate connection with the city itself. When a humanoid creature attacks you that creature must make a wisdom saving throw against your druid spell save dc on a failed save the creature must choose a different target or the attack automatically misses. On a successful save the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes an attack against you.
")(set:$Subclass_Features_For_Level_14 to true)
Circle Of Concrete
Defenders of the downtrodden in cities, experts on surviving without a copper to their name, becoming the champion those who they live amongst need the most.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of Concrete")
[[Subclass Feature Description]]
(set:$Subclass_Second_Level_Features to " Bonus Proficiencies:
At the 2nd level you are now capable of using and wearing metal shields and armor.
Street talk:
At the 2nd level you gain advantage on intelligence investigation checks to learn about a person or location in a city. You have advantage on charisma persuasion checks to haggle for goods, and Charisma Deception checks to lie to authorities. You know Thieves’ Cant.
Street Walk:
At the 2nd level moving through nonmagical difficult terrain costs no extra movement. You can pass through crowds without being slowed and have advantage on checks to hide in them. And advantage on strength athletics checks made to scale walls.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Urban Shape:
At the 6th level you can emulate the forms of some constructs, you can take the from of a flying sword when you use your wild shape. At the 8th level you can choose the form of animated armor, and at the 10th a helmed horror, and at the 14th a shield guardian.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Streetwise:
At the 10th level you are immune to blights and the dangers of the city immune to diseases and poison and resistant to poison damage. You can’t be surprised while conscious in the city.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Passwall:
At the 14th level you have the layout of the city so well memorized you can literally teleport yourself around. You can cast passwall or dimension door without using a spell slot. After you cast either of these spell you cant use this feature again until you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
//Tad leaned over the side of the ship, clinging to the rigging, his harpoon at the ready. The giant eel would be back any second and he wasn’t going to miss his shot. Salty spray coated his beard, his hair, soaking his clothes. The beast had scared off and eaten enough fish that they were almost entirely reliant on goods from the local human settlement, he wasn’t going to let it get away this time.//
Not all dwarves dwell deep in mountains, a very select few live on the rocky rough coasts learning to master the seas, and collect the riches of the seas. Often of a slighter build than their mountain or hill dwelling kin, they usually have the same full beards, hearty builds, strong backs, and short stature. Few coastal dwarves spend their entire lives in any one place. The sea is their mistress and she calls them to her as sailors, fishermen, and traders. Most coastal dwarves have traveled the seas extensively and have a broad knowledge of cultures and species.
They have a bonus language from their travels.
They are proficient with water vehicles and have a swim speed equal to their base movement.
They have a bonus to charisma.
[[Ready to continue?|Your Race]]
(set:$Subrace to "Coastal Dwarf")(Set:$Charisma += 1)
(set:$Language += 1)
(Set:$Subrace_Features to "Seasalt: You have proficiency with water vehicles and the boarding pike.
Strong Swimmers: You have a swim speed equal to your base movement speed.
" )(set:$Water_Vehicles to true)(Set:$Swim_Speed += 25)
//Miroslav tapped his hoof to the music. The beat was very catchy he had to admit. He had wanted so badly to hate this bard, with less than meaningful lyrics, and a repetitive chorus. Yet here he was nearly dancing to the music. He downed his wine and joined in the revelry of the dance floor.//
Originating in the Feywild, they have a knack for chaos, celebration and mischief. Wanderers by nature they crave entertainment and relish storytelling and revelry, greatly enjoying adventuring on the mortal plane.
The different Satyrs have different types of back legs and horns. They all enjoy revelry, and have hair colors that complement their fur color.
Age: Satyrs can live to be in their early 300s.
Size: Humanoids with hoofed legs your size is medium.
They have a bonus to dexterity, and charisma.
They have a walking speed of 35.
They are an adult at the age of 50 and live about 350 years.
They speak elvish, and sylvan.
They have fey ancestry, giving them advantage on saving throws against being charmed and magic can’t put them to sleep.
They have pans blessing, gaining proficiency with one musical instrument of their choice.
(set:$Dexterity += 1)(Set:$Charisma += 1)(Set:$Race to "Satyr")
(set:$Size to "Medium") (Set:$Walking_Speed to 35)
(set:$Elvish to true)(set:$Sylvan to true)(set:$Age_Range to "Adult at 50. Live to about 350 years.")
(set:$Features to " Fey Ancestry: Advantage on saving throws against being charmed and magic can’t put you to sleep.
Pan’s Blessing: you have proficiency with one musical instrument of your choice. ")
[[Mainades]] Party animals with goat legs, humanoid torsos, and goat horns.
[[Highland]] Sturdy hardy sheep legged, ram horns and a humanoid torso.
[[Faun]] Nimble, delicate deer legged, humanoid torso, deer horns often spotted like baby deer.
(set:$Musical =+ 1)//Theudhar smiled creeping through the brush. The nymphs pool was just on the other side, he was moments around from witnessing true beauty. His goat tail wagged with excitement as his head peaked through the last leaves.//
When one pictures a satyr, typically this type of satyr comes to mind. They have goat legs and a wide smile. With an aptitude for revelry they are the most common breed of satyr.
Their goat fur comes in a variety of earthen colors. They have goat horns sprouting from their human hair that typically matches the color of their fur.
They have a bonus to charisma.
They have revelry casting knowing the vicious mockery cantrip, and can cast charm person once per day at the first level with this feature. Charisma is your spellcasting ability for these spells.
They are the life of the party, proficient with the performance skill.
[[Continue|Your Race]]
(set:$Charisma += 1)(set:$Subrace to "Mainades")
(set:$Vicious_Mockery to true)(set:$Charm_Person to true)(set:$Performance to true)
(Set:$Subrace_Features to " Revelry Casting: You know the vicious mockery cantrip and can cast charm person at the 1st level once per long rest. Charisma is your spellcasting modifier.
Life of the Party: You have proficiency in the performance skill. ")//Feodosiya was sprawled out across the tavern steps, purse clutched in her hand. She had won the drinking contest, but was not welcome back into the tavern. Apparently, the dwarves didn’t like losing at their own game. She would be fine, they kept calling her little lamb and that had gotten old fast.//
Highland satyrs have sheep legs and rams horns instead of goat legs and goat horns, they are more hardy than their mainades cousins.
Highland Satyrs have sheep back legs and curling ram horns. Their wool comes in natural colors, like brown, black and white. The hair on their head usually matches their fur.
They hare hardy adapted to the harsh scrub of the highlands they are use to getting excessively drunk in the fields.
They have a bonus to constitution.
They have a sturdy gut, adapted to the harsh cuisine and copious amounts of alcohol, they have advantage on constitution saving throws against being poisoned or avoiding becoming intoxicated.
They are hardy, proficient in the survival skill.
(set:$Subrace to "Highland") (set:$Constitution += 1)(set:$Survival to true)
[[Continue|Your Race]]
(Set:$Subrace_Features to " Sturdy Gut: Adapted to harsh cuisine and copious amounts of alcohol you have advantage on Constitution saving throws against being poisoned or avoiding becoming intoxicated.
Hardy: You are proficient in the survival skill. ")
//Alya filled he cup with more mead, a fairy specialty. The bottle was almost empty. It was strong and she was drunk. She staggered up her crooked steps. Falling though her crooked door, she stamped the dirt from her hooves on her welcome mat, nearly knocking over her umbrella stand. //
Deer legs and deer antlers. Their fur is short and brown occasionally dotted with white spots. They are slight and nimble, they favor a more nomadic lifestyle in deep forests.
They usually have dark brown hair that matches their fur, and their small antlers poke out of it. They usually spend their time in the ever twilight forests of the Feywild.
They have a bonus to dexterity.
They are surefooted and swift, they can make a long jump or running high jump after moving 5 ft. Moving across nonmagically difficult terrain costs no extra movement.
They can dash as a bonus action.
[[Continue|Your Race]]
(set:$Subrace to "Faun")
(set:$Dexterity += 1)
(Set:$Subrace_Features to " Surefooted and Swift: You can make a running long jump or running high jump after moving only 5 ft rather than 10ft. Moving across nonmagically difficult terrain costs no extra movement.
Nimble: You can dash as a bonus action. ")
//Ayelet had been dead for centuries, serving her necromantic master. One day he was just gone. She clenched her boney fists around a sword in his treasure trove. It didn’t feel right. The shattered bones of her others were scattered around the floor. What had happened here? A bow grasped in the hand of a fleshy person. She picked it up, and pulled back the string. That is what she had used before. Bow in hand and quiver on her back she set out of the lair to find her own way.//
Death comes for all things in a near infinite variety of ways. So too are the many reasons that the dead might return from the grave. Directly applied necromancy, cursed lands, unfinished business, and all leave the newly undead soul with a mere semblance of the life it had before. All undead Carry the physical or emotional scars of what ended their mortal lives, though some may be more subtle than others.
Undeath is effectively immortality, a strong reason why many mortal spellcasters see it as a viable alternative to actually dying, but it comes with a cost, dulled senses, emotions, and servitude. All undead with freedom cherish it, as it is rare for them to have.
Age: You do not age, given time the necromantic energies that sustain you will heal most wounds at approximately the same rate as normal hit dice function as normal.
You have a bonus to constitution.
You count as undead for all spells and abilities that affect undead. You do not need to eat or drink but can ingest food if you wish. You enter an inactive state for 4 hours instead of sleeping.
You can see well in the dark. You know the language of your master.
Your size is medium.
(set:$Race to "Awakened Undead")
(Set:$Constitution += 1)
(set:$Age_Range to "You don’t age")
(Set:$Features to " Undead: you count as undead for all spells and abilities that affect undead. You do not need to eat or drink, but you can ingest food if you wish. Instead of sleeping you enter an inactive state for 4 hours.
Darkvision: you can see in darkness as if it was dimly lit and dim light as if it was bright for 60 ft. You can only see shades of gray ")
(Set:$Walking_Speed to 30)
(Set:$Size to "Medium")
(set:$Language += 1)
[[Skeleton]] Boney
[[Revenant]] Vengeful Zombie
[[Ghost]] Vengeful spirit
//Wigstan’s bones clattered together as he tilled the field. There was something about the name and the life that reminded him of who he was before. He had a vague memory of fields, and horses, but not much else. Even his time in the lair was clouded with the power of the necromancer. Now he tilled the field, a simple life.//
An animated figure made of dry bones devoid of flesh and muscle. You were likely raised by a necromancer or dark supernatural curse as a simple minion, completely without will or knowledge. Maybe your master was slain, the land cleansed, or you woke to fragmented memories of you previous life. Whatever the case you’ve struck out with new purpose.
You gain a bonus to dexterity.
Your bloodless body gives you immunity to poison.
When you are reduced to 0 HP you can turn into a pile of bones retaining 1 HP and are considered under the Feign Death spell.
If both hands are free you can choose to remove an arm or hand as a bonus action attack with it instead of your usual weapon, or use it as thieves tools. Reattaching it also counts as a bonus action.
[[Ready to continue?|Your Race]]
(Set:$Subrace to "Skeleton ")
(Set:$Dexterity += 2)
(Set:$Subrace_Features to "Bloodless: You are immune to poison and the poisoned condition
Bone Pile: When you are reduced to 0 HP but not killed out right you can drop to 1 HP instead, If you do you reduce yourself to a pile of bones, render yourself prone, and are considered to be under the feign death spell. While subject to this condition you are unable to take actions other than ending this effect. Once you use this feature you cannot use it again until you finish a long rest.
Bone to Pick: Whenever both of your hands are free, you may choose to use a hand, and a bonus action, to remove your arm or hand. If you remove an arm it counts as a weapon with finesse, that deals 1d8 bludgeoning damage. You are proficient with your arm. If you remove a hand you can use it as thieves’ tools. Reattaching either your hand or arm uses a bonus action.")//Aleksandrina had one thing on her mind. Vengence. She marched up to her murderer. Her hand closed around his throat, just like he had closed his hand around hers. A young, innocent, elven, ingenue sent to an unmarked grave defiled. Hundreds of years stolen from her. His eyes bulged, her rotted teeth clenched in determination.//
When a brutal murder or atrocious crime slays an innocent soul endowed with sufficient willpower, a victim may refuse to stay dead. You were created not at the whim of a mortal spellcaster, but a god of death, justice, vengeance, took enough moxie and agitation at your death to raise you from the grave, usually at least a full day after your demise. Born again out of an undying thirst for vengeance, you will not rest until the wrongs surrounding your death have been righted. You superficially appear similar to a zombie, tattered flesh and sporadic decay, your eyes gleam with an intelligent intent, burning passion, and fury that will lay low all in your way.
You have a bonus to strength.
You know where the creature or creatures you seek vengeance against for your death is or at least the general direction they are in.
You have advantage on saving throws against being poisoned.
When you drop to 0 HP you may choose to stay conscious instead of falling. If you do, you gain temp HP equal to your total character level. You can take an action or bonus action not both, and make death saves as normal until you fail one.
[[Ready to continue?|Your Race]]
(Set:$Subrace to "Revenant")
(Set:$Strength += 2)
(Set:$Subrace_Features to "Eternal Revenge: You know at all times the general direction, and relative distance to a creature against whom you seek revenge for your death, even if the creature and you are on different planes of existence. Should this creature die by your hand or that of another you know, instantly and your DM chooses another creature also responsible for you death for this feature to apply to, should such a creature exist.
Poison Resistance: You have advantage on saving throws against poison, and you have resistance against poison damage.
Unnatural Vitality: When you drop to 0 HP you may choose to stay conscious instead of falling unconscious. If you do you gain temp HP equal to your total character level. In this state you may take an action or a bonus action, not both, and you make death saving throws at the end of each of your turns as usual. You remain in this state until you fail your first death save, at which point you fall unconscious and continue making death saves until you stabilize or regain HP, or you die outright to massive damage. You can’t use this feature again until you finish a long rest.
")
//Ecaterina watched as the man who had her ring tried to pawn it in yet another town. Every merchant said the same thing, it was haunted, a few had spotted her lurking transparent and almost not there. They would pale and refuse to take the ring. She needed to get it back to her husband, but as long as this bumbling fool had it there was no chance of that.//
Lingering souls of the dead and departed, ghosts are raised as servants by potent necromancers or hold onto the world themselves when there is unfinished business they have yet to accomplish. Unfinished business takes many forms, protecting a loved one, or keeping an item save, to revenge. Ghosts are spectral and luminous but solid to the touch and can interact with objects as mortals do. All ghosts carry obvious and twisted marks of what caused their deaths, which are disturbing to all but the most jaded of mortals.
You gain a bonus to wisdom.
You have no blood and are immune to poison damage. You can fly up to half your walking speed. And you can move through other creatures and objects other than ceilings and walls as if they were difficult terrain. Once per short rest you may pass through up to 10 ft of solid walls.
You have a proficiency with your unarmed strikes and they deal necrotic damage instead of bludgeoning.
(Set:$Subrace to "Ghost")
(Set:$Wisdom += 2)
(Set:$Subrace_Features to "Bloodless: You are immune to poison damage and the poisoned condition.
Flight: you have a fly speed equal to half your walking speed
Withering Touch: You have proficiency with your unarmed strikes and they deal necrotic damage
Incorporeal Stride: You can move through other creatures and objects other than walls and ceilings as if they were difficult terrain. Once per short rest you may pass through up to 10 ft of solid walls, treating them as difficult terrain as part of your move action. You take 1d10 force damage if you end your turn in a wall or object, and are ejected to the nearest free space.
")
[[Ready to continue?|Your Race]]
(set:$Fly_Speed to 15)//Gunne squinted into the sun, he hated traveling during the day as much as his drow companion did. If you travel too much at night rumors get started. The new city was only one more day of travel away, they would arrive just before nightfall. He hoped in this city they would leave them alone. His companion drew her hat lower over her eyes, just as miserable as he was.//
Born of the union of a vampire and a mortal, come into the world infused with undead power and alive. Dhampirs typically cannot sire or bear children themselves, though there are exceptions to this with the help of powerful magics.
Dhampirs straddle the line between life and death, their mystical relation gives them resilience and the spark of life. While the sun is not as offensive to dhampirs as it is to their vampire parent, they prefer the dim light and darkness of night to the harsh sunlight. Their aversion is sometimes strong enough to make people believe them to be a full blooded vampire. Unlike their vampiric parents, dhampir do not need the cover of darkness to carry out predation on the mortal population, operating primarily in the evenings or early hours of the morning.
When a vampire passes down his blood to a dhampir child, he passes along the curse that runs through his veins as well. Dreadblood, Feralblood, and Nobleblood dhampirs.
Age: Dhampirs mature at the same rate of humans but live to be in their 300s.
Size: Standing between 5 and 6 ft tall weighing on average 140lbs your size is medium.
They are hard to kill.
They have sunlight sensitivity when they or the target is in direct sunlight. Spending hit dice to negate it for 10 minutes if they choose.
They are resistant to necrotic damage.
They have a bonus to constitution.
(Set:$Language += 1)
(set:$Constitution += 2)(set:$Age_Range to "Adult at 18. Live to about 300 years.")
(Set:$Size to "Medium ")
(set:$Walking_Speed to 30)
(Set:$Features to " Darkvision: You can see in darkness for 60 ft as if it was dimly lit, and in dim lighting as if it were brightly lit for the same distance.
Hard to Kill: You have advantage on death saving throws.
Sunlight Sensitivity: You have disadvantage on attack rolls and wisdom perception checks that rely on sight when you or the target of your attack/check are in direct sunlight.
Unnatural Resilience: Advantage on saving throws against being poisoned and are resistant to necrotic damage.
Daywalker: As a bonus action you can expend hit dice to ignore you sunlight sensitivity for 10 minutes. ")
(set:$Race to "Dhampir")
[[Feralblood]] Wild, savage vampire parent
[[Nobleblood]] refined, elegant vampire parent
[[Dreadblood]] terrifying night stalking vampire parent//Renia pulled the red hood off her head as soon as she was out the door. Her mother always warned her there were dark and dangerous things in the woods. Renia knew there were, she was one of them, her father was another.//
An animalistic wild vampire was your parent, bloodthirsty and strong.
You have a bonus to strength.
You are proficient at survival.
You can turn into a bat or a wolf by expending a hit dice.
(Set:$Subrace to "Feralblood")
(Set:$Strength += 1)(set:$Survival to true) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "Beast Shape: As an action you can expend a hit dice to turn into a bat or wolf gaining HP and stats, movement, and feature of that animal (retaining your mind and personality like druid wild shape) for a number of hours equal to your constitution modifier, or when the sun rises, or you return to your natural form as a bonus action. You can use this feature once per long or short rest. ")
(Set:$Subrace to "Nobleblood")
//Alucard shook his golden hair out, it was lonely in the mansion his father had left behind. The painting of his family a tribute to times before. His father’s stern face, hiding a bloodthirsty rage behind proper decorum. His mother kindly smiling, mortal and gone. He sighed and poured himself a drink. He wished for company, but who in their right mind would visit his cursed home.//
Nobleblood
Your vampiric parent was among society’s elite, preying on socialites and nobles.
You get a bonus to charisma.
You can make a companion or creature you’ve charmed do your bidding, briefly.
You are proficient in persuasion.
(set:$Charisma += 1) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "Inspired Compliance: You can use a bonus action to direct one of your companions or a creature charmed by you to strike or preform a simple task. When you do so choose a friendly creature who can see or hear you that creature makes a wisdom saving throw (DC 8 + charisma modifier + proficiency bonus). If it chooses not to make the throw or fails it uses its reaction to make one weapon attack or ability check. You can use this feature once per long or short rest. ")
(Set:$Persuasion to true)
(Set:$Subrace to "Dreadblood")//Dosia spit on the ground at the feet of her captors. She laughed a crazy laugh, they had lashed her to the post thinking her as delicate as her infected sister. The sun was rising and the tension in the crowd was palpable. All she did was squint against the rays. They thought she was like her father, a mad monster who would sneak into bedrooms at night and steal their women. He still roamed free, another crazy laugh erupted from her throat, but they had butchered her mother because of him. Her arms ached, she hoped they would tire of this ludicrous display soon and cut her down.//
Your vampiric parent was a mad monster who inspired terror and fear in mortals.
You get a bonus to dexterity.
You are proficient with stealth.
Your broken mind insight gives you advantage on a saving throw against being charmed or frightened.
(set:$Dexterity += 1) [[Let's Go!|Your Race]]
(set:$Stealth to true)
(Set:$Subrace_Features to "Broken Mind Insight: After you make a saving throw against a charmed or frightened effect but before the DM declares the roll a success of failure you may use your broken mind insight to give yourself advantage on the roll. You may use this feature once per long or short rest. ")
//Sheila spoke softly to the trees. They whispered the secrets they had seen into her ears. The things people did when they thought no one could see them.//
Panda Bear tribes are largely unknown and foreign, partly because of their rarity. As spiritual as their notorious appetite they have a long history and a keen sense of wisdom preferring to keep out of the eyes of civilized society.
They have a bonus to wisdom.
They can speak with plants.
(Set:$Wisdom += 1)
(set:$Medicine to true)
(Set:$Subrace to "Panda Bear")(Set:$Subrace_Features to "Spiritual Communication: You have the ability to cast speak with plants using Wisdom as your spellcasting modifier. You are only able to communicate with plants using this feature, not command or control them. Once you use this feature you cannot use it again until the end of a long rest. ")
[[Continue|Your Race]] //Lenny swaggered into the tavern, alligator slung over his shoulder. He tossed the heavy body onto the counter. The bartender did not looked pleased, but Lenny didn’t care. Alligators were good eating, they tasted like chicken, and he wasn’t going to let good gator meat go to waste.//
Many variants of humans exist in the cosmos, none are quite so terrifying and strange as the Floridian. They come from an unpredictable, wild, lawless, swamp land, full of dangerous weather, monstrous wildlife, and hostile flora. It takes a special kind of crazy to endure that sort of place.
You are that sort of crazy.
Age: you have a slightly shorter average human lifespan. You’ve got 45 years tops.
Size: You are deceptively strong for your size and don’t look it at all. Floridians come in many typical human builds but their abilities are atypical for their builds.
Speed: Your base walking speed is 30. You could probably go faster if you tried, but why would you try.
Menacing: Your proficient in the intimidation skill.
Languages: You speak common, you don’t need any other languages, you ain’t no foreigner.
Drugs... Probably weird ones: As a bonus action you can dip into your secret stash, all Floridians have one, and up your game. For the next minute your speed increases by 10 ft. You gain 20 temp HP. You become immune to frightened and charmed conditions. After the duration you gain 2 levels of exhaustion and cannot use this ability again until you finish a long rest.
You gain a bonus to constitution, strength, charisma, but a penalty to intelligence and wisdom.
Your proficient with the intimidation skill.
(Set:$Constitution += 2)
(set:$Strength += 2)
(Set:$Charisma += 2)
(Set:$Intelligence -=3)
(set:$Wisdom-=3)
(set:$Age_Range to "Adult at 18. Live to about 45 years")
(set:$Walking_Speed to 30)
(set:$Intimidation to true)
[[Let's Go!|Your Race]]
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Features to " Drugs... Probably weird ones: As a bonus action you can dip into your secret stash, all Floridians have one, and up your game. For the next minute your speed increases by 10 ft. You gain 20 temp HP. You become immune to frightened and charmed conditions. After the duration you gain 2 levels of exhaustion and cannot use this ability again until you finish a long rest. ") (Set:$Race to "Human Floridian")
//Trofim couldn’t believe his luck, he had caught a giant squid in his trap. His territory overlapped with another mermaid and it would be fortuitous for both of them. A knife he had traded for made quick work of the body the blood in the water would call a myriad of creatures to it, he hoped that the other mermaid would be amongst them.//
The most mysterious and otherworldly kind of merfolk. They come in all shapes and sizes which are not always pleasing. These merfolk usually have very pale or very dark coloration, they also have bioluminescent patches on their body which they pride themselves in. They may have strangely shaped fins, or spikes along their tails to protect them from the bigger more dangerous creatures of the deep.
Food is limited in the deep ocean, everything in it is vying to survive. Because of that most deep ocean merfolk are solitary only meeting to mate, fight, or trade. They will form communities if there is ample food, but that rarely happens in the bleak depths.
They have darkvision allowing them to see in dark and dim conditions.
They have bioluminescence where they emit dim light for 5 ft, and it can be covered with opaque things, like clothing and armor.
They have a layer of protective fat from living in the cold depths, giving them a resistance to cold damage.
They have a bonus to constitution.
[[Continue|Your Race]]
(Set:$Subrace to "Deep Ocean Merfolk")
(Set:$Subrace_Features to "Darkvision: You can see in darkness as if it is dimly lit and in dim lighting as if it is brightly lit for 60 ft. You can’t see color only shades of gray.
Bioluminescent: You naturally emit dim light in a 5 ft radius around you. This can be covered with opaque things, like clothing and armor.
Protective Fat: You have a protective layer of fat, granting you resistance to cold damage")
(Set:$Constitution += 1)
//Peni stepped out of his seal skin on the shores. He jogged over to his hut, the seal skin wrapped around his waist. His pups tumbled across the carpet to greet him, tiny little hands grabbed his legs. He smiled and patted them on the head. Stew bubbled in the hearth, tended by his mate.//
An aquatic race native to cold, wet coastlines. They live in villages on the shore and occasionally mingle with elves, dwarves having a fear of humans due to their tendency to steal seal skins.
They are human in appearance, though they tend to be a little shorter and a little chubbier on average. They are usually pretty or handsome by most conventional human standards.
They have the ability to turn into a seal as long as they have their seal skin. They keep their seal skin on themselves at all time, their skins are a part of them and they will do anything to get them back. A desire that humanity has chosen to take advantage of, asking for a myriad of things from the selkie who’s skin they had stolen.
Speed: They have a walking speed of 30.
Age: Selkies mature at a rate similar to humans but can live to be over 200.
Size: They are generally between 5 and 6 ft tall and weigh about the same as humans. Their size is medium.
They have a bonus to dexterity and wisdom.
They have fey ancestry, giving them advantage on saving throws against being charmed.
They have a seal skin which allows them to transform into a seal at will. They need their skins to transform. While they are in this form wild shape rules apply, if the die in seal form they cannot change into a seal again until after a long rest.
(Set:$Dexterity += 2)(Set:$Wisdom += 1)
(Set:$Size to "Medium")
[[Let's Go!|Your Race]] (Set:$Race to "Selkie")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Features to "Fey Ancestry: You have advantage on saving throws against being charmed.
Seal Skin: You possess a seal skin that allows you to transform into a seal at will. Without your skin you cannot transform. While transformed the wild shape rules apply. If you die as a seal you cannot wild shape until after a long rest.
Seal Stats:
Medium Beast, unaligned
AC: 11 natural armor. HP: 11 (2d8+2) Speed: Swim 40 ft. Walking 15 Ft.
Strength 13 (+1) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 2 (-5) Wisdom 10 (+0) Charisma 4 (-3)
Saving Throws: Dex +4
Senses: Darkvision 60 ft. Passive Perception: 10
Hold Breath: Can hold breath for 30 minutes
Bite: Melee weapon Attack +3 to hit reach 5 ft one target. Hit: 6 (1d8 +1) Piercing damage. ")
(set:$Walking_Speed to 30)(set:$Age_Range to "Adult at 18. Live to about 200 years")
//Cadmus swam through the hole in the reef, it was the way out of their underwater city. His black topped tail, propelled him quickly through the water. The bottom of his tail was white, as was his belly and human torso. A cloud of white hair surrounded him as he paused to think of where he wanted to go. There was a shipwreck he had been dying to investigate, but he promised he wouldn’t go alone. He decided he would explore the ruins of the lost kingdom instead, and swam towards the sunken castle.//
Sleek, shark tailed humanoids. They are intelligent and effective hunters in the seas. They live in small groups, or schools. They usually have rough skin on their tails that is gray, white, black, or blue and can have some kind of patterning on it. Their human torsos can be the same or different coloring than their tails. They have hair that comes in a variety of colors, it is often braided and set with shells.
Most Selachii are completely carnivorous, as the seas they hunt in are open and full of fish and mammals like whales with little substantial vegetation beyond plankton or algae which Selachii do not have the capability of digesting.
They are capable of turning their shark tails into legs, allowing them to traverse the lands, when food is limited.
Despite the prejudice against them they are thoughtful and not as aggressive as their reputation would lead people to believe. They have very close bonds with those they love.
Speed: You have a base walking speed of 30 ft when you have legs, when you have a tail its 10, and you have a swim speed of 40.
Age: Quick to age, reaching maturity around 15 and living to about 70-80 years.
Size: Larger than merfolk, about 8 -12 ft long with their tails that are thickly muscled. In humanoid form they are often broader and taller than the average human. Your size is still medium.
They gain a bonus to dexterity and strength.
They are amphibious, able to breathe air and water.
They can transform their tails for a human form and vice versa as an action.
They can enter a blood frenzy, once per long rest they may gain advantage on melee attack rolls against a creature that doesn’t have full hp, they have advantage until the creature dies or regains full HP.
(Set:$Dexterity += 2)(Set:$Strength += 1)
(Set:$Size to "Medium")
(Set:$Subrace to "None")(set:$Race to "Selachii")
(Set:$Subrace_Features to "None")
(set:$Features to "Amphibious: You can breathe both air and water.
Transformation: You can use your action to shed your shark skin and take human form or vice versa.
Blood Frenzy: Once per long rest you may enter a blood frenzy, and gain advantage on melee attack rolls against a creature that doesn’t have full hit points. You gain advantage against this creature until it dies or regains full hit points.")(set:$Age_Range to "Adult at 15. Live to about 80 years")
(set:$Walking_Speed to 30)(set:$Swim_Speed to 40)
[[Let's Go!|Your Race]]
//Aileen incanted, her midnight blue hand speckled with bright star white freckles. The spell was easy, shaping it around her friends was harder. She gritted her teeth, twisting and turning the fire away from her companions. A screech erupted as she finished the spell. The charred corpses laid at her friends feet.//
Born from mortal wishes upon shooting stars. They are of the might and mind of the cosmos, they draw their power from the glowing wish in their hearts, a shard of their parent star.
Night sky dark blue skin, sparkling eyes that hold the light of a thousand stars. Silvery starlight hair. Stardust pale freckles like the constellations they came from.
Glittering trails of starlight might follow them, glowing eyes, or a seeming weightlessness are manifestations of their cosmic origins.
They have a bonus to charisma.
They are resistant to radiant damage.
They know the light cantrip. At the 3rd level they learn the spell sleep and can cast it once per day. At the 5th level they can cast darkness once per day.
[[Continue|Your Race]]
(set:$Charisma += 1)
(set:$Subrace_Features to "Radiant Resistance: You have resistance to radiant damage.
Innate Spellcasting: You know the light cantrip. At the third level you learn the spell Sleep and can cast it once per long rest. . At the fifth level you learn the spell Darkness and can cast it conce per dayy") (set:$Light to true)(if:$Level is > 2) [ (Set:$Sleep to true) ](If:$Level is > 4) [ (Set:$Darkness to true)]
(set:$Subrace to "Star Genasi")
//Fróði waited at the portal, it’s glittering glasslike surface reflecting the ever twilight of the Feywild. Occasionally he could glimpse the material plane through it, a flicker of the trees, a passing deer. She promised to meet him here, at this portal, they would go through it together start a new life together, away from their respective courts.//
Mysterious figures that wander the farthest reaches of the realm, through brambles, thorns, riverways, Atrial sneak and flit, brining enchantment to these wild places. Magic courses through their entire being, infused from the Feywild of their native home. Often mistaken as common elves, they are a far older species, the ancestors of the elves. Their features are often varied, influenced deeply by their Feywild home. Some features being more common to the Seelie or Unseelie court where they call home and enhanced or diminished by glamor.
Age: Fey folk are even longer lived than long lived elves. Exceeding 800 years, can be considered young by Atrial standards. Temporal changes between the Feywild and the Mortal plane often complicate determining their age since they travel between the realms frequently.
Often tall and willowy ranging from 5 ft to 7 ft tall their beauty and grace often commands rooms they enter.
Their ancestry is fey in nature, helping them guard against magical effects. Their wild blood gives them innate spell casting using their charisma. Living in the ever twilight of the Feywild has enhanced their vision to see well in low light and darkness.
They get a bonus to charisma.
(set:$Charisma += 2)
(Set:$Size to "Medium")
(set:$Walking_Speed to 30)
(Set:$Features to " Fey Ancestry: You cannot be put to sleep through magical means and have advantage on saving throws against being charmed
Wild Blood: Innate Spellcasting using your charisma stat. You can cast Dancing lights at will. Once per day at the 3rd level you can cast Tasha’s hideous laughter, and once per day at the fifth level you can cast spike growth.
Darkvision: You can see for 60 ft in dim light as if it is brightly lit and in darkness as if it is dimly lit, you can only see shades of gray.
")
(set:$Race to "Atrial")(set:$Age_Range to "Adult at 100. Live to about 750+ years Determining your age is difficult because of the temporal changes between the mortal plane and Fey wild")
(Set:$Dancing_Lights to true)(if:$Level is > 2) [ (Set:$Tashas_Hideous_Laughter to true)](if:$Level is > 4) [ (Set:$Spike_Growth to true)]
[[Seelie Court]] Citizens of the day
[[Unseelie]] Denizens of the night
//Kiki tapped her claws on the counter of the tavern, out of time with the music. Service was always fast in the material plane, but their entertainment left much to be desired. Fast bawdy songs about lusting after a farmer’s daughter were hardly what she would call art, in all her years she could never understand it. Art she had seen in the Court of Night was far superior. Art was the reason she was in this tavern with its jovial music, selling some art to a fence. She had all the time in the world to wait for him to arrive.//
More malicious and dark hearted, tricky of the courts. Often having horns, claws, shaggy fir, manes, tails, or bat wings. As being that are more active at night than during the day they often have color pallets of night, starlight freckles across midnight skin, soft purples, grays, olive greens.
They gain a bonus in intelligence. Their sharp minds make them proficient at perceiving the world around them. They can mimic animal and human sounds to communicate more covertly, or cause distraction.
(set:$Intelligence += 1)
(set:$Perception to true)
[[Let's Go!|Your Race]]
(Set:$Subrace_Features to "Sharp Mind: Proficient with the perception skill.
Mimicry: You can mimic animal and humanoid sounds, a creature can tell they are imitations with a successful DC 13 wisdom (insight) check ")
(Set:$Subrace to "Unseelie")
//Shankar lounged on in the clearing his golden hair glinting in the twilight, today was a festival celebrating the Lady of Dawn. Fauns frolicked drinking wine and playing music. The Queen of the Seelie court would bless her people this day. He fanned his shimmering gossamer wings, too heavy and ornate to gift him actual flight, but they provided enough activity to dissipate some of his excited energy. Tatiana glided through the crowd in the clearing, some she bestowed kisses, others she placed flowers on their heads, she reached Shankar and tilted his head up. He looked into her royal eyes, a multifaceted rainbow of colors, and she whispered her blessing to him.//
Good natured, and playful with multifaceted eyes, fabulous wings, antenna, beautiful golds and reds of dawn, bright blues, sunny yellows. They are often most active during the day.
They gain a bonus to dexterity. Their forest homes and close ties with nature give them proficiency in the nature skill. They can also stride from tree to tree when needed to move quickly through wooded areas.
(set:$Dexterity += 1)
(set:$Nature to true)
[[Let's Go!|Your Race]]
(Set:$Subrace_Features to "Wild Home: You are proficient with the nature skill
Tree stride: On your turn you can use 10 ft of movement speed to step magically into a large (or larger) living tree, and emerge from a second large (or larger) living tree within 60 ft of the first appearing within 5 ft of the second tree. ")
(Set:$Subrace to "Seelie")//Kettil scratched his back with a long elegant arm. His face was serious as his tail wrapped around the coin purse of the person seated at the table behind them. He folded his hands under his chin nodding along with the conversation that was a series of subtle instructions for where he needed to maneuver his tail.//
Simian guardians of the forest. These mighty creatures are part a martial kingdom that keeps to itself most of the time, but is quick to aid others who would fight common foes. They make extremely loyal friends and fun loving peoples who have made a quiet life for themselves in the jungles that are not easy by the most determined to reach.
They have money like faces, expressive and colorful with big canines and impressive vocal cords. Their hands and feet are both used for climbing and their tails are used to stabilize and ease their climbing. They will have some coarse fur in browns, whites, and blacks over some of their bodies.
Age: Vanara have similar lifespans to humans.
Size: slightly taller than humans and more heavily muscled. Their size is medium.
They have a bonus to strength and wisdom.
They are expert climbers, having a climbing speed of 30 equal to their walking speed.
They are proficient with athletics.
They have a simian physique, allowing them to jump their full distance without moving 10 ft before they jump.
They can use their prehensile tail to grab objects and creatures at least once size smaller than you.
(set:$Strength += 2) (set:$Wisdom += 1)
(Set:$Size to "Medium") (set:$Age_Range to "Adult at 18. Live to about 100 years")
(set:$Walking_Speed to 30)(set:$Climb_Speed to 30)
(Set:$Features to " Expert Climbers: You have a climbing speed equal to your walking speed.
Natural Athlete: You are proficient in the Athletics skill
Simian Physique: You can jump your full distance without moving 10 ft before you jump.
Prehensile Tail: You can use your tail to grab objects and creatures at least one size smaller than you.")
(set:$Race to "Vanara")
(Set:$Subrace to "None")
(Set:$Subrace_Features to "None")
(set:$Athletics to true)
[[Your Race]] //Youri helped pack up the caravan. They were moving on again already, they hardly stayed in any one place, selling dwarven ale all across the world. They often told tales of the places they visited to the dwarves they found in the mountains and hills, trading ale recipes, and occasionally getting a bit of dwarvish whisky, or brandy for personal use.//
Not all dwarves dwell deep in mountains, road dwarves travel in clans keeping up with the dwarven traditions. Naturally charming, and swift travelers.
They have a bonus to charisma.
They have a bonus language from all their travels.
They have a waking speed of 30 instead of 25.
They can use their stone marcher feature to dash in mountainous or hilly environments without encountering difficult terrain.
[[Ready to continue?|Your Race]]
(set:$Subrace to "Road Dwarf")(Set:$Charisma += 1)
(set:$Language += 1)
(Set:$Subrace_Features to "Brisk footed: your walking speed is 30
Stone Marcher: When you use the dash action in a mountainous or hilly environment, difficult terrain doesn’t cost you extra movement speed.
" )(Set:$Walking_Speed to 30)
//Metod produced the coin from his pouch, to buy the fine rug, he loaded it into the cart. He could sell it for more in the next town over, they had a lack of textiles. When he had passed through last month he had noticed they had many things of this more exotic style. It would fetch him at least double the price, as would the bolts of cloth he had purchased a few towns over in bright colors.//
Renown for possessing sharp minds and assessing situations for gains and treats. As not all halflings are content to live a simple life, preferring to join the greater world in a more engaged manner.
They often travel as traders or merchants, alone or in a small group, engaging with the communities they visit more than any other group of halfings. They are rare to stick to the shadows or the edges of the societies they visit.
They have a bonus to intelligence.
They can search as a bonus action.
They are astute merchants, able to tell if the goods they are buying are a good value.
(set: $Intelligence += 1)
(Set:$Subrace_Features to "Astute Merchant: When you make an intelligence check related to appraising the value of a good or service you have advantage on the check.
Keen sense: You can search as a bonus action.")
(Set:$Subrace to "Silverwit")
[[Ready to continue?|Your Race]]
//Luna looked over at Ali, rolling her huge yellow gold eyes. There was no way she was going to eat the mouse raw, she was more refined than that. If it was fish, that would be another matter. She shook her head, the tiny bell they had placed around her neck so she would stop jumping down upon them from high places unexpectedly, jangled. She had told them as much on multiple occasions, she was more than just a cat. She swatted the mouse into the soup pot. There were groans from around the campfire. She told them off again, she was a refined cat, not just any street cat willing to eat the dregs of what the others left behind. Ali gave her a chunk of meat from her stew, Luna took it delicately from her fingers.//
Gifted, or some would claim cursed, with consciousness via magic in the form of an intelligence equal to that of an average human, the awakened cat walks a narrow path between worlds. They are removed from their animalistic life, but are still driven by many of those old instincts. A cat would think nothing of consuming the meat of a fallen foe. They have little need or want for most possessions, they tend to have a few very special items they guard fiercely. They have the tendency towards solitude but will join with a party for warmth, shelter, and easy meals. The promise of a warm lap and generous scratching behind the ears is an equally good incentive.
An awakened cat is indistinguishable from any other cat. They are naturally skilled in unarmed combat and inflict slashing damage with their claws.
An Awakened Cat has half the hit points of a humanoid, making them vulnerable in combat.
Age: Unless otherwise magically altered an awakened cat lives about the same lifespan as a normal cat, with a max of 20 years.
Size: Cats are between 8 and 25 inches long, weighing between 5 and 20 lbs and come in a variety of colors and coat length. your size is small. You start with a natural Ac of 12 and gain half hp per level.
Languages: An awakened cat can speak and understand language that their creator speaks and can understand. You cannot read or write but you can learn to do so by taking the linguist feat.
They get a bonus to dexterity, and wisdom, but a deduction to strength. They can see well in the dark as most cats do. They radiate magic, and have keen senses as well as being alert to danger with their animal instincts.
Their feline grace means they are more dexterous than most other creatures, could hope to be. They can even avoid fall damage.
They often like to pounce their prey, leaping incredible distances from a standstill.
They are small creatures.
(set:$Language += 1)
[[Let's Go!|Your Race]]
(Set: $Race to "Awakened Cat")
(set:$Dexterity += 4)
(set:$Wisdom += 1)
(Set:$Strength -= 6)
(Set:$Walking_Speed to 40)(set:$Climb_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Creatures of Magic: An Awakened cat radiates transmutation magic, an effect that suppresses magic may cause an awakened cat to revert to its former state as a normal cat temporarily
Alert: Cats have exceptional sense of hearting and smell rolling with advantage on perception checks employing either. They cannot be surprised while awake, and roll with advantage to wake up.
Feline Grace: Uncannily Agile creatures having a max dexterity score of 24, and proficiency with acrobatics and have advantage on checks to maintain balance.
Nine Lives: Roll a dexterity check to avoid falling damage with the DC being 1 for every 5 ft traveled. If the awakened cat is also a monk that cat rolls against the distance traveled beyond their slow fall max.
Pounce: Does not require a 10 ft running start to leap their maximum distance")(Set:$Acrobatics to true)(set:$Age_Range to "Adult at 1. Live to about 25 years")
(Set:$Size to "small")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Polona clung to the wall of the ruined castle. It had seemed empty enough, but now she was being chased by a horde of undead in addition to the man who sought her head as a trophy. A tear slid down her cheek as she clutched the slimy stonework. She could hear the sound of crunching bones and the sound of bone fingers against steel. At least this had bought her a few precious moments to catch her breath, no doubt this man thought they undead were under her control. A frustrated growl though her teeth gathered her nerves enough to continue running down the hallways.//
Dwelling in the undercities, and underdark in cavernous stonework tunnels, resembling a human women, but with a swirling mass of snakes for hair, and talons. The power to kill at a glance means that gorgons are greatly feared and often hunted. Most enjoy a solitary life, alone in the darkness.
They are often a misunderstood race, while there are many Gorgons who are murderers, they mainly kill protecting themselves from hunters.
They mostly want to be left alone, but may take adventuring out of revenge, or to protect their homes, or search out a new location with fewer hunters where they can rest.
Age: Gorgons can live for several centuries.
Size: Gorgons stand at a similar height to humans, their size is Medium.
They have a bonus to dexterity and wisdom.
They speak elvish.
Their walking speed is 30.
They can see in darkness.
They have powerful claws they can use to protect themselves if caught unarmed.
They have a petrifying gaze that they may attempt to turn a creature into stone once per day.
[[Let's Go!|Your Race]]
(Set: $Race to "Gorgon") (set:$Age_Range to "Adult at 18. Live to about 350 years")
(set:$Dexterity += 1)
(set:$Wisdom += 1)
(Set:$Elvish to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit. You can only see in shades of gray in the darkness.
Claws: You can use your talons to make an unarmed strike dealing slashing damage of 1d4 + your strength modifier. You are proficient with your unarmed strikes.
Petrifying Gaze: As an action you may attempt to turn a creature to stone. Choose one creature within 60 ft of you which you can see, and can see your eyes. Roll 5d8 you can affect the creature if their HP is lower than the number you rolled. They must make a constitution saving throw DC is equal to 8 + your proficiency bonus + your wisdom modifier. On a failed save the target begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its turn becoming petrified on a failure and free on a success. The petrification lasts until the creature is freed by a greater restoration spell or other magic. Once you use this trait you can’t use it again until you finish a long rest. Increasing to 8d8 at the sixth level, 11d8 at the 11th level, and 14d8 at the 16th level.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Dariya knitted, sitting by the fire of her small home. It was warm and comfortable, just one room, that had everything she needed. She put her feet up on the small stool flexing her paws and warming them near the fire. The ball of yarn diminished as the scarf took shape, the carefully folded pile of finished scarves waiting to be distributed to her clan.//
The life of the mousefolk is one spent close to the ground. With no great empires or kingdoms to call home they spend their lives carving a place for themselves in cities of larger races or in the untamed wilds. They form tight knit communities where every member is expected to contribute to the success as a whole.
Reaching just over 2 ft tall mousefolk go unnoticed in their day to day activities with their quiet demeanor. Their fast metabolisms and slender builds mean they weigh between 20 -30 lbs. Mousefolk furs range from white to tan to brown to black with a variety of patterns. They take care to groom their fir and keep themselves clean. Mousefolk have either red or black eyes. They prefer to wear dark comfortable clothes. Mousefolk who seek personal glory or wealth are typically outliers and are often black sheep of clans. Mousefolk families extend beyond blood, an individual’s entire community is treated as kin.
Mousefolk have a deep love of art, literature, song, and craft they often spend a lifetime perfecting a trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed down through the generations. To be the keeper of lore and heritage is among the highest honors in mousefolk culture.
Age: Mousefolk reach adulthood at the age of 5 and live to be around 40 years old.
Size: growing between 2 and 2.5 ft tall and weighing about 25 lbs. your size is small.
They have a bonus to dexterity.
They have a walking speed of 30.
They have keen senses, being proficient in the perception skill.
They are trained to use the rapier, shortsword, shortbow, and handaxe.
They can nimbly dodge when attacked by an opportunity attack they can use their reaction to impose disadvantage on that attack.
(Set:$Race to "Mousefolk")
(Set:$Dexterity += 2)(set:$Age_Range to "Adult at 5. Live to about 40 years.")
(set:$Walking_Speed to 30)
(Set:$Size to "Small")
(set:$Features to "Keen Senses: You’re proficient in the perception skill
Mousefolk weapon training: You are proficient with the rapier, shortsword, shortbow and handaxe
Nimble Dodge: When attacked by an Opportunity Attack you may use your reaction to impose disadvantage on that attack.")
(set:$Perception to true)(Set:$Rapier to true) (set:$Shortsword to true) (set:$Shortbow to true) (Set:$Handaxe to true)
[[Softpaw]] Refined, intelligent mousefolk
[[Medowguard]] Brave, more adventerious mousefolk
//Grethe put the finishing touches on the portrait she was painting for the family seated with their new dear little one. It would need time to dry, but she invited them over to approve it. It was a tradition in their clan to have a portrait painted with the new baby, as a kind of family tree. Grethe was glad she could be a part of it as the smile spread across the family’s faces.//
Softpaw mousefolk are the crafters, scholars, and traders of the mousefolk communities. They generally prefer to avoid battle if possible, securing the civilization and exploring the wilds are best left to others. They are proud of their commitment to their work and are the creators of the art and culture that they hold so dear.
They gain a bonus to intelligence.
They are artists, and have proficiency with a set of artisan tools.
They can also squeeze through tight spaces as if they were tiny.
(Set:$Subrace to "Softpaw")
(Set:$Subrace_Features to "Artistry: You gain proficiency with one set of artisan’s tools
Squirm: You can squeeze through spaces as if you were tiny. ")
(Set:$Intelligence += 1)
(set:$Artisan_Tool += 1)
[[Moving on|Your Race]]
//Ériu’s blade struck the meat of the thigh of the creature, she knew she had hit an artery as she danced away, out of reach. She dodged the attack that came towards her as she left the reach the monster. She found a place to hide and switched to her bow. Her shot landed on the beasts shoulder, the monster was looking better than he had hoped.//
Medowguard make their living protecting their clans from dangers in the wilds. They have a deep intuition, a connection with nature, that few races can boast.
They have an unwavering sense of duty to their clans, and kingdoms that home them. They use their lifetime of experience to keep them sharp against the dangers of the world.
They are brave, and have advantage on saving throws against being frightened.
They can speak with small beasts, and communicate simple ideas and commands with small or smaller beasts with sounds and gestures.
They have a bonus to wisdom.
(Set:$Subrace to "Medowguard")
(Set:$Wisdom += 1)
(Set:$Subrace_Features to "Brave: You have advantage on saving throws against being frightened.
Speak with Small Beasts: You can communicate simple ideas and commands with small or smaller beasts with sounds and gestures. ")
[[Moving on|Your Race]]
//Ivka had her daggers ready, they had been dipped in poison. She crept through the shadows, her dark hood pulled up around her face, covering her white hair and most of her horns. The target was just ahead, she held her breath as someone passed, waiting to see if they sounded the alarm. She moved forward quickly and quietly, before sinking her dagger into the targets back, she ripped it out and darted off into the dark recesses of the castle to let the poison do it’s work.//
The qunari are a tall race of people standing well over 6 ft tall. Generally considered more robust and stronger than most humans. Their skins have metallic colors of silver and bronze. All Qunari have white hair, pointed elf like ears, bright violet, red, or silver eyes, and large, prominent, memorable, ox like horns. They do not have the ungulate like heads and legs that a minotaur does.
Qunari are very law focused, and tend towards the lawful alignment.
Their oversized horns are the focal point of their appearance, though the body paint they apply can be similarly intimidating. It highlights their large muscular frames, and distinguishing their clan, to other Qunari.
The most valuable position a Qunari can take is a warrior. They train extensively to develop their strength and dexterity. Even the youngest Qunari can defend themselves.
Age: Quinari live about as long as humans.
Size: Qunari are about a foot taller than most humans and weigh about to fifty pounds more. Their size is medium.
They have a bonus to strength, wisdom, and charisma.
They are resistant to poison and have advantage against poison saving throws.
They are proficient with the intimidation skill.
They are sure footed having advantage on strength and dexterity saving throws against being knocked prone.
They speak infernal.
(Set:$Race to "Qunari")
(set:$Age_Range to "Adult at 18. Live to about 100 years")
(Set:$Strength += 2)(set:$Wisdom += 1)
(Set:$Charisma += 1)
(set:$Walking_Speed to 30)
(Set:$Size to "Medium")
(set:$Features to "Qunari Resistance: You are resistant to poison damage, and have advantage on poison saving throws.
Frightful Appearance: You are proficient in the intimidation skill.
Sure Footed: You have advantage on Strength and Dexterity Saving throws against being knocked prone.")
(set:$Intimidation to true) (Set:$Infernal to true)
[[Moving on|Your Race]]
(Set:$Subrace to "None")
(Set:$Subrace_Features to "none. ")
//Biddy smiled a black toothed smile. She was on the smaller side for an Oni, but that did not mean she took kindly to being called a tiefling. It was true her skin was red, and she had small ivory horns, but she was not going to stand for ignorance. She was a giant from the Feywild not some fiend. She flexed her black claws on he glaive, her dark eyes focused, calculating if she could destroy this ignorant man.//
Oni dominate the land with their tremendous power and extreme stalking and fighting abilities.
With the face of a devil the build of an ogre and the mind of a fey these creatures are truly deadly warriors. In nursery rimes oni are the creatures that stalk the nightmares of children and adults alike. Oni have blue, green, red, or purple skin, a pair of short ivory horns on their foreheads. Their eyes are dark with white pupils and their teeth and claws are jet black.
Oni have mastered their capabilities and are well aware of their limitations, not entering a fight they would not be sure of winning. They are disciplined to wait for favorable conditions that would turn the tides in their favor.
Age Oni usually live somewhere between 800 and 1000 years.
Size: Oni range from 4 ft to 8 ft tall and weigh more than humans of a similar size do. Their size is medium.
They have a bonus to strength.
They have a walking speed of 30.
They have darkvision that allows them to see in darkness and dim lighting conditions.
They are proficient with the glaive.
They are savage attackers, when they roll for damage with a melee weapon they can reroll the damage dice and use either total.
They speak Giant.
(Set:$Race to "Oni")(set:$Age_Range to "Adult at 18. Live to about 750+ years.")
(Set:$Strength += 2)
(set:$Walking_Speed to 30)
(Set:$Size to "Medium")
(set:$Features to "Darkvision: you can see in darkness as if it is dimly lit for 60 ft. or in dim conditions as if it is brightly lit. You can’t see color only shades of gray.
Oni Weapon Training: You are proficient with the Glaive.
Savage Attacks: Once per turn when you roll damage for a melee weapon attack you can reroll the damage dice and use either total.
.")
(Set:$Glaive to true)(Set:$Giant to true)
[[Red Oni]] Honed instincts and dexterous movement
[[White Oni]] Most human looking tricky oni
[[Blue Oni]] Toughest of the oni
//Kiley shook her hands against the cold, she disliked this temperature. Her companions were already worried about her getting frostbite because of her black talons. She was unhappy about the whole situation they had gotten themselves into where they even needed to traverse the tundra in the first place. If they had listened to her plan they wouldn’t be in this mess.//
Red Oni have dark red to almost purple skin, they have the same black teeth, jet black nails and eyes, as well as the small ivory horns.
They have the best combat instincts of all of the Oni. They are sometimes mistaken for fiends or tieflings, which some appreciate, and others resent.
They have a bonus to dexterity.
They have honed instincts, when an enemy does not beat their AC they may use their reaction to make a free attack against the enemy with their current weapon. They can use this a number of times equal to their dexterity modifier, regaining expended uses after a long rest.
(Set:$Dexterity += 1)
(Set:$Subrace to "Red")
(Set:$Subrace_Features to "Honed Instincts: When an enemy does not beat your AC you may use your reaction to make a free attack against the attacker with your current weapon. You can use this feature a number of times equal to your Dexterity modifier, and regain expended uses when you finish a long rest. ")
[[Moving on|Your Race]]//Lien picked her black teeth with her black talon. She looked across the tavern, no one was paying much attention to her, they were far more interested in the tiefling danger gyrating to the music. She had to admit it was a good show, but the dancer looked bored. She liked to not be noticed and slipped through the crowd cutting purses as she went.//
White oni, have pale pink and white skin tones, sometimes ghostly pale, or almost human colored. They are the most human looking of the Oni. They still have the black teeth, nails and eyes, as well as the small ivory horns from their foreheads.
They are the most subtle of the Oni using their likeness to blend in and hide amongst the masses. They are perfect for gathering intel or setting traps when they work with other Oni.
They have a bonus to wisdom.
They are tricksters, able to cast the minor illusion cantrip at will and disguise self once per day using wisdom as their spellcasting modifier.
(Set:$Wisdom += 1)
(Set:$Subrace to "White")
(Set:$Subrace_Features to " Trickster: You can cast Minor Illusion cantrip at will. And Disguise self once per day. Wisdom is your spellcasting modifier. ")(set:$Minor_Illusion to true)
[[Moving on|Your Race]]
//Kázmér tossed his snowy white hair into a bun, pulling his cloak close around him. He didn’t want people noticing him his sickly green skin, black eyes, small white horns, he had heard enough children scream and run at the very sight of him. His black fingers clutched the front of the cloak closed, sometimes he wished he could be invisible like the stories said, but then he would be a true monster just like them.//
Blue Oni are the most traditional looking Oni. Somewhat familiar to almost everyone with their bluish greenish skin, they are most reminiscent of the oni from the bedtime stories, though those creatures are a different beast all together. Seeing a Blue Oni will set fear into the hearts of most creatures, having heard the tales of the large monstrous blue skinned oni.
These Blue Oni are resilient, able to withstand brutal hits from weapons, in addition to dealing their own.
They have a bonus to constitution.
They have stone skin, when they take damage they can use their reaction to roll a d12, add their constitution modifier, and reduce the amount of damage taken by that amount, once per long rest.
(Set:$Constitution += 1)
(Set:$Subrace to "blue")
(Set:$Subrace_Features to "Stone Skin: When you take damage you can use your reaction to roll a d12 add your constitution modifier to the number rolled and reduce the damage taken by that total. After you use this trait you must finish a long rest before you can use it again. ")
[[Moving on|Your Race]]
//Bernhard folded his scythe arms tucking in his elbows to the sides of his body. He looked at the amulet, clicking his mouth thoughtfully. He thought it looked like a religious item, but his many faceted eyes could be wrong, this was not his area of expertise. He carefully kicked the box closed and scooped it into his bag.//
Born of a union of two powerful fey, mantids are insectoid in appearance and are always met with strange stares and treated as an alien commodity, as their race was thought to be extinct or destroyed long ago.
Mantids have a chitinous exoskeleton, and around three sets of limbs, a pair of arms with hands, a set of bladed sytlelike arms, and a pair of legs that end in a blunt but flexible toe. Delicate, with wide shimmering eyes in a rage of color. They have silken hair that matches or complements their chitin.
Age: Mantids reach adulthood at the age of 10 when their parents leave them to fend for themselves. They live for up to 750 years shedding their carapace every six years.
Mantids are usually neutral creatures endeavoring to gain worthy friends, and defending them should they come under threat. Being left alone at a young age forms strong ties of friendship more than ties to their own family. They prefer to maintain balance and would subdue over kill in most situations. They live private lives with small group dos companions and friends.
Size: Females grow between 5 and 6 ½ ft tall, weighing about 160 lbs. Males grow between 6 and 7 ft and weigh about 200 pounds your size is medium.
They have a bonus to wisdom.
Their walking speed is 30.
They have darkvision, allowing them to see in dim and dark conditions.
They possess innate psionic powers they know the message cantrip. At the 3rd level they can detect thoughts once per day using their wisdom modifier as their spellcasting ability.
They have a chitinous Exoskeleton they cannot wear heavy armor, their natural amor gives them an ac of 12 when not wearing armor or using a shield.
They have two scythe like arms. Their unarmed strikes deal 1d4 slashing damage. When they fall of a ledge they can use their reaction to cling to the rockface with an athletics check.
They have fey ancestry, being able to resist being put to sleep by magic and have advantage on saving throws against being charmed.
They go into suspended animation or 4 hours and gain the benefits of a full 8 hours of rest.
They go through ecdysis when they are reduced to 0 HP, the next time they take a long rest they spend 8 hour molting. Until the next long rest after being reduced to 0 HP you are vulnerable to bludgeoning, piercing, and slashing damage. At the end of 8 hours of molting you regain any lost limbs or appendages.
(Set:$Race to "Mantid")(set:$Age_Range to "Adult at 10. Live to about 750 years.")
(Set:$Wisdom += 2)
(set:$Walking_Speed to 30)
(Set:$Size to "Medium")(set:$Message to true)
(set:$Features to "Darkvision: You can see in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit. You cannot see color, only shades of gray.
Sensate: You possess innate psionic powers as a gift of the fey who created you. You know the message cantrip, and the message is sent telepathically and cannot be blocked by physical means When you reach the 3rd level you can cast detect thoughts once per day using your wisdom modifier as your spell casting ability.
Chitinous Exoskeleton: You cannot wear heavy armor. Your natural armor gives you an AC of 12 when you are not wearing any armor or a shield.
Scythe Blades: You have two natural scythelike arms. Your unarmed strikes with these arms deal 1d4 slashing damage, and when you fall off a ledge you can use your reaction to make an strength athletics check to cling on.
Fey Ancestry: You cannot be put to sleep by magic and have advantage on saving throws against being charmed.
Torpor: You go into suspended animation for 4 hours gaining the benefits of a full 8 hours of sleep.
Ecdysis: When a Mantid is reduced to 0 HP the next time it takes a long rest it must spend 8 hours molting. Until your next long rest after being reduced to 0 HP you are vulnerable to bludgeoning, piercing, and slashing damage. At the end of the 8 hours of molting you regain any lost limbs or appendages. ")
[[Oracle Mantid]] Higher intelligence, and more psionic powers
[[Warrior Mantid]] Tougher and trained in combat
//Ezequiel opened the book, studying the pages closely he was sure to memorize the incantations for the day. He needed all the time he could get in the library, there were so many books and so much knowledge he needed to bring back to his people. If he had a way to teleport the library to the Feywild he would.//
Oracle Mantids are smart, quick to grasp intellectual concepts. They are studious, and are able to enhance their psionic powers.
They have a bonus to intelligence.
They have fey favor, giving them greater psionic powers at the 5th level they can cast calm emotions once per day, and at the 7th level they can cast the sending spell once per day. The spell modifier for these spells is wisdom.
They also gain an additional language.
(Set:$Intelligence += 1)
(Set:$Subrace to "Oracle")
(Set:$Subrace_Features to "Fey Favor: You have greater psionic powers at the 5th level you can cast calm emotions once per day. At the 7th level you gain the sending spell to cast once per day. Your spell ability modifier for these spells is wisdom. ")
(set:$Language += 1)
[[Moving on|Your Race]]//Nikifor lashed out with his sword. He quickly slashed with the scythe blades chopping the head off with a grunt. He kicked the body and stalked back towards camp. His allies still sleeping in their tents.//
Warrior Mantids are roust and strong, they are the defenders of their people and protectors of their lands. They excel in combat, knowing how to use their natural weapons to the best of their abilities.
They have a bonus to constitution.
They have spider’s dexterity allowing them to make two unarmed strikes with their scythe arms as a bonus action in addition to their normal attacks.
(Set:$Constitution += 1)
(Set:$Subrace to "Warrior")
(Set:$Subrace_Features to "Spider’s dexterity: You can make two unarmed strikes with your scythe arms as a bonus action in addition to your normal weapon attacks.")
[[Moving on|Your Race]]
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(if:$Known_Cantrips is > 0) [ [[Choose Cantrips]] ]
(if:$Known_Spells is > 0) [ [[Spells]] ]
(if:$Known_Spells is 0) [ (if:$Known_Cantrips is 0) [ (go-to: "Loading Endgame Spellcasting") ]] //Weldon ran a hand through his short shorn hair. Dust motes shimmering like glitter in the beams of sunshine that filtered across the room from the open window. There was a covering of dust on everything in the house, every footstep he took both announced and disguised his presence there. Being actively lived in but looking abandoned.//
A dust genasi is born a mortal form of air and earth. Light and always moving but impossible to forget.
Their skin may be soft powder white complexion of flour, grainy cornmeal yellow, fine flecked brown, ashen gray.
Their hair may float, lighter than air, with eyes that mimic sky or earth.
The physical manifestation of the chaos of the elemental elements will vary between genasi, a drying breeze may encircle them, a constant trail of dust and dirt marks their passage, they may be enveloped in a gritty haze.
They get a bonus to Dexterity.
They can hold their breath indefinitely.
They have resistance to force damage, but suffer from disadvantage on perception checks in strong winds.
(Set:$Subrace to "Dust")
(set:$Dexterity += 1)
(Set:$Subrace_Features to "Unending Breath: You can hold your breath indefinitely while not incapacitated.
Born of Dust: You have resistance to force damage you also suffer from disadvantage on perception checks in strong winds.")
[[Continue|Your Race]]
//Trudy waded into the water. She settled down to wait. Her prey would need to pass through here eventually and she was going to be ready for when it did. Patience was the key to survival in the swamp, rushing into things was like rushing into death.//
Earth and water together are both deadly and lifegiving. Those Genasi who find parentage in humanity as well as the earth and water, live a similar duality.
Whatever features are not human are muddy brown, green, or black.
They may have a perpetual damp smell about them, or squelching muddy footsteps, or moss growing either in obvious or unobvious places.
They have a bonus to strength.
They are swamp born, giving them advantage on saving throws against poison, and resistance to it. They also automatically succeed against quicksand.
They are amphibious, and can breathe air and water.
(Set:$Subrace to "Swamp")
(set:$Strength += 1)
(Set:$Subrace_Features to "Swamp Born: You have advantage on saving throws against poison and resistance to poison damage. You automatically succeed against quicksand.
Amphibious: You can breathe both air and water.")
[[Continue|Your Race]]
//Lon could feel the rage building in him as he looked across the field at the fighting. It was stupid. He would do something about it. Each step he took towards them let up a puff of steam, he was sure his anger had steam coming out of his ears.//
Steam Genasi are formed from fire and water. They are volatile, and somewhat unpredictable, though every Genasi is different. Steam Genasi tend to be pale or blue in coloring occasionally denoting their heated nature with orange tones. Their hair may be a thick white cloud, or wispy tendrils, if outside of the usual human range.
They may appear to always have collected moisture on their skin, or their locks hang limply as if soaked in water, maybe they have a humidity that seems to follow them around, or steam follows them wherever they go.
They get a bonus to wisdom
They can hold their breath for an hour.
They are resistant to fire damage.
(Set:$Subrace to "Steam")
(set:$Wisdom += 1)
(Set:$Subrace_Features to "Hold Breath: You can hold your breath for 1 hour at a time
Fire resistance: you are resistant to fire damage. ")
[[Continue|Your Race]]
//Laura circled over the battlefield. Her wings kept her aloft out of range of the shortbows as she prepared to cast her spell. Her flowing robes caught and billowing in the wind, an angelic avenger raining fiery death from above.//
Taiven look exactly like humans, except they have feathered wings. An individual’s wingspan is at least their height and a half, usually the same or a complementary color to their hair.
Infused with the essense of angels to fight a war long ago, as a reward for their help they were granted land to settle and make lives for themselves, often as emissaries of the gods and starting temples and are often the first choice when the gods are in need of paladins or clerics to carry out their plans, rewarding their piousness. They are devout to the gods, rarely abandoning their faith in their chosen god (good or evil), and respecting other’s choices of worship (or lack of worship).
Taiven mature more slowly than humans do, reaching maturity in their mid twenties and living to about 500.
Taiven are slightly taller on average than humans and their folded wings add about a third of that in additional height. Your size is medium.
They speak celestial.
They have a walking speed of 30.
They have a fly speed of 40 if they are not wearing heavy or medium armor.
They have celestial heritage, and are resistant to radiant damage, and have advantage on saving throws against being frightened.
They are pious, having proficiency in the religion skill and double proficiency in the skill if it involves celestials or deities.
They are poor swimmers and have disadvantage on checks to swim, and dexterity saving throws in water above their knees.
They have a bonus to charisma.
(Set:$Celestial to true) (set:$Age_Range to "Adult at 25. Live to about 500 years.")
(set:$Charisma += 1)
(Set:$Size to "Medium ")
(set:$Walking_Speed to 30)(Set:$Fly_Speed to 40)
(Set:$Features to " Celestial Heritage: You are resistant to radiant damage, you have advantage on saving throws against being frightened.
Flight: You have a flying speed of 40. You cannot use this ability with medium or heavy armor or if you are wearing a heavy load, or light armor not designed to accommodate your wings.
Piety: You are proficient in the religion skill. You double your proficiency bonus if the check involves celestials or deities.
Sea Spurned: You are a poor swimmer. You have disadvantage on ability checks to swim and dexterity saving throws in water above your knees.
")(set:$Religion to true)
(set:$Race to "Taiven")
[[Ashwing]] Dexterous and agile with dusty colored wings
[[Dawnwing]] Enduring with sunrise colored plumage
[[Flamewing]] Fighters with fire colored feathers
[[Nightwing]] Silent night winged stalkers
[[Starwing]] Intelligent, scholarly, and purple feathered.//Eua held the lute in her hands, gray wings spread behind her, silks draped around to create an angelic image for the painter. They had set up a trade, a work of her for a work of him. She enjoyed painting far more than she enjoyed being the subject of one. The guild encouraged trades, so as long as she had subjects to paint it was a compromise she was willing to accept.//
Ashwings are usually artisans and entertainers. Their airborne agility is impressive, with dusty tones of plumage usually white, grey, or silver.
They have a bonus to dexterity.
They can use their action to charge their weapon with celestial energy. The next successful melee attack they make inflicts 1d6 lighting damage, once per long or short rest.
They have a word of power, about to purify food and drink with only a verbal component once per long rest.
They have swallow’s wings, while airborne they have +2 to their ac.
(Set:$Subrace to "Ashwing")
(set:$Dexterity += 2) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "
Divine Wrath: You can use your action to charge your weapons (including unarmed strikes) with Celestial energy. After spending your action to charge your weapon your next successful melee attack inflicts an additional 1d6 Lightening damage. You cannot use this ability again until you finish a long or short rest.
Word of power: You can cast the purify food and drink spell with only a verbal component, it doesn’t count against the number of spells known, or prepared, or cost a spell slot to cast. You can cast this spell once. You regain this ability after you finish a long rest.
Swallow’s wings: You have +2 to your AC while you are airborne, your agility making it harder to hit you while you are flying. ")
//Graça smiled as she delivered the bundle of letters to the castle. She was glad the guild of messengers she had started was doing well enough to be hired by the king. She was handed a whole new stack of letters to distribute around the city to various lords and ladies around the kingdom. She spread her golden wings and took to the air.//
Known for their boundless endurance Dawnwings usually serve as messengers, or couriers. They often have yellow or golden plumage.
They have a bonus to constitution.
They have divine wrath, where they can use their action to charge their weapon on their next successful melee attack the weapon inflicts an additional 1d6 radiant damage, once per long or short rest.
They can use a word of power to cast sanctuary with only a verbal component once per long rest.
They have eagle’s wings adding their proficiency bonus to resist exhaustion and fatigue, this includes spells and other effects that inflict exhaustion.
(Set:$Subrace to "Dawnwing")
(set:$Constitution += 2) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "
Divine Wrath: You can use your action to charge your weapons (including unarmed strikes) with Celestial energy. After spending your action to charge your weapon your next successful melee attack inflicts an additional 1d6 radiant damage. You cannot use this ability again until you finish a long or short rest.
Word of power: You can cast the Sanctuary spell with only a verbal component, it doesn’t count against the number of spells known, or prepared, or cost a spell slot to cast. You can cast this spell once. You regain this ability after you finish a long rest.
Eagle’s Wings: you add your proficiency bonus to saving throws to resist exhaustion and fatigue. This includes spells and other effects that inflict exhaustion. ")
//Vivi donned her heavy armor. It would keep he grounded, but this was not a battle of the air. It was a battle for the land, the land of her people, they looked to her for leadership and she was going to be in the thick of things. She was going to fight along side them, come hell or high water. If she needed to she was willing to die along side them.//
Flamewings are born warriors, they are valent and strong. They usually have red or orange plumage.
They have a bonus to strength.
They have Divine Wrath, able to charge their weapon with celestial energy, on their next successful attack they deal an additional 1d6 fire damage, once per long or short rest.
They can use a word of power, they can cast shield of faith with only a verbal component once per long rest.
They have hummingbird’s wings, while airborne they can dash or disengage as a bonus action.
(Set:$Subrace to "Flamewing")
(set:$Strength += 2) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "
Divine Wrath: You can use your action to charge your weapons (including unarmed strikes) with Celestial energy. After spending your action to charge your weapon your next successful melee attack inflicts an additional 1d6 Fire damage. You cannot use this ability again until you finish a long or short rest.
Word of power: You can cast the Shield of Faith spell with only a verbal component, it doesn’t count against the number of spells known, or prepared, or cost a spell slot to cast. You can cast this spell once. You regain this ability after you finish a long rest.
Hummingbirds Wings: While airborne you can use your bonus action to dash or disengage. ")//'Uriyah flew across the moonless night on pitch black wings. He needed to get back into friendly territory and report on the location of the enemy. It was vital information and he was flying as quickly as he dared to maintain his stealth.//
Usually acting as the spies, scouts, and assassins for the gods, the beating of their wings is nearly silent, their stealth is aided by their midnight black or deep blue feathers.
They have a bonus to wisdom.
They can use their divine wrath to charge their weapon as an action. On a subsequent successful melee attack the weapon inflicts an additional 1d6 cold damage, they can use this ability once per long or short rest.
They can use their word of power to cast detect good and evil with only a verbal component once per long rest.
They have owl’s wings, giving them advantage on stealth checks while airborne.
(Set:$Subrace to "Nightwing")
(set:$Wisdom += 2) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "
Divine Wrath: You can use your action to charge your weapons (including unarmed strikes) with Celestial energy. After spending your action to charge your weapon your next successful melee attack inflicts an additional 1d6 Cold damage. You cannot use this ability again until you finish a long or short rest.
Word of power: You can cast Detect Good and Evil spell with only a verbal component, it doesn’t count against the number of spells known, or prepared, or cost a spell slot to cast. You can cast this spell once. You regain this ability after you finish a long rest.
Owl’s wings: you have advantage on stealth checks while airborne. ")
//Caelestis flew to the top shelf of his library, it was taller than anyone would have been able to reach without a ladder. The top shelf was where he kept his most precious books, his oldest books, the rarest books. The collection was several generations of Starwing Taiven old, the life’s work of his father and grandfather.//
Starwings are scholarly and inquisitive, they have the tendency to be librarians and accumulators of knowledge. They have indigo and violet plumage.
They get a bonus to intelligence.
They can use their divine wrath to charge their weapon as an action. When they make a subsequent, successful melee weapon attack it will deal 1d6 psychic damage once per long or short rest.
They can use a word of power able to cast command with only a verbal component once per long rest.
They have falcon wings, increasing their flying speed to 50.
(set:$Fly_Speed to 50)
(Set:$Subrace to "Starwing")
(set:$Intelligence += 2) [[Let's Go!|Your Race]]
(Set:$Subrace_Features to "
Divine Wrath: You can use your action to charge your weapons (including unarmed strikes) with Celestial energy. After spending your action to charge your weapon your next successful melee attack inflicts an additional 1d6 psychic damage. You cannot use this ability again until you finish a long or short rest.
Word of power: You can cast the Command spell with only a verbal component, it doesn’t count against the number of spells known, or prepared, or cost a spell slot to cast. You can cast this spell once. You regain this ability after you finish a long rest.
Falcons Wings: Your flying speed increases to 50 ft. ")
//Raja’s cerulean blue scales drew a mix of attention from the town he and his crew visited. Taverns were riveted with stories of the Aquamarine Pirate, conqueror of the seas, slayer of beasts, and layer of maidens. The coastal towns knew his blue and green boat as it docked in the harbor, seeming to appear close to shore. Raja had to admit he loved the fanfare.//
Outgoing, hardworking, and energetic aquamarine dragons are seen as protectors and role models. Their scales come in colors from light blueish green to cyan.
Their special breath weapon is sleep breath in a 15ft cone.
They are immune to charm and frightened conditions.
[[Ready to continue?|Your Race]]
(Set:$Subrace_Features to "Draconic Ancestry: You exhale a 15 foot cone of sleep breath. Creatures within this cone must make a Constitution saving throw, Falling unconscious on a fail and half as much on a success. Your DC is $Save_DC.Once you use your breath weapon you cannot use it again until you complete a long or short rest.
Draconic Resistance: You are immune to the charmed and frightened conditions.")
(Set:$Subrace to "Aquamarine")
//Vojta laughed at the assumption she was related to the white dragons. Fractal rainbows reflected onto the ground from her crystal horns. She patiently explained the differences between the dragonborn, knowing they were just an uneducated peasant and it would cost her little to cleanse the ignorance from them.//
Natural purifiers of the lands and waters. Their scales are vibrant and bright in a prismatic fashion. They come in brownish amber colors to crystalline white toned.
They can heal poison by touching a creature for 1 minute.
They are resistant to poison and acid damage and have advantage on saving throws against being poisoned.
[[Ready to continue?|Your Race]]
(Set:$Subrace_Features to "Draconic Ancestry: You can heal poison by touching a creature for 1 minute, you can do this a number of times equal to your constitution modifier per long rest.
Draconic Resistance: You are resistant to poison and acid damage. You have advantage on sving throws against being poisoned.")
(Set:$Subrace to "Aragonite")
//Link looked at the princess, her beautiful golden hair, striking blue eyes. She had been battling the great evil for years, with politics and subtle magic. Her face was fierce as she lifted her hand, glittering magic shimmered there as she incanted the spell. Link raised his sword and with a wild yell charged, all his life had been training for this moment, there was no doubt in his mind this man they faced now was a monster. He grunted with effort as he swung his sword towards that laughing face. With teeth gritted, every ounce of strength going into the blow he would smite this demon where it stood if it was the last thing Link did.//
Hylians traditionally have pointed ears, and generally have blue or blue-grey eyes and light skin, although the ethnicity as a whole has a wide degree of variation. The lower classes usually wear casual clothing; Hylian males tend to wear belt leather jerkins, and females wear long gowns in many different colors. The goddess Hylia is interested in the lives of her people, choosing her clerics and paladins exclusively from Hylians. They are almost always a force for good in the world.
Hylians mature at about the same rate as humans but can live for up to 500 years.
Hylians are a little shorter and a little more slender than humans. Your size is medium.
They get a bonus to wisdom and constitution. They are tough, gaining an additional hit point per level. With Hylia’s blessing they have advantage on constitution saving throws.
Their weapon training includes longswords, shortswords, shortbows, and longbows.
Hylians have darkvision, being able to see in darkness for 60 ft as if it was dimly lit.
Hylian’s speak Sylvan.
(set:$Age_Range to "Adult at 18. Live to about 500 years")
[[Let's Go!|Your Race]]
(Set: $Race to "Hylian")
(set:$Wisdom += 2)
(set:$Constitution += 1)
(set:$Sylvan to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Heart Container: Your Hit Point Maximum increases by 1 and increases by 1 with every level you gain.
Hylia’s Blessing: You have advantage on Constitution saving throws against exhaustion.
Hylian Weapon Training: You are proficient with longswords shortswords shortbows longbows")
(Set:$Size to "Medium")
(Set:$Subrace to "None")(set:$Longsword to true)(set:$Shortsword to true)(set:$Shortbow to true)(Set:$Longbow to true)
(set:$Subrace_Features to "none")
(set:$Tough_Race to true)//Olwin looked over at her current boyfriend, a desert elvish lad about three times her age. He was pretty, smart, a good mate all thing considered. He wasn’t as strong as her mother had wanted, but Olwin was willing to overlook that for his handsome face. He didn’t complain about the heat of the desert as much as her last boyfriend did.//
Created by the Goddess Hylia, though they no longer believe she exists, let alone is an active part of the world. They are warriors by reputation, feared and respected in the countries they inhabit. The climate of the desert has made the Gerudo tough and resourceful. Due to a unique biological quirk, the race consists almost solely of females.
A single male Gerudo is born into the tribe every hundred years. This male is destined by Gerudo law to become their king. When there is no male to be their king, the Gerudo are led by a chief with the position passed on from mother to daughter. The lack of males among the Gerudo is countered by them taking boyfriends from other human races.
Gerudo are known to have the following traits: dark skin, amber eyes, red hair, and a sharp bird-like nose. Their skin color, however, has been shown to come in two tones: a common light brown and an olive-greenish variation. Gerudo vary between having round ears and pointed ears. Archery and skilled horseback riding are highly regarded in Gerudo society.
They are considered adults at the age of 18 and live to about 100.
They get a bonus to strength and dexterity.
They speak giant, and one additional language.
They have a walking speed of 30.
They have darkvision.
They have urbosa’s blessing of resistance to lighting damage.
They are desert walkers, not suffering effects from extreme heat or cold as long as they don’t wear medium or heavy armor.
While unarmored they have unarmored defense, using a shield and maintaining this benefit, it doesn’t stack with other unarmored defenses.
They are trained with longbows shortbows and animal handling.
[[Let's Go!|Your Race]]
(set:$Age_Range to "Adult at 18. Live to about 100 years")
(Set: $Race to "Gerudo")
(set:$Strength += 2)
(set:$Dexterity += 1)
(Set:$Giant to true) (set:$Language += 1)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Urbosa’s Blessing: Resistant to Lighting Damge
Desert Walker, you don’t suffer effects of extreme heat or extreme cold as long as you are not wearing anything heavier than light armor.
Unarmored Defense: While you are not wearing any armor, your Ac equals 12 + dexterity modifier. You can use a shield and still gain this benefit. If you choose a class that has unarmored defense you can use this feature instead to add half your proficiency bonus to your AC.
Gerudo Training: You are proficient with Longbows and Shortbows and animal handling.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")(set:$Longbow to true) (Set:$Shortbow to true) (set:$Animal_Handling to true)
//Madara dove into the water as soon as it came into sight, she had never been so glad to see a body of water in her entire life. Tubs at the inns was not the same as swimming freely. She dove to the bottom of the lake enjoying the cool feel of water rushing over her slick skin. She popped her head up and beckoned her party to the water. They refused. She wasn’t surprised, taking her time enjoying the water while they rested their horses at the lakes edge.//
The Zora are an aquatic folk who possess fish and amphibian like traits, including fins, webbed feet and gills, which allow them to swim and thrive underwater.
Zora can come in many shapes and sizes, but are humanoids with long tail fins on their heads and finned appendages on their arms and legs. They are protectors of water.
Zora age much more slowly than humans, looking young like children until they are around 150 years old, and can live for centuries or even Millennia. Zora are heavier and taller than humans. Most individuals (but not all) have fins attached to their limbs and a tail at the back of their head, making their head alone resemble a fish. Some Zora possess fins that greatly resemble the folds of clothing. Their skin color ranges between white, blue and gray, but few have also appeared bright red or brown as a rarer variant.
They have a bonus to dexterity and charisma.
They speak aquan and primordial.
They have a walking speed of 30.
They have darkvision and can see in darkness and dim lighting conditions.
They are amphibious, being able to breathe both air and water.
They are water bound, needing to be submerged in water at least every 3 days for an hour or become exhausted. They lose those all levels of exhaustion gained from being out of water after being submerged for an hour.
They are trained with longswords, shortswords, spears and tridents.
They have mipha’s grace, knowing the shape water cantrip, they learn the cure wounds spell at the 3rd level and can cast it once per day as a 2nd level spell with this trait. At the 5th level they can cast prayer of healing with this trait once per day. They regain this ability at the end of a long rest. Wisdom is the spellcasting ability for these spells.
They have a swimming speed of 40 ft.
Zora are medium creatures.
[[Let's Go!|Your Race]]
(set:$Age_Range to "Adult at 150. Live to about 750 years")
(Set: $Race to "Zora")
(set:$Dexterity += 2)
(set:$Charisma += 1)
(Set:$Aquan to true) (Set:$Primordial to true)
(Set:$Walking_Speed to 30)(set:$Swim_Speed to 40)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Amphibious: You can breathe Air and Water.
Water Bound: If you are not submerged in water within 3 days for at least an hour at the end of every long rest you take 1 level of exhaustion. You lose all levels of exhaustion after being submerged in water for at least one hour.
Zora Weapon Training: You are proficient with longsword, shortsword, spear, and tridents.
Mipha’s grace: You know the Shape Water Cantrip. You learn the cure wounds spell at the 3rd level and can cast it as a second level spell once with this trait, regaining the ability at the end of a long rest. At the 5th level you can cast prayer of healing with this trait and regain the ability when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Swimming: You have a swim speed of 40ft.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Erik tinkered with the crossbow, he was trying to make it able to fire grappling hooks. He looked up from his work when his workshop bell jangled. He hadn’t realized how dark it had gotten outside, he could hardly see the people hurrying off with his deep red eyes. The man who entered was dressed in green and without a word plopped a strange device on the counter. Erik would need time to look at it, told the man as much, he left it there with a bag of gold and left without speaking a single word.//
Sheikah, also known as the Shadow Folk. They are a mysterious and secretive tribe with pointed ears, red eyes and shadowy magic abilities.
Chosen by the Goddess Hylia be the protectors and guides of the royal families of her people. They are known to excel in mobility and jumping and specialize in hand-to-hand combat. In addition, they have enhanced their technical capabilities with a variety of research and create tools unique to their tribe.
The Sheikah are a humanoid race, bearing great resemblance to Hylians, in both appearance and magical capacity. The Sheikah, are known for their distinctive red eyes and pointed ears, which they share the latter with the Hylians. Despite physical similarities, the true relationship between the Sheikah and Hylian race is unknown.
Sheikah mature at about the same rate as humans, but live for about 500 years.
Generally they range in height from 5 to 6 feet with a very light, slender build.
They have a bonus to intelligence and dexterity.
They speak elven and sylvan.
They have a walking speed of 35.
They have darkvision, allowing them to see in dark and dim lighting conditions.
They are a natural sleuth, being proficient with both acrobatics and slight of hand.
They are shadow folk, using an action to become invisible, ending if they attack, cast a spell or force a saving throw.
They are proficient with daggers, darts rapiers and scimitars.
[[Let's Go!|Your Race]]
(set:$Age_Range to "Adult at 18. Live to about 500 years")
(Set: $Race to "Sheikah")
(set:$Dexterity += 2)
(set:$Intelligence += 1)
(Set:$Elvish to true)(set:$Sylvan to true)
(Set:$Walking_Speed to 35)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Natural Sleuth: You gain proficiency with Acrobatics, and slight of hand.
Shadow Folk: While in darkness you can use an action to become invisible. Your invisibility ends if you make an attack, cast a spell, or force a saving throw from a creature.
Sheikah weapon training: you are proficient with daggers darts rapiers and scimitars. ")
(Set:$Size to "Medium")(set:$Dagger to true)(set:$Dart to true)(set:$Rapier to true)(Set:$Scimitar to true)
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Hoa rolled down the mountain to the spring. It was a hot spring where all the Gorons liked to bathe, this time of morning was one of the few times it was completely empty. It was a very popular spot for tourists to visit, and she’d rather not be part of a gawking crowd. The hot water and steam felt good on aching muscles after hard work building tunnels.//
The Gorons are a large, mountain-dwelling race, with sizes ranging from medium, tall, and even gigantic. The goddess Hylia created in the image of giants to protect her sacred mountains.
Befitting with that of their habitat, their durable, round bodies greatly resemble that of stones and boulders, and nearly all Gorons have a hide of ridged stones on their backsides. They usually have light brown skin. They have small eyes and noticeable lips, which conceal unaligned, square teeth. They are often adorned with swirling tattoos.
Combined with their round shape, Gorons can also curl themselves into a ball shape and roll like a boulder, which is also their primary attack against enemies. Gorons possess immense strength which many are proud of, and many groups of Gorons like to hold competitions that test each other's physical strength and even rolling ability, including competitions such as Sumo Wrestlin' and rolling racing, among others.
While Gorons do have many strengths, they are also not without their weaknesses. Gorons tend to move slowly, which their ability to roll makes up for, and one of their apparent weaknesses is deep water as they cannot swim. Those who become chiefs are both powerful and wise, uniting their people through respect and trust, rather than by force
Goron’s don’t reach maturity until the age of 80, and can live up to 700 years.
They are much bigger and bulkier than humans averaging eight feet tall and about 600 lbs. Their size is medium.
They gain a bonus to strength, and constitution.
They speak giant.
Their walking speed is 25 ft.
They have darkvison, and are able to see in the darkness as if it was dimly lit.
They are Death Mountain Natives, resistant to fire damage and not affected by hot weather.
They can become a rolling bolder, using their action to become a ball and roll at their enemy. Their speed becomes 60ft and each creature in their path must make a dexterity saving throw to get out of the way.
They are trained in light hammer, greatswords, warhammers, battleaxes and greataxes.
[[Let's Go!|Your Race]]
(set:$Age_Range to "Adult at 80. Live to about 700 years")
(Set: $Race to "Goron")
(set:$Strength += 2)
(set:$Constitution += 1)
(Set:$Giant to true)
(Set:$Walking_Speed to 25)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Death Mountain Native: You are resistant to fire damage, and you are not affected by extremely hot weather.
Rolling Boulder: You can use your action to ball yourself up and roll at an enemy. When you more this way your speed increases to 60. Each creature in your path must make a Dexterity Saving Throw to get out of the way. The DC is 8 + constitution modifier + your proficiency bonus. The creature takes 2d6+ strength modifier bludgeoning damage on a failed save and half as much on a successful one. The Damage increases to 3d6 at the 6th level 4d6 at the 11th and 5d6 at the 16th level. After you use this feature you must finish a long or short rest to use it again.
Goron Weapon Training: Proficient with greatsword, light hammer, Warhammer, battle axe, and greataxe. ")
(Set:$Size to "Medium")
(Set:$Subrace to "None")(Set:$Light_Hammer to true)(Set:$Warhammer to true) (Set:$Greatsword to true) (Set:$Battle_Axe to true) (set:$Greataxe to true)
(set:$Subrace_Features to "none")
(set: $Character_Name to (prompt: "Character's name", "Alijah Ferriday"))
$Character_Name
(go-to: "Loading Endgame Skills")Blood Magic
Whether through teaching or discovery you have found that your blood holds magical power. You might have chanced upon an estranged user of this rare magic, or upon a withering tome with bloodstained pages. However you gained this ability you are able to use your blood to bring your will into reality. Sorcerers of this origin may not be held in high regard do to the gruesome nature of their abilities, but their power is undeniable.
Body and Spirit
At the first level the pounding magics in your blood invigorate you. Your HP max increases by 1 and again whenever you gain a level in this class. When you spend Hit Dice to restore your HP you restore an equal amount to your HP max if it has been reduced. Your HP max is restored before your hit points giving you full benefit of any spent hit dice.
Blood Offering
At the first level the blood in your veins contains all the power you need to focus your arcane energies. When you cast a spell you can reduce your HP Max by 1 to ignore the spells material components that do not have a cost associated with them.
Sanguine Sorcery
At the 6th level you can cast a spell of the 1st level or higher you can enhance the effect with a surge of blood. You can use one metamagic option you know on the spell by reducing your hit point max by 10 x the sorcery point cost of the option. You can only use one metamagic option on a spell when you cast it unless otherwise noted.
Blood Rites
At the 14th level you can preform certain rituals in blood that allow you to flirt with death and uncover the secrets of the past, present, and future. You can cast comprehend languages, augury, gentle repose, feign death, and contact other plane spells as rituals. When you preform one of these rituals you reduce your hit point max by 1. You do not require material components to preform these rituals
Bound By Blood:
At the 18th level your experience with blood and its power has given you a modicum of control over other humanoids, and the creatures that seek to corrupt them. As an action you can reduce your Hit Point Max by 1 and choose to cast charm person, or hold person, without expending a spell slot. The chosen spell is cast at the lowest level but you may target fiends as well as humanoids.
(set:$Subclass to true)
(set:$Secondary_Class to "Blood Magic")
[[Sorcerer|Sorcerer 2]](set:$Subclass_Features to " Body and Spirit
At the first level the pounding magics in your blood invigorate you. Your HP max increases by 1 and again whenever you gain a level in this class. When you spend Hit Dice to restore your HP you restore an equal amount to your HP max if it has been reduced. Your HP max is restored before your hit points giving you full benefit of any spent hit dice.
Blood Offering
At the first level the blood in your veins contains all the power you need to focus your arcane energies. When you cast a spell you can reduce your HP Max by 1 to ignore the spells material components that do not have a cost associated with them.
" )(set:$Subclass_Features_For_Level_1 to true)(set:$Subclass_Sixth_Level_Features to " Sanguine Sorcery
At the 6th level you can cast a spell of the 1st level or higher you can enhance the effect with a surge of blood. You can use one metamagic option you know on the spell by reducing your hit point max by 10 x the sorcery point cost of the option. You can only use one metamagic option on a spell when you cast it unless otherwise noted.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Fourteenth_Level_Features to " Blood Rites
At the 14th level you can preform certain rituals in blood that allow you to flirt with death and uncover the secrets of the past, present, and future. You can cast comprehend languages, augury, gentle repose, feign death, and contact other plane spells as rituals. When you preform one of these rituals you reduce your hit point max by 1. You do not require material components to preform these rituals.")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Eighteenth_Level_Features to " Bound By Blood:
At the 18th level your experience with blood and its power has given you a modicum of control over other humanoids, and the creatures that seek to corrupt them. As an action you can reduce your Hit Point Max by 1 and choose to cast charm person, or hold person, without expending a spell slot. The chosen spell is cast at the lowest level but you may target fiends as well as humanoids.")(set:$Subclass_Features_For_Level_18 to true)
Raven’s Shadow
Armed with stealth and radiant power, they act as holy assassins, shining blades in the dark that strike quickly leaving only a smoldering pile of ash of undead and demons. A Raven’s shadow may be unworthy of a paladin’s oath, or the call of the gods to become a cleric, but despise evil that threatens all of mortality.
(set:$Subclass to true)(Set:$Secondary_Class to "Raven’s Shadow")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Eyes in the Dark
At the 3rd level, the darkness becomes no obstacle to you but every bit as one to your enemies. You can see normally in darkness, magical and non-magical, for a distance of 120 ft. Creatures with Darkvision have disadvantage on perception checks to see you while you are in darkness.
Smiting Edge
At the 3rd level when you deal sneak attack damage to a creature you can choose to have the damage dealt in radiant damage instead of normal weapon damage. You deal d10’s of damage to fiends, aberrations, and undead instead of normal d6’s associated with your sneak attack.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to " Without Fear
At the 9th level you can no longer be frightened. ")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "
Unerring Stalker
At the 13th level you gain gifts necessary to stalk evil through the darkest of nights. You can cast detect good and evil a number of times equal to your charisma modifier (minimum of once) You can use your blood, your very life force, imbued with magical energies, to cast spells.
You regain expended uses of this when you finish a long rest.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "
Banishing Backstab
At the 17th level when you deal radiant sneak attack damage to any aberration, fiend, or undead of Cr 5 or lower they are reduced to 0 Hp.
")
(set:$Subclass_Features_For_Level_17 to true)
You know you are likely to be attacked no matter where you are, and likewise you know you can also attack from anywhere. Fighting in many different environments and positions with great efficiency.
(set:$Subclass to true)(Set:$Secondary_Class to "Ambusher")
[[Subclass Feature Description]]
(set:$Subclass_Third_Level_Features to " Free Motion
At the 3rd level you can travel anywhere. You gain the ability to climb, crawl, and swim faster than normal. Climbing, crawling, or swimming no longer cost you extra movement.
Upper Ground
AT the 3rd level you have a natural inclination towards heights, if you are at least 10 ft higher than a creature you can attempt to hide from that creature.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to " Slippery
At the 9th level whenever you take the disengage action you can freely move through any other creatures space without becoming impeded. You have advantage on saving throws against being grappled and restrained.
.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Lingering Observer
At the 13th level you are able to gain knowledge and information from just being able to observe another creature’s actions. If you are able to see a creatures mouth moving you can understand what they are saying as long as you are capable of understanding the language being spoke. If you spend one minute observing a creature and doing nothing else you gain knowledge of the creature’s behavior and situational awareness. That creature has disadvantage on wisdom perception checks to contest your dexterity stealth checks.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Seize the Moment
At the 17th level you can identify an opportunity when you see one. At the beginning of your turn you can choose to take advantage of the current battle state and seize the moment. If you choose to seize the moment you gain a second action that you can take this turn and can only be used for the attack action in addition to this you can use sneak attack twice instead of once on this turn. Once you use this feature you cannot use it again until you finish a short or long rest.
")
(set:$Subclass_Features_For_Level_17 to true)
(Set:$Class to "Witcher") (set:$HP_Gained to "1d10 + Constituiton Modifier") (set:$Hit_Dice to "1d10" )(Set:$All_Weapons_Simple to true) (set:$Light_Armor to true)(Set:$Medium_Armor to true)(Set:$Alchemist_Supplies to true) (Set:$Herbalism_Kit to true) (set:$ST to "Constitution, Strength")(set:$Class_Skills += 2)
(Set:$Level_One_Features to "
Witcher’s Medallion
A sliver necklace imbued with special magics given to all witchers at the start of their training (often in the shape of the school they begin their training at). It vibrates gently when there is magic within 60 ft, anything that would be picked up by detect magic causes it to vibrate gently. You don’t know what magic is being used, or exactly where it might be coming from. The medallion vibrates strongly when you touch a magical thing.
Witcher Schools
At the 1st level you learn techniques unique to your witcher school, the bear, the cat, the griffin, the viper, or the wolf. Your school grants you special abilities at the 1st, 6th, 11th, and 17th levels.
") (Set:$Level_Two_Features to " Signs
At the 2nd level you gain sign points, that allow you to cast one of the six signs (much like a spell slot). You gain all expended sign points back upon completing a long rest.
Aard:
Casting time: 1 action
Range: Self (10 ft line)
Duration: instant
You throw your hand forward fingers extended and slightly parted, sending an aqua tinted gust pushing enemies 5 ft back away from you in a line. The affected creatures must make a strength saving throw against your spell save dc (8 + intelligence modifier + proficiency bonus) or be knocked prone. Aard has no affect on creatures larger than you.
Axi:
Casting time: 1 action
Range: 30 ft
Duration: Concentration up to 1 minute
You wave your hand with your thumb, index, and middle finger upward while your little and ring fingers are curled into your palm. You target one creature and it must make a wisdom saving throw against your spell save dc (8 + intelligence modifier + proficiency) or fall under your influence. They become charmed, the effect ends when they make a saving throw at the end of their turn, or you or someone attacks the creature.
Heliotrop:
Casting time: 1 reaction
Range: Self
Duration: 1 round
You cross your wrists and a magical blue ward appears. You gain 1d4 to your saving throws made against magical attacks until your next turn, including on the initiating attack.
Igni:
Casting time: 1 action
Range: Self (10 ft cone)
Duration: Instant
You thrust your hand forward with your middle and ring fingers extended, your index and little fingers pointed down. A deep red wall of flame arcs forward, targets must make a constitution saving throw (against your spell save DC equal to 8+ intelligence modifier +proficiency) or be lit on fire and take 1d4 fire damage at the start of their turn until they, or someone else uses their action to extinguish the flame.
Quen:
Casting time: 1 reaction
Range: Self
Duration: one round
You wave your hand with your thumb and little finger bent inward while your extended index finger is parted from your middle and ring fingers.
An orange glyph surrounds you increasing your AC by 2 for the round, when an attack would have hit you if not for the sign the attacking creature must make a dexterity saving throw or be hit by thunder damage equal to its damage roll.
Yrden:
Casting Time: 1 action
Range: self (10 ft radius circle)
Duration: Concentration up to 1 minute
You press your open hand to the ground, fingers spread wide. Purple glyphs from in a circle around you, slowing all enemies movement by half, anything incorporeal is made corporeal and has its movement speed reduced to 5.
")(Set:$Level_Three_Features to " Alchemy and Toxicity
At the 3rd level you can creature oils to apply to your weapon as an action. Weapons with oils applied deal additional damage against a specific creature type. You can also brew witcher elixirs, used as an action, that increase your toxicity. These elixirs can only be used by witchers, poisoning and killing anyone that has not undergone witcher training. You take a certain amount of health damage when you drink a witcher elixir. They deal three times the damage to any non witcher who drinks the potion and do not receive any of the benefits. All oils and witcher elixirs are exclusively crafted by witchers, and are the only ones who know out to create them. Witcher elixirs and oils take about 25 gold in ingredients to make, and a use of your alchemist’s kit. Crafting your elixirs and oils takes several hours, and can be done during a long rest. You may have 2 elixirs/oils prepared at a time, increasing with the chart above.
Oils
Each oil deals damage equal to your intelligence modifier when hitting its specific enemy type, it lasts for 2 hours on the bade before drying out, or a number of successful strikes equal to your level whichever comes first. Each oil has a specific ingredient needed to be used with one use of your alchemist kit to create the oil. The oils have no effect on creatures not of the specified type.
Undead Oil:
Baggartick Blossom
Your attacks deal 2d6 additional acid damage to undead.
Monster Oil:
Wolfsbane
Your attacks deal 2d6 additional acid damage to monstrosities.
Dracoid Oil:
Ergot Seeds
Your attacks deal 2d6 additional acid damage to dragons.
Beast Oil:
Wolf’s livers
Your attacks deal 2d6 additional damage to beasts.
Hangman’s Venom:
Arenaria
Your attacks deal additional 2d6 acid damage to humaoids (except lycantropes or shape changers)
Fey Oil:
Mistletoe
Your attacks deal additional 2d6 acid damage to fey.
Fiend Oil:
Ginatia Petals
Your attacks deal additional 2d6 acid damage to fiends.
Shifter Oil:
White Myrtle Petals
Your attacks deal additional 2d6 acid damage against shapechangers.
Witcher Elixirs
All witcher elixirs use a base of spirits, combine with a specific alchemical ingredient. Fine spirits must be used in the making of potent elixirs.
At the 6th level you gain two elixirs of your choice an two more at the 8th 10th and 12th levels.
Black blood:
Ingredient: Sewant Mushrooms
Duration: 20 minutes
Toxicity: 2d4 damage
Your blood becomes fatal to undead. Whenever you are attacked by undead, they take half the damage dealt from your blood. If they bite or drink your blood, they are killed instantly.
Cat:
Ingredient: Berbercane Fruit
Duration: 1 hour
Toxicity: 1d8 damage
Your senses heighten, perfect sight in total darkness, and blindsight for 30 ft. Cat also gives you +5 to wisdom saving throws and perception checks. And Immunity to mind control. You are blind in bright light.
Full Moon:
Ingredient: Wolfsbane
Duration: 8 hours
Toxicity: 1d12
You gain 1d8 + your constitution modifier in temp HP that last for the duration. Your skin hardens to a leathery texture increasing your AC by 1.
Golden Oriole
Ingredient: Blowball
Duration: 10 minutes
Toxicity: 1d6
You neutralize any poisons affecting you, and gain immunity to poison damage and the poisoned status effect. You heal for any damage the poison would deal.
Petri’s Philter
Ingredient: Arenaria
Duration: 10 minutes
Toxicity: 2d6
Your signs deal double damage, and creatures have disadvantage on their saving throws against them.
Swallow:
Ingredient: Celadine
Duration: 30 seconds
Toxicity: 2d12
Each round you regain hit points equal to your constitution modifier. If you fall unconscious while under the effect of this potion (or it is administered to you) you regain consciousness and begin to seize, taking the next turn to recover.
Thunderbolt:
Ingredient: Cortinarius
Duration: 10 minutes
Toxicity: 3d8
You deal an extra 3d6 of the same damage type on each hit for the duration.
You cannot have more than one elixir effect active at one time.
")(Set:$Level_Four_Features to "Ability Score Increase")(set:$Level_Five_Features to " Extra Attack:
Beginning at the 5th level you can attack twice instead of once when you take the attack action on your turn. At the 9th level when you take the attack action you can do two extra attacks. At the 18th level you can take three extra attacks when you take the attack action.
")(Set:$Level_Six_Features to "Witcher School feature ")(Set:$Level_Seven_Features to " Quick Hands:
At level 7 you can cast signs, apply oils, and drink elixirs quickly. You can now do these actions as bonus actions.
")(Set:$Level_Eight_Features to " Ability Score Improvement ")(Set:$Level_Nine_Features to " Extra Attack:
At the 9th level when you take the attack action you can do two extra attacks. At the 18th level you can take three extra attacks when you take the attack action. ")(Set:$Level_Ten_Features to " Reduce Toxicity: At the 10th level you have become adept at crafting your potions and all elixirs now take less time to craft, and have half toxicity (dealing half the health damage when drunk), you can replenish them on a short rest. Oils deal your Intelligence modifier in addition to the 2d6 acid damage for the duration.
")(Set:$Level_Eleven_Features to " Witcher School Feature")(Set:$Level_Twelve_Features to "Ability Score Improvement ")(Set:$Level_Thirteen_Features to " Improved Signs:
At the 13th level the range (or radius) of sign is doubled, the damage or effect of the sign is also doubled. For example Yrden becomes a 20 ft radius and their movement speed is halved again, anything incorporeal is made corporeal and has it’s movement speed reduced to 0. Quen will give you +4 ac for the round and double the damage the creature takes in thunder damage. Igni becomes a 20 ft cone from yourself, on a failed save the creatures take 2d4 fire damage per round. Hilotrop give you 2d4 resistance to magic. Axi’s range becomes 60 ft. Aard becomes a 20 ft line, and pushes creatures back 10 ft.
")(Set:$Level_Fourteen_Features to " Witcher Senses:
At the 14th level you have advantage on perception, survival and investigation checks while seeking any quarry.
")(Set:$Level_Fifteen_Features to " Quicksilver
At the 15th level when you are fighting a creature and have its corresponding type of oil applied to your blade you know where to deliver your blows for maximum impact. While a type of oil, that matches the creature type you are fighting, is applied to your blade you may ignore a creature’s resistances, and immunities become resistances, for as long as the oil is on your blade.
")(Set:$Level_Sixteen_Features to "Ability Score Improvement ")(Set:$Level_Seventeen_Features to " Witcher School Feature ")(Set:$Level_Eighteen_Features to " Extra Attack:
At the 18th level you can make three extra attacks when you take the attack action. ")(Set:$Level_Nineteen_Features to "Ability Score Improvement ")(Set:$Level_Twenty_Features to " Witcher’s Persistence
At the 20th level anytime you are revived from falling to 0 HP, by magic, succeeding death saving throws, healing potion, you may spend up to your constitution modifier of hit dice to heal additional HP. ")(set:$Animal_Handling_Choice to true) (Set:$Athletics_Choice to true) (set:$History_Choice to true) (Set:$Insight_Choice to true) (Set:$Intimidation_Choice to true) (set:$Investigation_Choice to true) (Set:$Nature_Choice to true) (Set:$Stealth_Choice to true)
(go-to: "Witcher 2")School of the Bear:
Students of the school of the bear are well accustomed to a harsh and difficult life. They value freedom and tend to travel alone, rarely interacting with other students of their school. Favoring defense, and outlasting their opponents.
Heavily Armored:
At the 1st level you are now proficient with heavy armor, shields, and heavy crossbows.
Ursine Guard:
At the 1st level when wearing heavy armor, and a shield your AC increases by 1.
Unstoppable Force:
At the 6rd level you can perform the shove action as a bonus action.
Ursine Vitality:
At the 11th level you gain 2 points to your constitution, you can increase strength and constitution to a maximum of 22 instead of the usual 20.
Indomitable Defense:
At the 17th level you take half damage from any nonmagical weapon attack dealing piercing, slashing, or bludgeoning damage that hits you.
[[Witcher|Witcher 2]] (Set:$Subclass to true)(Set:$Heavy_Armor to true)(Set:$Shields to true)(set:$HEavy_Crossbow to true)
(set:$Subclass_Features to " Heavily Armored:
At the 1st level you are now proficient with heavy armor, shields, and heavy crossbows.
Ursine Guard:
At the 1st level when wearing heavy armor, and a shield your AC increases by 1.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Secondary_Class to "School Of The Bear")
(set:$Subclass_Sixth_Level_Features to " Unstoppable Force:
At the 6rd level you can perform the shove action as a bonus action.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to " Ursine Vitality:
At the 11th level you gain 2 points to your constitution, you can increase strength and constitution to a maximum of 22 instead of the usual 20.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to " Indomitable Defense:
At the 17th level you take half damage from any nonmagical weapon attack dealing piercing, slashing, or bludgeoning damage that hits you.
")(set:$Subclass_Features_For_Level_17 to true)
School of the Cat
The school of the cat is about cunning, agility, and speed. Swift, deadly fighters capable of slicing through masses of enemies in seconds.
Bonus Proficiencies:
At the first level you gain proficiency with the acrobatics skill, and dexterity saving throws.
Feline Evasion:
At the first level while wearing light armor you gain a bonus +1 to your AC, while you are not grappled, paralyzed, restrained, or incapacitated.
Fast Feet:
At the 6th level you gain an additional 5 ft to your movement speed and can take the disengage action as a bonus action.
Catlike Reflexes:
At the 11th level when you are subjected to an effect that you must make a dexterity saving throw to take half damage, you may instead take no damage on a success, or half damage on a failure.
Architect of Pain:
At the 17th level you can inflict bleed damage on an enemy. When you land a hit you may force the target to make a constitution saving throw (DC is 10 or the damage dealt by the attack whichever is higher) to avoid bleeding out. On a successful save they take 4d6 additional bleed damage. On a failure they take 8d6 bleed damage per round (on your turn) until they pass the saving throw at the end of their turn. You can use this once per long or short rest.
[[Witcher|Witcher 2]] (Set:$Subclass to true)(Set:$Acrobatics to true)
(set:$Subclass_Features to " Bonus Proficiencies:
At the first level you gain proficiency with the acrobatics skill, and dexterity saving throws.
Feline Evasion:
At the first level while wearing light armor you gain a bonus +1 to your AC, while you are not grappled, paralyzed, restrained, or incapacitated.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Secondary_Class to "School Of The Cat")
(set:$Subclass_Sixth_Level_Features to " Fast Feet:
At the 6th level you gain an additional 5 ft to your movement speed and can take the disengage action as a bonus action. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to " Catlike Reflexes:
At the 11th level when you are subjected to an effect that you must make a dexterity saving throw to take half damage, you may instead take no damage on a success, or half damage on a failure.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to " Architect of Pain:
At the 17th level you can inflict bleed damage on an enemy. When you land a hit you may force the target to make a constitution saving throw (DC is 10 or the damage dealt by the attack whichever is higher) to avoid bleeding out. On a successful save they take 4d6 additional bleed damage. On a failure they take 8d6 bleed damage per round (on your turn) until they pass the saving throw at the end of their turn. You can use this once per long or short rest.
")(set:$Subclass_Features_For_Level_17 to true)
School of the Wolf:
School of the wolf are the fiercest fighters, and often make the best allies. Professional and reliable for killing monsters.
Bonus Proficiency:
At the 1st level you are proficient with the survival, and nature skills.
Tracker:
At the first level, you are more skilled at most other witchers at tracking your quarry. With a successful survival check you are able to tell the number and type of the creatures you are tracking.
Expanded critical:
At the 6th level you score a critical hit on a 19 or 20.
Strength of the Pack:
At the 11th level all attacks you make with an ally within 5 ft of your target have advantage on the attack.
Wolf’s Fury:
At the 17th level when you attack you may choose to preform a second attack action against the same enemy. You can do this once per long or short rest.
[[Witcher|Witcher 2]] (Set:$Subclass to true)(Set:$Survival to true) (set:$Nature to true)
(set:$Subclass_Features to " Bonus Proficiency:
At the 1st level you are proficient with the survival, and nature skills.
Tracker:
At the first level, you are more skilled at most other witchers at tracking your quarry. With a successful survival check you are able to tell the number and type of the creatures you are tracking.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Secondary_Class to "School Of The Wolf")
(set:$Subclass_Sixth_Level_Features to "
Expanded critical:
At the 6th level you score a critical hit on a 19 or 20.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to " Strength of the Pack:
At the 11th level all attacks you make with an ally within 5 ft of your target have advantage on the attack. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to " Wolf’s Fury:
At the 17th level when you attack you may choose to preform a second attack action against the same enemy. You can do this once per long or short rest.
")(set:$Subclass_Features_For_Level_17 to true)
School Of The Griffin
Focusing on the use of signs and becoming a master of magics, and unlocking secrets of the arcane.
Bonus Proficiencies:
At the first level you gain proficiency in the arcana skill.
Enhanced Signs:
At the 1st level you also have specialized your combat on signs, you gain two signs to use at this level instead of level 2. You retain these additional slots as you level up, giving you an two additional sign casting per day in addition to the standard signs in the chart.
Sign Recovery:
At the 6th level your tutelage in signs allows you to recover them more quickly, you can regain 1 sign casting during a short rest.
Twinned sign:
At the 11th level you can use two sign uses to cast two of the same sign at the same target using one action/bonus action. They are rolled for with separate saving throws.
Combat Recovery
At the 17th level when you roll initiative and have no sign castings left you regain 3 sign castings. If the sign calls for a saving throw you can spend an additional 1 sign casting to force them to fail it.
[[Witcher|Witcher 2]] (Set:$Subclass to true)(set:$Arcana to true)
(set:$Subclass_Features to "
Bonus Proficiencies:
At the first level you gain proficiency in the arcana skill.
Enhanced Signs:
At the 1st level you also have specialized your combat on signs, you gain two signs to use at this level instead of level 2. You retain these additional slots as you level up, giving you an two additional sign casting per day in addition to the standard signs in the chart.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Secondary_Class to "School Of The Griffin")
(set:$Subclass_Sixth_Level_Features to "
Sign Recovery:
At the 6th level your tutelage in signs allows you to recover them more quickly, you can regain 1 sign casting during a short rest.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to " Twinned sign:
At the 11th level you can use two sign uses to cast two of the same sign at the same target using one action/bonus action. They are rolled for with separate saving throws. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to " Combat Recovery
At the 17th level when you roll initiative and have no sign castings left you regain 3 sign castings. If the sign calls for a saving throw you can spend an additional 1 sign casting to force them to fail it. ")(set:$Subclass_Features_For_Level_17 to true)
School Of The Viper
The finest alchemists of the witcher schools come out of the school of the viper. Stealthy, quick and deadly with poisons.
Bonus Proficiencies:
At the 1st level you gain proficiency with the stealth skill, and the poisoners kit.
Snake in the Shadows:
At the 1st level you are slight and stealthy. You can attempt to hide when lightly obscured, either by nature or shadows.
Fast Metabolism:
At the 6th level your body is use to dealing with hazardous chemicals used in poisons, oils, and elixirs. You recover twice as fast from ingesting an Elixir, you take half the health damage you would normally take from toxicity.
True Alchemist:
At the 11th level you can now prepare 2 additional elixirs/oils in addition to the ones granted to you by the table. You can craft poisons in half the time required and are resistant to poison damage.
Viper’s Strike:
At the 17th level you have learned to make your oils more potent than most witchers. If the creature is the same type as the oil your strikes deal 2d6 poison damage in addition to the acid damage. The target must make a constitution saving throw or become poisoned, taking 1d6 poison damage at the start of each of its turns until it successfully passes your witcher DC (8+ intelligence modifier + your proficiency bonus) it can repeat the saving throw at the end of its turn.
[[Witcher|Witcher 2]] (Set:$Subclass to true)(set:$Stealth to true)(Set:$Poisoners_kit to true)
(set:$Subclass_Features to "
Bonus Proficiencies:
At the 1st level you gain proficiency with the stealth skill, and the poisoners kit.
Snake in the Shadows:
At the 1st level you are slight and stealthy. You can attempt to hide when lightly obscured, either by nature or shadows.
") (set:$Subclass_Features_For_Level_1 to true)
(set:$Secondary_Class to "School Of The Viper")
(set:$Subclass_Sixth_Level_Features to "
Fast Metabolism:
At the 6th level your body is use to dealing with hazardous chemicals used in poisons, oils, and elixirs. You recover twice as fast from ingesting an Elixir, you take half the health damage you would normally take from toxicity.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to " True Alchemist:
At the 11th level you can now prepare 2 additional elixirs/oils in addition to the ones granted to you by the table. You can craft poisons in half the time required and are resistant to poison damage. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to " Viper’s Strike:
At the 17th level you have learned to make your oils more potent than most witchers. If the creature is the same type as the oil your strikes deal 2d6 poison damage in addition to the acid damage. The target must make a constitution saving throw or become poisoned, taking 1d6 poison damage at the start of each of its turns until it successfully passes your witcher DC (8+ intelligence modifier + your proficiency bonus) it can repeat the saving throw at the end of its turn.
")(set:$Subclass_Features_For_Level_17 to true)
(set:$Earth_Tremor to true)
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 10 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
(bard druid sorcerer wizard)
(set:$Known_Spells -= 1)
[[Spells]]
Floating Disk
1st level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (A drop of mercury)
Duration: 1 hour
Classes: Wizard
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
(set:$Tensers_Floating_Disk to true)
(set:$Known_Spells -= 1)
[[Spells]]
Double-click this passage to edit it.Mold Earth (Set:$Mold_Earth to true)
Transmutation Cantrip
Casting Time: 1 Action
Range: 30 ft (a 5 ft cube)
Duration: Instant
Components: Somatic
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
(set:$Druid_Cantrip_Chosen to true)
[[Contniue|Cleric 2]](if:$Language is > 0) [ [[Choose Languages]] ]
(if:$Musical > 0)[ [[Choose Musical Instrument]] ]
(if:$Artisan_Tool > 0) [ [[Choose Artisan Tool]] ]
(if:$Strength is 1) [ (set:$Strength_Modifier to "-5")] (if:$Strength is 2) [ (Set:$Strength_Modifier to "-4")] (if:$Strength is 3) [ (Set:$Strength_Modifier to "-4")](if:$Strength is 4) [ (Set:$Strength_Modifier to "-3")] (if:$Strength is 5) [ (Set:$Strength_Modifier to "-3")] (if:$Strength is 6) [ (Set:$Strength_Modifier to "-2")] (if:$Strength is 7) [ (Set:$Strength_Modifier to "-2")] (if:$Strength is 8) [ (Set:$Strength_Modifier to "-1")] (if:$Strength is 9) [ (Set:$Strength_Modifier to "-1")] (if:$Strength is 10) [ (Set:$Strength_Modifier to "+0")] (if:$Strength is 11) [ (Set:$Strength_Modifier to "+0")] (if:$Strength is 12) [ (Set:$Strength_Modifier to "+1")] (if:$Strength is 13) [ (Set:$Strength_Modifier to "+1")] (if:$Strength is 14) [ (Set:$Strength_Modifier to "+2")] (if:$Strength is 15) [ (Set:$Strength_Modifier to "+2")] (if:$Strength is 16) [ (Set:$Strength_Modifier to "+3")] (if:$Strength is 17) [ (Set:$Strength_Modifier to "+3")] (if:$Strength is 18) [ (Set:$Strength_Modifier to "+4")] (if:$Strength is 19) [ (Set:$Strength_Modifier to "+4")] (if:$Strength is 20) [ (Set:$Strength_Modifier to "+5")](if:$Dexterity is 1) [ (set:$Dexterity_Modifier to "-5")] (if:$Dexterity is 2) [ (Set:$Dexterity_Modifier to "-4")] (if:$Dexterity is 3) [ (Set:$Dexterity_Modifier to "-4")](if:$Dexterity is 4) [ (Set:$Dexterity_Modifier to "-3")] (if:$Dexterity is 5) [ (Set:$Dexterity_Modifier to "-3")] (if:$Dexterity is 6) [ (Set:$Dexterity_Modifier to "-2")] (if:$Dexterity is 7) [ (Set:$Dexterity_Modifier to "-2")] (if:$Dexterity is 8) [ (Set:$Dexterity_Modifier to "-1")] (if:$Dexterity is 9) [ (Set:$Dexterity_Modifier to "-1")] (if:$Dexterity is 10) [ (Set:$Dexterity_Modifier to "+0")] (if:$Dexterity is 11) [ (Set:$Dexterity_Modifier to "+0")] (if:$Dexterity is 12) [ (Set:$Dexterity_Modifier to "+1")] (if:$Dexterity is 13) [ (Set:$Dexterity_Modifier to "+1")] (if:$Dexterity is 14) [ (Set:$Dexterity_Modifier to "+2")] (if:$Dexterity is 15) [ (Set:$Dexterity_Modifier to "+2")] (if:$Dexterity is 16) [ (Set:$Dexterity_Modifier to "+3")] (if:$Dexterity is 17) [ (Set:$Dexterity_Modifier to "+3")] (if:$Dexterity is 18) [ (Set:$Dexterity_Modifier to "+4")] (if:$Dexterity is 19) [ (Set:$Dexterity_Modifier to "+4")] (if:$Dexterity is 20) [ (Set:$Dexterity_Modifier to "+5")](if:$Constitution is 1) [ (set:$Constitution_Modifier to "-5")] (if:$Constitution is 2) [ (Set:$Constitution_Modifier to "-4")] (if:$Constitution is 3) [ (Set:$Constitution_Modifier to "-4")](if:$Constitution is 4) [ (Set:$Constitution_Modifier to "-3")] (if:$Constitution is 5) [ (Set:$Constitution_Modifier to "-3")] (if:$Constitution is 6) [ (Set:$Constitution_Modifier to "-2")] (if:$Constitution is 7) [ (Set:$Constitution_Modifier to "-2")] (if:$Constitution is 8) [ (Set:$Constitution_Modifier to "-1")] (if:$Constitution is 9) [ (Set:$Constitution_Modifier to "-1")] (if:$Constitution is 10) [ (Set:$Constitution_Modifier to "+0")] (if:$Constitution is 11) [ (Set:$Constitution_Modifier to "+0")] (if:$Constitution is 12) [ (Set:$Constitution_Modifier to "+1")] (if:$Constitution is 13) [ (Set:$Constitution_Modifier to "+1")] (if:$Constitution is 14) [ (Set:$Constitution_Modifier to "+2")] (if:$Constitution is 15) [ (Set:$Constitution_Modifier to "+2")] (if:$Constitution is 16) [ (Set:$Constitution_Modifier to "+3")] (if:$Constitution is 17) [ (Set:$Constitution_Modifier to "+3")] (if:$Constitution is 18) [ (Set:$Constitution_Modifier to "+4")] (if:$Constitution is 19) [ (Set:$Constitution_Modifier to "+4")] (if:$Constitution is 20) [ (Set:$Constitution_Modifier to "+5")](if:$Intelligence is 1) [ (set:$Intelligence_Modifier to "-5")] (if:$Intelligence is 2) [ (Set:$Intelligence_Modifier to "-4")] (if:$Intelligence is 3) [ (Set:$Intelligence_Modifier to "-4")](if:$Intelligence is 4) [ (Set:$Intelligence_Modifier to "-3")] (if:$Intelligence is 5) [ (Set:$Intelligence_Modifier to "-3")] (if:$Intelligence is 6) [ (Set:$Intelligence_Modifier to "-2")] (if:$Intelligence is 7) [ (Set:$Intelligence_Modifier to "-2")] (if:$Intelligence is 8) [ (Set:$Intelligence_Modifier to "-1")] (if:$Intelligence is 9) [ (Set:$Intelligence_Modifier to "-1")] (if:$Intelligence is 10) [ (Set:$Intelligence_Modifier to "+0")] (if:$Intelligence is 11) [ (Set:$Intelligence_Modifier to "+0")] (if:$Intelligence is 12) [ (Set:$Intelligence_Modifier to "+1")] (if:$Intelligence is 13) [ (Set:$Intelligence_Modifier to "+1")] (if:$Intelligence is 14) [ (Set:$Intelligence_Modifier to "+2")] (if:$Intelligence is 15) [ (Set:$Intelligence_Modifier to "+2")] (if:$Intelligence is 16) [ (Set:$Intelligence_Modifier to "+3")] (if:$Intelligence is 17) [ (Set:$Intelligence_Modifier to "+3")] (if:$Intelligence is 18) [ (Set:$Intelligence_Modifier to "+4")] (if:$Intelligence is 19) [ (Set:$Intelligence_Modifier to "+4")] (if:$Intelligence is 20) [ (Set:$Intelligence_Modifier to "+5")]
(if:$Wisdom is 1) [ (set:$Wisdom_Modifier to "-5")] (if:$Wisdom is 2) [ (Set:$Wisdom_Modifier to "-4")] (if:$Wisdom is 3) [ (Set:$Wisdom_Modifier to "-4")](if:$Wisdom is 4) [ (Set:$Wisdom_Modifier to "-3")] (if:$Wisdom is 5) [ (Set:$Wisdom_Modifier to "-3")] (if:$Wisdom is 6) [ (Set:$Wisdom_Modifier to "-2")] (if:$Wisdom is 7) [ (Set:$Wisdom_Modifier to "-2")] (if:$Wisdom is 8) [ (Set:$Wisdom_Modifier to "-1")] (if:$Wisdom is 9) [ (Set:$Wisdom_Modifier to "-1")] (if:$Wisdom is 10) [ (Set:$Wisdom_Modifier to "+0")] (if:$Wisdom is 11) [ (Set:$Wisdom_Modifier to "+0")] (if:$Wisdom is 12) [ (Set:$Wisdom_Modifier to "+1")] (if:$Wisdom is 13) [ (Set:$Wisdom_Modifier to "+1")] (if:$Wisdom is 14) [ (Set:$Wisdom_Modifier to "+2")] (if:$Wisdom is 15) [ (Set:$Wisdom_Modifier to "+2")] (if:$Wisdom is 16) [ (Set:$Wisdom_Modifier to "+3")] (if:$Wisdom is 17) [ (Set:$Wisdom_Modifier to "+3")] (if:$Wisdom is 18) [ (Set:$Wisdom_Modifier to "+4")] (if:$Wisdom is 19) [ (Set:$Wisdom_Modifier to "+4")] (if:$Wisdom is 20) [ (Set:$Wisdom_Modifier to "+5")](if:$Charisma is 1) [ (set:$Charisma_Modifier to "-5")] (if:$Charisma is 2) [ (Set:$Charisma_Modifier to "-4")] (if:$Charisma is 3) [ (Set:$Charisma_Modifier to "-4")](if:$Charisma is 4) [ (Set:$Charisma_Modifier to "-3")] (if:$Charisma is 5) [ (Set:$Charisma_Modifier to "-3")] (if:$Charisma is 6) [ (Set:$Charisma_Modifier to "-2")] (if:$Charisma is 7) [ (Set:$Charisma_Modifier to "-2")] (if:$Charisma is 8) [ (Set:$Charisma_Modifier to "-1")] (if:$Charisma is 9) [ (Set:$Charisma_Modifier to "-1")] (if:$Charisma is 10) [ (Set:$Charisma_Modifier to "+0")] (if:$Charisma is 11) [ (Set:$Charisma_Modifier to "+0")] (if:$Charisma is 12) [ (Set:$Charisma_Modifier to "+1")] (if:$Charisma is 13) [ (Set:$Charisma_Modifier to "+1")] (if:$Charisma is 14) [ (Set:$Charisma_Modifier to "+2")] (if:$Charisma is 15) [ (Set:$Charisma_Modifier to "+2")] (if:$Charisma is 16) [ (Set:$Charisma_Modifier to "+3")] (if:$Charisma is 17) [ (Set:$Charisma_Modifier to "+3")] (if:$Charisma is 18) [ (Set:$Charisma_Modifier to "+4")] (if:$Charisma is 19) [ (Set:$Charisma_Modifier to "+4")] (if:$Charisma is 20) [ (Set:$Charisma_Modifier to "+5")]
(if:$Language is 0) [ (if:$Musical is 0) [ (if:$Artisan_Tool is 0)[ (go-to: "Loading Endgame Equipment") ]]](If:$Equiped is false)[ Choose your [[Equipment|Equip]].]
(if:$All_Armor is true) [ (Set:$Light_Armor to true) (Set:$Medium_Armor to true) (Set:$Heavy_Armor to true) ] (if:$All_Weapons_Simple is true)[ (set:$Club to true)(set:$Dagger to true) (set:$Greatclub to true) (set:$Handaxe to true) (set:$Javelin to true) (set:$Light_Hammer to true) (Set:$Mace to true) (set:$Quarterstaff to true) (set:$Sickle to true) (Set:$Spear to true) (set:$Light_Crossbow to true) (Set:$Dart to true) (set:$Shortbow to true) (set:$Sling to true) ](if:$All_Weapons_Martial is true) [ (set:$Battleaxe to true) (Set:$Flail to true) (set:$Glaive to true) (set:$Greataxe to true) (set:$Greatsword to true) (set:$Halberd to true) (set:$Lance to true) (set:$Longsword to true) (set:$Maul to true) (set:$Morningstar to true) (set:$Pike to true) (set:$Rapier to true) (set:$Scimitar to true) (set:$Shortsword to true) (set:$Trident to true) (set:$War_Pick to true) (set:$Warhammer to true) (Set:$Whip to true) (set:$Blowgun to true) (set:$Hand_Crossbow to true) (set:$Heavy_Crossbow to true) (set:$Longbow to true) (set:$Net to true) ]
(if:$Equiped is true) [ (go-to: "Loading Starting HP") ](if:$Known_Spells is > 0)[ [[Spellcasting]] ] (if:$Known_Cantrips is > 0) [ [[Spellcasting]] ]
(if:$Known_Spells is 0)[ (if:$Known_Cantrips is 0)[ (go-to: "Character Breakdown") ]](if:$Level is "1") [(set:$Level to 1)]
(if:$Level is "2") [(set:$Level to 2)]
(if:$Level is "3") [(set:$Level to 3)]
(if:$Level is "4") [(set:$Level to 4)]
(if:$Level is "5") [(set:$Level to 5)]
(if:$Level is "6") [(set:$Level to 6)]
(if:$Level is "7") [(set:$Level to 7)]
(if:$Level is "8") [(set:$Level to 8)]
(if:$Level is "9") [(set:$Level to 9)]
(if:$Level is "10") [(set:$Level to 10)]
(if:$Level is "11") [(set:$Level to 11)]
(if:$Level is "12") [(set:$Level to 12)]
(if:$Level is "13") [(set:$Level to 13)]
(if:$Level is "14") [(set:$Level to 14)]
(if:$Level is "15") [(set:$Level to 15)]
(if:$Level is "16") [(set:$Level to 16)]
(if:$Level is "17") [(set:$Level to 17)]
(if:$Level is "18") [(set:$Level to 18)]
(if:$Level is "19") [(set:$Level to 19)]
(if:$Level is "20") [(set:$Level to 20)]
(go-to: "Loading Equipment Ability Score Increase")Feats use Two Ability Score Points
If you would rather use your $Pick_Ability points to increase your ability scores you can go back. [[Just a few more things]]
(if:$Pick_Ability is > 1) [ [[Alert|Alert Feat]] Always on the lookout for danger.
[[Athlete|Athlete Feat]] Having undergone extensive physical training.
[[Actor|Actor Feat]] Skilled in the arts of dramatics and mimicry.
[[Charger|Charger Feat]] When you use your action to dash you can use a bonus action to shove or make a melee attack.
[[Crossbow Expert|Crossbow Expert Feat]] Practiced Crossbow extensively.
(if:$Dexterity is > 12) [ [[Defensive Duelist|Defensive Duelist Feat]] Deflect blows with finesse]
[[Dual Wielder|Dual Wielder Feat]] You are a master of fighting with two weapons.
[[Dungeon Delver|Dungeon Delver Feat]] Alert to traps and secret doors of the dungeons.
[[Durable|Durable Feat]] Hardy and Resilient.
(if:$Spellcasting is true) [ [[Elemental Adept|Elemental Adept Feat]] Gain resistance to a type of elemental damage. ]
(if:$Strength is > 12) [ [[Grappler|Grappler Feat]] You’ve developed skills to hold your own in close quarters grappling.]
[[Great Weapon Master|Great Weapon Master Feat]] You’ve learned to put the weight of the weapon to your advantage.
[[Healer|Healer Feat]] You can mend wounds quickly and get your allies back in the fight.
(if:$Medium_Armor is true) [ [[Heavily Armored|Heavily Armored Feat]] Gain proficiency with heavy armor. ]
(if:$Heavy_Armor is true) [ [[Heavy Armor Master|Heavy Armor Master Feat]] you can use your armor to deflect blows that would kill others. ]
(if:$Charisma is > 12) [ [[Inspiring Leader|Inspiring Leader Feat]] Inspire your companions]
[[Keen Mind|Keen Mind Feat]] Keep track of time, direction, and details
[[Lightly Armored|Lightly Armored Feat]] You have trained to master light armor.
[[Linguist|Linguist Feat]] You have studied languages and code.
[[Lucky|Lucky Feat]] You have inexplicable luck at just the right moment.
[[Mage Slayer|Mage Slayer Feat]] You have practiced techniques in melee combat against spellcasters.
[[Magic Initiate|Magic Initiate Feat]] You learn some magic from bard, cleric, druid, sorcerer, warlock, or wizards.
[[Martial Adept|Martial Adept Feat]] You have martial training to preform special maneuvers.
(if:$Medium_Armor is true) [ [[Medium Armor Master|Medium Armor Master Feat]] You’ve practiced moving in medium armor. ]
[[Mobile|Mobile Feat]] You are exceptionally Agile.
(if:$Light_Armor is true) [ [[Moderately Armored|Moderately Armored Feat]] You’ve trained to master the use of medium armor and shields.]
[[Mounted Combatant|Mounted Combatant Feat]] You are dangerous to face while mounted.
[[Observant|Observant Feat]] Quick to notice Details of your environment.
[[Polearm Master|Polearm Master Feat]] You are excellent with polearms.
[[Resilient|Resilient Feat]] Choose an ability score to be extra good with.
(if:$Intelligence is >12) [ [[Ritual Caster|Ritual Caster Feat]] You’ve learned to cast a number of spells as rituals. ] (if:$Wisdom is >12) [ [[Ritual Caster|Ritual Caster Feat]] You’ve learned a number of spells as rituals.]
[[Savage Attacker|Savage Attacker Feat]] Reroll Damage dice.
[[Sentinel|Sentinel Feat]] You’ve mastered techiques to take advantage of every drop of an enemy’s guard.
[[Sharpshooter|Sharpshooter Feat]] You’ve mastered ranged weapons and can make shots others would find impossible.
[[Shield Master|Shield Master Feat]] You use shields for protection and offence.
[[Skilled|Skilled Feat]] Gain proficiency in 3 skills.
(if:$Dexterity is > 12) [ [[Skulker|Skulker Feat]] You’re an expert at sneaking in the shadows.]
(if:$Spellcasting is true) [ [[Spell Sniper|Spell Sniper Feat]] You’ve learned techniques to enhance your attacks with certain types of spells.]
[[Tavern Brawler|Tavern Brawler Feat]] Accustomed to rough and tumble fighting using whatever happens to be handy.
[[Tough|Tough Feat]] Increase your Max HP.
(if:$Spellcasting is true) [ [[War Caster|War Caster Feat]] You’ve practiced casting spells in the midst of battle.]
[[Weapon Master|Weapon Master Feat]] You have practiced extensively with a variety of weapons.
(if:$Class is "Paladin") [ [[Amplified Auras]] The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
](if:$Class is "Paladin") [ (if:$Charisma is > 12)[ [[Call For Charge]] You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
]](if:$Class is "Paladin") [ [[Great Protector]] You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
](if:$Class is "Paladin") [ (if:$Level is > 5)[ [[Holy Smite]] Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
]](if:$Class is "Paladin") [ (if:$Level is > 9) [ [[Legendary Hero]] If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
]](if:$Class is "Paladin") [ (if:$Charisma is > 12) [ [[Spell Breaker]] You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
]]
](set:$Pick_Ability -= 2 )You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you. ") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you. ") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you. ") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you. ") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you. ") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You gain +5 to initiative
You can’t be surprised while conscious
Other creatures don’t gain advantage by being unseen by you. ") ]
(set:$Pick_Ability -= 2 ) (if:$Strength is < 21) [ (Set:$Strength += 1) ]
When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft. ") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft. ") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft. ") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft.") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft. ") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you are prone standing up uses only 5 ft of movement.
Climbing doesn’t cost you extra movement
You can make a running long jump or a running high jump after moving only 5 ft rather than 10 ft. ") ]
(set:$Pick_Ability -= 2 ) (if:$Charisma is < 21) [ (set:$Charisma += 1) ]
You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You have advantage on charisma (deception) and charisma (performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or creature make the sound for at least one minute. A successful wisdom (insight) check contested by your charisma (deception) check allows a listener to determine that the effect is faked.
") ]
(set:$Pick_Ability -= 2 )When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you use your action to dash you can use a bonus action to make one melee attack, or to shove a creature.
If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain +5 bonus to the attack’s damage roll (if you choose to make a melee attack) or push the target 10 ft from you (if you choose to shove and succeed).
") ]
(set:$Pick_Ability -= 2 ) You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You ignore the loading property of crossbows with which you are proficient.
Being within 5 ft of a hostile creature doesn’t impose disadvantage on your ranged attacks rolls.
When you use the attack action with a one handed weapon you can use a bonus action to attack with a hand crossbow you are holding.
") ]
(set:$Pick_Ability -= 2 ) When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack potentially causing the attack to miss you.
") ]
(set:$Pick_Ability -= 2 )You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You gain +1 to AC while you are wielding a separate melee weapon in each hand.
You can use two weapon fighting even when the one handed melee weapons aren’t light.
You can draw or stow two one handed melee weapons when you would normally be able to draw or stow only one.
") ]
(set:$Pick_Ability -= 2 )You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You have advantage on Wisdom (perception) and Intelligence (Investigation) checks to detect the presence of Secret Doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to damage dealt by traps.
You can search for traps while traveling at a normal pace instead of a slow pace.
") ]
(set:$Pick_Ability -= 2 ) (if:$Constitution is < 21) [ (Set:$Constitution += 1) ]
When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you roll a hit dice to regain HP the minimum number of hit points you regain from the roll is equal to twice your constitution modifier (min of 2).
") ]
(set:$Pick_Ability -= 2 )When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you choose this feat choose one of the flowing damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition when you roll damage for a spell cast that deals the damage of that type, you can treat any 1 on the damage dice as a 2.
You can select this feat multiple times choosing a different damage type with each choice.
") ]
(set:$Pick_Ability -= 2 ) You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature you’ve grappled. Make another grapple check if you succeed you and the creature are both restrained until the grapple ends.
") ]
(set:$Pick_Ability -= 2 ) On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make a melee weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with you can choose to take a -5 penalty to the attack roll. If the attack hits you add +10 to the damage.
") ]
(set:$Pick_Ability -= 2 ) When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 HP.
As an action you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 HP to it plus an additional HP equal to the creatures max Hit Dice. The creature can’t regain HP from this feat again until it finishes a short rest.
") ]
(set:$Pick_Ability -= 2 ) (if:$Strength is < 21) [ (Set:$Strength += 1) ] Strength increase and proficiency with heavy armor.
(Set:$Heavy_Armor to true)
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Strength increase and proficiency with heavy armor.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Strength increase and proficiency with heavy armor.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Strength increase and proficiency with heavy armor.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Strength increase and proficiency with heavy armor.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Strength increase and proficiency with heavy armor.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Strength increase and proficiency with heavy armor.
") ]
(set:$Pick_Ability -= 2 ) (if:$Strength is < 21) [ (Set:$Strength += 1) ]
While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " While you are wearing heavy armor bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3.
") ]
(set:$Pick_Ability -= 2 )You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You spend 10 minutes inspiring your companions shoring up their resolve to fight. When you do so choose up to six friendly creatures (which include yourself) within 30 ft of you who can hear or see you and understand you. Each creature gains temp HP equal to your level + your constitution modifier. A creature can’t gain temp HP from this feat again until it has finished a long or short rest.
") ]
(set:$Pick_Ability -= 2 ) (if:$Intelligence is < 21) [ (Set:$Intelligence += 1) ]
You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You always know what way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
") ]
(set:$Pick_Ability -= 2 )
(Set:$Light_Armor to true)
(If:$Strength is < 21) [ [[Increase Strength]] ] (if:$Dexterity is < 21) [ [[Increase Dexterity]] ]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Strength or Dexterity increase. Light armor proficiency
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Strength or Dexterity increase. Light armor proficiency
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Strength or Dexterity increase. Light armor proficiency
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Strength or Dexterity increase. Light armor proficiency
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Strength or Dexterity increase. Light armor proficiency
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Strength or Dexterity increase. Light armor proficiency
") ]
(set:$Pick_Ability -= 2 )
(if:$Intelligence is < 21) [ (set:$Intelligence += 1) (set:$Language += 3)
You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic. ") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You learn 3 languages
You can create written cyphers. Others can’t decipher them unless you teach them the code, or succeed an intelligence check (DC equals you intelligence score + proficiency bonus) or use magic.
") ]
(set:$Pick_Ability -= 2 )You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw you can spend one luck point to roll an additional d20. You can choose to spend your luck point before or after you roll the die but before the outcome is determined. You choose which of the d20s you use.
You can spend one luck point when an attack roll is made against you. Roll a d20 and choose which dice is used.
If more than one creature uses a luck point to influence the outcome of the dice the points cancel out. No additional dice are used.
You regain expended luck when you finish a long rest.
") ]
(set:$Pick_Ability -= 2 ) When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When a creature within 5 ft of you casts a spell you can use your reaction to make a melee spell attack against the creature.
When you damage a creature that is concentrating on a spell that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 ft of you.
") ]
(set:$Pick_Ability -= 2 ) (Set:$Spellcasting to true) (Set:$Known_Cantrips += 2) (set:$Known_Spells += 1)
Choose a Class of spellcaster. [[Bard|Feat Bard]] [[Cleric|Feat Cleric]], [[Druid|Feat Druid]], [[Sorcerer|Feat Sorcerer]], [[Warlock|Feat Warlock]], or [[Wizard|Feat Wizard]]. You learn 2 cantrips and 1 first level spell
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You learn 2 cantrips and 1 first level spell
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You learn 2 cantrips and 1 first level spell
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You learn 2 cantrips and 1 first level spell
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You learn 2 cantrips and 1 first level spell
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You learn 2 cantrips and 1 first level spell
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You learn 2 cantrips and 1 first level spell ") ]
(set:$Pick_Ability -= 2 ) You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You learn 2 maneuvers of your choice available to the battle master archetype in the fighter class. Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If a maneuver you use requires a saving throw to resist the maneuver’s effect the DC is equal to 8+your proficiency + your strength or dexterity modifier (your choice).
You gain one superiority dice which is a d6 (this dice is added to any superiority dice from other sources and is fuel for your maneuvers. You regain expended superiority dice when you finish a long or short rest.
") ]
(set:$Pick_Ability -= 2 ) Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Wearing medium armor doesn’t impose disadvantage on Dexterity (stealth) checks.
When wearing medium armor you can add three instead of two to your AC if you have a Dexterity of 16 or higher.
") ]
(set:$Pick_Ability -= 2 )
(set:$Walking_Speed += 10)
When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you use the Dash Action difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee weapon attack against a creature you don’t provoke an opportunity attack, whether you hit or not.
") ]
(set:$Pick_Ability -= 2 ) (if:$Strength is < 21)[ [[Increase Strength]] ](if:$Dexterity is < 21) [ [[Increase Dexterity]] ]
(set:$Shields to true) (Set:$Medium_Armor to true) Proficiency with medium armor and shields
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Proficiency with medium armor and shields
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Proficiency with medium armor and shields
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Proficiency with medium armor and shields ") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Proficiency with medium armor and shields
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Proficiency with medium armor and shields
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Proficiency with medium armor and shields
") ]
(set:$Pick_Ability -= 2 ) You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You have advantage on melee attack rolls against unmounted creatures smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a dexterity saving throw for half damage it instead takes no damage if it succeeds on the saving throw and only half if it fails.
") ]
(set:$Pick_Ability -= 2 ) (if:$Intelligence is < 21) [ [[Increase Intelligence]] ](if:$Wisdom is < 21)[ [[Increase Wisdom]] ]
If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " If you can see a creatures mouth while it speaks a language you can understand you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive wisdom (perception) and passive intelligence (intelligence) scores
") ]
(set:$Pick_Ability -= 2 ) When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you take the attack action and attack with only a glaive, halberd, or quarterstaff you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage is 1d4 bludgeoning.
While wielding a glaive, halberd, pike, or quarterstaff other creatures provoke an opportunity attack when they enter your reach you have with that weapon.
") ]
(set:$Pick_Ability -= 2 )(if:$Strength is < 21) [ [[Increase Strength]] ](if:$Dexterity is < 21) [ [[Increase Dexterity]] ](if:$Constitution is < 21) [ [[Increase Constitution]] ] (if:$Wisdom is < 21) [ [[Increase Wisdom]] ](if:$Intelligence is < 21) [ [[Increase Intelligence]] ] (if:$Charisma is < 21) [ [[Increase Charisma]] ]
You gain proficiency with saving throws of your chosen ability.
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You gain proficiency with saving throws of your chosen ability. ") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You gain proficiency with saving throws of your chosen ability. ") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You gain proficiency with saving throws of your chosen ability. ") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You gain proficiency with saving throws of your chosen ability.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You gain proficiency with saving throws of your chosen ability.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You gain proficiency with saving throws of your chosen ability.
") ]
(set:$Pick_Ability -= 2 ) You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. [[Bard|Feat Bard]], [[Cleric|Feat Cleric]], [[Druid|Feat Druid]], [[Sorcerer|Feat Sorcerer]], [[Warlock|Feat Warlock]], [[Wizard|Feat Wizard]]. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. (set:$Known_Spells +=2) (set:$Spellcasting to true)
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to "You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You’ve learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting them. When you choose this feat you gain two first level spells of your choice Choose two first level spells of your choice from one of the following classes. Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. The spells you choose must have the ritual tag.
If you come across a spell in written form such as a magical spell scroll, or wizards spellbook, you might be able to add it to your ritual spell book. The spell must be on the list of the class you chose, and a level no higher than half your level (rounded up) with the ritual tag. The process of copying a spell into your book takes 2 hour per spell level and costs 50GP per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it
") ]
(set:$Pick_Ability -= 2 ) Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Once per turn when you roll damage for a melee weapon attack you can reroll the weapons damage dice and use either roll.
") ]
(set:$Pick_Ability -= 2 ) When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even when they take the disengage action before leaving your reach.
When a creature within 5 ft of you makes an attack against a target other than you, and the target doesn’t have this feat, you can use your reaction to make a melee weapon attack against the attacking creature.
") ]
(set:$Pick_Ability -= 2 ) Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Your ranged weapon attacks ignore half cover and three quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 to the attack roll. If the attack hits you add +10 to the damage roll.
") ]
(set:$Pick_Ability -= 2 ) If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " If you take the attack action on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
If you aren’t incapacitated you can add your shields AC Bonus to any dexterity saving throw you make against a spell or harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can use your reaction to take no damage if you succeed your saving throw imposing your shield between yourself and the source of the effect.
") ]
(set:$Pick_Ability -= 2 ) You gain proficiency in any combination of 3 skills or Tools of your choice. (set:$Extra_Choice to 3) [[Tool|Feat Tool]] [[Skill|Feat Skill]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You gain proficiency in any combination of 3 skills or Tools of your choice.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You gain proficiency in any combination of 3 skills or Tools of your choice. ") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You gain proficiency in any combination of 3 skills or Tools of your choice.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You gain proficiency in any combination of 3 skills or Tools of your choice.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You gain proficiency in any combination of 3 skills or Tools of your choice.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You gain proficiency in any combination of 3 skills or Tools of your choice.
") ]
(set:$Pick_Ability -= 2 ) You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight.
(set:$Chosen_Feats += 1) [[Feats]]
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss with a ranged weapon attack making the attack doesn’t reveal your position.
Dim light doesn’t impose disadvantage on your wisdom (Perception) checks that rely on sight. ") ]
(set:$Pick_Ability -= 2 )When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the [[bard|Feat Bard]], [[cleric|Feat Cleric]], [[druid|Feat Druid]], [[warlock|Feat Warlock]], or [[wizard|Feat Wizard]] spell lists.
(set:$Known_Cantrips += 1)
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the bard, cleric, druid, warlock, or wizard spell lists.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the bard, cleric, druid, warlock, or wizard spell lists.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the bard, cleric, druid, warlock, or wizard spell lists.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the bard, cleric, druid, warlock, or wizard spell lists.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the bard, cleric, druid, warlock, or wizard spell lists.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " When you cast a spell that requires you to make an attack roll the spell’s range is doubled.
Your ranged spell attacks ignore half and three quarters cover.
You learn one Cantrip from the bard, cleric, druid, warlock, or wizard spell lists.
") ]
(set:$Pick_Ability -= 2 )(if:$Strength is < 21) [ [[Increase Strength]] ] (if:$Constitution is < 21) [ [[Increase Constitution]] ]
You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to "
You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target. ") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You are proficient with improvised weapons.
Your unarmed strike use a d4 for their damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn you can sue a bonus action to attempt to grapple a target.
") ]
(set:$Pick_Ability -= 2 ) Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Your HP max increases by an amount equal to twice your level when you gain this feat whenever you gain a level after your HP max increases by an additional 2.
") ]
(set:$Toughness_Feat to true)(set:$Pick_Ability -= 2 ) You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
[[Feats]]
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You have advantage on Constitution saving throws that you make to maintain concentration on the spell when you take damage.
You can preform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and only target that creature.
") ]
(set:$Pick_Ability -= 2 ) (if:$Strength is < 21) [ [[Increase Strength]] ] (if:$Dexterity is < 21) [ [[Increase Dexterity]] ]
You gain proficiency with 4 weapons of your choice, either simple or martial.
(set:$Chosen_Feats += 1)
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You gain proficiency with 4 weapons of your choice, either simple or martial.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " You gain proficiency with 4 weapons of your choice, either simple or martial.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You gain proficiency with 4 weapons of your choice, either simple or martial.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " You gain proficiency with 4 weapons of your choice, either simple or martial.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " You gain proficiency with 4 weapons of your choice, either simple or martial.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You gain proficiency with 4 weapons of your choice, either simple or martial.
") ]
(set:$Strength +=1)
[[Feats]](set:$Dexterity += 1)
[[Feats]]Bard
(Set:$Bladeward_Choice to true)(Set:$Dancing_Lights_Choice to true) (set:$Friends_Choice to true) (Set:$Light_Choice to true)(Set:$Mage_Hand_Choice to true)(set:$Mending_Choice to true)(set:$Message_Choice to true) (set:$Minor_Illusion_Choice to true)(set:$Prestidigation_Choice to true)(set:$True_Strike_Choice to true)(set:$Vicious_Mockery_Choice to true)
(set:$Animal_Friendship_Choice to true)(set:$Bane_Choice to true)(set:$Charm_Person_Choice to true)(set:$Comprehend_Languages_Choice to true) (set:$Cure_Wounds_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Disguise_Self_Choice to true)(set:$Dissonant_Whispers_Choice to true) (set:$Faerie_Fire_Choice to true)(set:$Feather_Fall_Choice to true)(set:$Healing_Word_Choice to true)(set:$Heroism_Choice to true)(set:$Identify_Choice to true) (set:$Illusory_Script_Choice to true)(set:$Longstrider_Choice to true) (set:$Silent_Image_Choice to true)(set:$Sleep_Choice to true)(set:$Speak_With_Animals_Choice to true)(set:$Tashas_Hideous_Laughter_Choice to true) (set:$Thunderwave_Choice to true) (set:$Unseen_Servant_Choice to true) (set:$Spellcasting_Ability to "Charisma")
[[Feats]]Cleric
(set:$Guidance_Choice to true)(set:$Light_Choice to true)(set:$Mending_Choice to true)(set:$Resistance_Choice to true) (set:$Sacred_Flame_Choice to true) (set:$Spare_The_Dying_Choice to true) (set:$Thaumaturgy_Choice to true) (set:$Toll_The_Dead_Choice to true)(set:$Hallowed_Hands_Choice to true)
(set:$Bane_Choice to true) (set:$Bless_Choice to true)(set:$Command_Choice to true) (set:$Create_Or_Destroy_Water_Choice to true)(set:$Cure_Wounds_Choice to true) (set:$Detect_Evil_And_Good_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Detect_Poison_And_Disease_Choice to true)(set:$Guiding_Bolt_Choice to true) (set:$Healing_Word_Choice to true) (set:$Inflict_Wounds_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true)(set:$Purify_Food_And_Drink_Choice to true) (set:$Sanctuary_Choice to true) (set:$Shield_Of_Faith_Choice to true) (set:$Spellcasting_Ability to "Wisdom")
[[Feats]]Druid
(set:$Druidcraft_Choice to true) (set:$Guidance_Choice to true) (set:$Mending_Choice to true)(Set:$Mold_Earth_Choice to true)(set:$Poison_Spray_Choice to true) (set:$Produce_Flame_Choice to true) (set:$Resistance_Choice to true) (set:$Shillelagh_Choice to true) (set:$Thorn_Whip_Choice to true)
(set:$Animal_Friendship_Choice to true) (set:$Charm_Person_Choice to true) (set:$Create_Or_Destroy_Water_Choice to true)(set:$Cure_Wounds_Choice to true)(set:$Detect_Magic_Choice to true) (set:$Detect_Poison_And_Disease_Choice to true) (set:$Entangle_Choice to true) (set:$Faerie_Fire_Choice to true) (set:$Fog_Cloud_Choice to true)(set:$Goodberry_Choice to true) (set:$Healing_Word_Choice to true)(set:$Jump_Choice to true) (set:$Longstrider_Choice to true) (set:$Purify_Food_And_Drink_Choice to true) (set:$Speak_With_Animals_Choice to true)(set:$Thunderwave_Choice to true) (set:$Spellcasting_Ability to "Wisdom")
[[Feats]](set:$Acid_Splash_Choice to true) (set:$Blade_Ward_Choice to true)(set:$Chill_Touch_Choice to true)(set:$Dancing_Lights_Choice to true)(Set:$Fire_Bolt_Choice to true)(set:$Friends_Choice to true) (set:$Light_Choice to true) (Set:$Mage_Hand_Choice to true) (Set:$Mending_Choice to true) (set:$Message_Choice to true)(set:$Minor_Illusion_Choice to true) (Set:$Mold_Earth_Choice to true)
(set:$Burning_Hands_Choice to true) (set:$Charm_Person_Choice to true)(set:$Chromatic_Orb_Choice to true) (set:$Color_Spray_Choice to true)(set:$Comprehend_Languages_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Disguise_Self_Choice to true) (set:$Expeditious_Retreat_Choice to true)(set:$False_Life_Choice to true) (set:$Feather_Fall_Choice to true)(set:$Fog_Cloud_Choice to true) (set:$Jump_Choice to true) (set:$Mage_Armor_Choice to true) (set:$Magic_Missile_Choice to true) (set:$Ray_Of_Sickness_Choice to true) (set:$Shield_Choice to true) (set:$Silent_Image_Choice to true)(set:$Sleep_Choice to true) (set:$Thunderwave_Choice to true) (set:$Witch_Bolt_Choice to true) (set:$Spellcasting_Ability to "Charisma")
[[Feats]]Warlock
(Set:$Blade_Ward_Choice to true) (Set:$Chill_Touch_Choice to true)(Set:$Eldritch_Blast_Choice to true) (Set:$Friends_Choice to true) (set:$Mage_Hand_Choice to true)(Set:$Minor_Illusion_Choice to true)(Set:$Poison_Spray_Choice to true)(Set:$Prestidigitation_Choice to true)(set:$True_Strike_Choice to true)(Set:$Toll_The_Dead_Choice to true)
(set:$Armor_Of_Agathys_Choice to true) (set:$Arms_Of_Hadar_Choice to true) (set:$Charm_Person_Choice to true)(set:$Comprehend_Languages_Choice to true)(set:$Expeditious_Retreat_Choice to true) (set:$Hellish_Rebuke_Choice to true) (set:$Hex_Choice to true)(set:$Illusory_Script_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true) (set:$Unseen_Servant_Choice to true) (set:$Witch_Bolt_Choice to true)
[[Feats]]Wizard
(set:$Acid_Splash_Choice to true) (set:$Blade_Ward_Choice to true)(set:$Chill_Touch_Choice to true)(set:$Dancing_Lights_Choice to true)(set:$Fire_Bolt_Choice to true) (set:$Friends_Choice to true)(set:$Light_Choice to true) (set:$Mage_Hand_Choice to true)(set:$Mending_Choice to true)(set:$Message_Choice to true)(set:$Minor_Illusion_Choice to true)(Set:$Mold_Earth_Choice to true)(set:$Poison_Spray_Choice to true) (set:$Prestidigitation_Choice to true) (set:$Ray_Of_Frost_Choice to true) (set:$Shocking_Grasp_Choice to true) (set:$True_Strike_Choice to true) (set:$Toll_The_Dead_Choice to true)
(set:$Alarm_Choice to true)(set:$Burning_Hands_Choice to true)(set:$Charm_Person_Choice to true)(set:$Chromatic_Orb_Choice to true)(set:$Color_Spray_Choice to true)(set:$Comprehend_Languages_Choice to true)(set:$Detect_Magic_Choice to true)(set:$Disguise_Self_Choice to true)(set:$Expeditious_Retreat_Choice to true) (set:$False_Life_Choice to true)(set:$Feather_Fall_Choice to true)(set:$Find_Familiar_Choice to true)(set:$Fog_Cloud_Choice to true)(set:$Grease_Choice to true)(set:$Identify_Choice to true)(set:$Illusory_Script_Choice to true)(set:$Jump_Choice to true)(set:$Longstrider_Choice to true)(set:$Mage_Armor_Choice to true)(set:$Magic_Missile_Choice to true)(set:$Protection_From_Evil_And_Good_Choice to true)(set:$Ray_Of_Sickness_Choice to true)(set:$Shield_Choice to true)(set:$Silent_Image_Choice to true)(set:$Sleep_Choice to true)(set:$Tashas_Hideous_Laughte _Choice to true)(set:$Tensers_Floating_Disk_Choice to true)(set:$Thunderwave_Choice to true)(set:$Unseen_Servant_Choice to true)(set:$Witch_Bolt_Choice to true) (set:$Spellcasting_Ability to "Intelligence")
[[Feats]](set:$Intelligence += 1)
[[Feats]](set:$Wisdom += 1)
[[Feats]] (set:$Constitution +=1)
[[Feats]](set:$Charisma +=1)
[[Feats]](set:$Extra_Choice -= 1) (set:$Artisan_Tool += 1)
(if:$Extra_Choice is >0) [ [[Tool|Feat Tool]] [[Skill|Feat Skill]] ]
(if:$Extra_Choice is 0) [ [[Feats]] ](set:$Extra_Choice -= 1) (Set:$Any_Skills += 1)
(if:$Extra_Choice is >0) [ [[Tool|Feat Tool]] [[Skill|Feat Skill]] ]
(if:$Extra_Choice is 0) [ [[Feats]] ](Set:$Strength to 8)(set:$Dexterity to 8)(set:$Constitution to 8)(set:$Intelligence to 8) (set:$Wisdom to 8)(set:$Charisma to 8)
Points: $Point_Buy
Assign a point to:
[[Strength|Point Buy Strength]] [[Dexterity|Point Buy Dexterity]] [[Constitution|Point Buy Constitution]] [[Intelligence|Point Buy Intelligence]] [[Wisdom|Point Buy Wisdom]] [[Charisma|Point Buy Charisma]]
(set:$Point_Buy to 27)
You’ll assign the numbers 15, 14, 13, 12, 10, 8 to the ability scores
Starting with 8 (Set:$Strength to 0)(set:$Dexterity to 0)(set:$Constitution to 0)(set:$Intelligence to 0) (set:$Wisdom to 0)(set:$Charisma to 0)
[[Strength|Standard Array Strength]] [[Dexterity|Standard Array Dexterity]] [[Constitution|Standard Array Constitution]] [[Intelligence|Standard Array Intelligence]] [[Wisdom|Standard Array Wisdom]] [[Charisma|Standard Array Charisma]]
(Set:$Active to 8)
(if:$Active is 8) [ (Set:$Strength to 8) ]
(if:$Active is 10)[ (set:$Strength to 10) ]
(if:$Active is 12)[ (set:$Strength to 12) ]
(if:$Active is 13)[ (set:$Strength to 13) ]
(if:$Active is 14)[ (set:$Strength to 14) ]
(if:$Active is 15)[ (set:$Strength to 15) ]
(if:$Active is 8) [ [[Next Score]] ](if:$Active is 12) [ [[Next Score]] ]
(if:$Active is 10) [ [[Next Score|Next Score 2]] ](if:$Active is 13) [ [[Next Score|Next Score 2]] ](if:$Active is 14)[ [[Next Score]] ]
(if:$Active is 15)[ [[Next|Loading Abilities]] ]
(if:$Active is 8) [ (Set:$Dexterity to 8) ]
(if:$Active is 10)[ (set:$Dexterity to 10) ]
(if:$Active is 12)[ (set:$Dexterity to 12) ]
(if:$Active is 13)[ (set:$Dexterity to 13) ]
(if:$Active is 14)[ (set:$Dexterity to 14) ]
(if:$Active is 15)[ (set:$Dexterity to 15) ]
(if:$Active is 8) [ [[Next Score]] ](if:$Active is 12) [ [[Next Score]] ]
(if:$Active is 15)[ [[Next|Loading Abilities]] ](if:$Active is 13) [ [[Next Score|Next Score 2]] ]
(if:$Active is 10) [ [[Next Score|Next Score 2]] ](if:$Active is 14)[ [[Next Score]] ](if:$Active is 8) [ (Set:$Constitution to 8) ]
(if:$Active is 10)[ (set:$Constitution to 10) ]
(if:$Active is 12)[ (set:$Constitution to 12) ]
(if:$Active is 13)[ (set:$Constitution to 13) ]
(if:$Active is 14)[ (set:$Constitution to 14) ]
(if:$Active is 15)[ (set:$Constitution to 15) ]
(if:$Active is 8) [ [[Next Score]] ]
(if:$Active is 15)[ [[Next|Loading Abilities]] ]
(if:$Active is 10) [ [[Next Score|Next Score 2]] ](if:$Active is 12) [ [[Next Score]] ](if:$Active is 13) [ [[Next Score|Next Score 2]] ](if:$Active is 14)[ [[Next Score]] ](if:$Active is 8) [ (Set:$Intelligence to 8) ]
(if:$Active is 10)[ (set:$Intelligence to 10) ]
(if:$Active is 12)[ (set:$Intelligence to 12) ]
(if:$Active is 13)[ (set:$Intelligence to 13) ]
(if:$Active is 14)[ (set:$Intelligence to 14) ]
(if:$Active is 15)[ (set:$Intelligence to 15) ]
(if:$Active is 8) [ [[Next Score]] ]
(if:$Active is 15)[ [[Next|Loading Abilities]] ]
(if:$Active is 10) [ [[Next Score|Next Score 2]] ](if:$Active is 12) [ [[Next Score]] ](if:$Active is 13) [ [[Next Score|Next Score 2]] ](if:$Active is 14)[ [[Next Score]] ](if:$Active is 8) [ (Set:$Wisdom to 8) ]
(if:$Active is 10)[ (set:$Wisdom to 10) ]
(if:$Active is 12)[ (set:$Wisdom to 12) ]
(if:$Active is 13)[ (set:$Wisdom to 13) ]
(if:$Active is 14)[ (set:$Wisdom to 14) ]
(if:$Active is 15) [ (Set:$Wisdom to 15)]
(if:$Active is 8) [ [[Next Score]] ]
(if:$Active is 15)[ [[Next|Loading Abilities]] ]
(if:$Active is 10) [ [[Next Score|Next Score 2]] ](if:$Active is 12) [ [[Next Score]] ](if:$Active is 13) [ [[Next Score|Next Score 2]] ](if:$Active is 14)[ [[Next Score]] ](if:$Active is 8) [ (Set:$Charisma to 8) ]
(if:$Active is 10)[ (set:$Charisma to 10) ]
(if:$Active is 12)[ (set:$Charisma to 12) ]
(if:$Active is 13)[ (set:$Charisma to 13) ]
(if:$Active is 14)[ (set:$Charisma to 14) ]
(if:$Active is 15)[ (set:$Charisma to 15) ]
(if:$Active is 8) [ [[Next Score]] ]
(if:$Active is 15)[ [[Next|Loading Abilities]] ]
(if:$Active is 10) [ [[Next Score|Next Score 2]] ](if:$Active is 12) [ [[Next Score]] ](if:$Active is 13) [ [[Next Score|Next Score 2]] ](if:$Active is 14)[ [[Next Score]] ](if:$Active is 8) [ (Set:$Active += 2) ] (if:$Active is 12) [ (set:$Active += 1)](if:$Active is 14) [ (set:$Active += 1) ] (if:$Active is 10) [ Assign 10] (if:$Active is 12) [Assign 12] (if:$Active is 13) [ Assign 13] (if:$Active is 14) [ Assign 14] (if:$Active is 15) [ Assign 15]
(if:$Strength is 0) [ [[Strength|Standard Array Strength]] ](if:$Dexterity is 0) [ [[Dexterity|Standard Array Dexterity]] ](if:$Constitution is 0) [ [[Constitution|Standard Array Constitution]] ] (If:$Intelligence is 0) [ [[Intelligence|Standard Array Intelligence]] ](if:$Wisdom is 0) [ [[Wisdom|Standard Array Wisdom]] ] (if:$Charisma is 0 ) [ [[Charisma|Standard Array Charisma]] ] (if:$Active is 10) [ (set:$Active += 2) ](if:$Active is 13) [ (set:$Active += 1) ]
(if:$Active is 10) [ Assign 10] (if:$Active is 12) [Assign 12] (if:$Active is 13) [ Assign 13] (if:$Active is 14) [ Assign 14] (if:$Active is 15) [ Assign 15]
(if:$Strength is 0) [ [[Strength|Standard Array Strength]] ](if:$Dexterity is 0) [ [[Dexterity|Standard Array Dexterity]] ](if:$Constitution is 0) [ [[Constitution|Standard Array Constitution]] ] (If:$Intelligence is 0) [ [[Intelligence|Standard Array Intelligence]] ](if:$Wisdom is 0) [ [[Wisdom|Standard Array Wisdom]] ] (if:$Charisma is 0 ) [ [[Charisma|Standard Array Charisma]] ] (Set:$Strength += 1)
(Set:$Point_Buy -= 1)
(if:$Strength is > 13) [ (set:$Point_Buy -= 1) ]
(go-to: "Point Buy Choice")(Set:$Dexterity += 1)
(Set:$Point_Buy -= 1)
(if:$Dexterity is > 13) [ (set:$Point_Buy -= 1)]
(go-to: "Point Buy Choice")(Set:$Constitution += 1)
(Set:$Point_Buy -= 1)
(if:$Constitution is > 13) [ (set:$Point_Buy -= 1)]
(go-to: "Point Buy Choice")(Set:$Intelligence += 1)
(Set:$Point_Buy -= 1)
(if:$Intelligence is > 13) [ (set:$Point_Buy -= 1)]
(go-to: "Point Buy Choice")(Set:$Wisdom += 1)
(Set:$Point_Buy -= 1)
(if:$Wisdom is > 13) [ (set:$Point_Buy -= 1)]
(go-to: "Point Buy Choice")(Set:$Charisma += 1)
(Set:$Point_Buy -= 1)
(if:$Charisma is > 13) [ (set:$Point_Buy -= 1)]
(go-to: "Point Buy Choice")Strength: $Strength
Dexterity: $Dexterity
Constitution: $Constitution
Wisdom: $Wisdom
Intelligence: $Intelligence
Charisma: $Charisma
Number of points: $Point_Buy
(if:$Point_Buy is 0)[ [[Next|Loading Abilities]] ](if:$Strength is > 13) [(if:$Point_Buy is > 1) [ [[Strength|Point Buy Strength]] ]] (if:$Dexterity is > 13) [(if:$Point_Buy is > 1) [ [[Dexterity|Point Buy Dexterity]] ]] (if:$Constitution is > 13) [(if:$Point_Buy is > 1) [ [[Constitution|Point Buy Constitution]] ] ](if:$Wisdom is > 13) [(if:$Point_Buy is > 1) [ [[Wisdom|Point Buy Wisdom]] ] ](if:$Intelligence is > 13) [(if:$Point_Buy is > 1) [ [[Intelligence|Point Buy Intelligence]] ] ](if:$Charisma is > 13) [ (if:$Point_Buy is > 1)[ [[Charisma|Point Buy Charisma]] ]](if:$Strength is < 14) [(if:$Point_Buy is > 0) [ [[Strength|Point Buy Strength]] ]] (if:$Dexterity is < 14) [(if:$Point_Buy is > 0) [ [[Dexterity|Point Buy Dexterity]] ]] (if:$Constitution is < 14) [(if:$Point_Buy is > 0) [ [[Constitution|Point Buy Constitution]] ] ](if:$Wisdom is <14) [(if:$Point_Buy is > 0) [ [[Wisdom|Point Buy Wisdom]] ] ](if:$Intelligence is <14) [(if:$Point_Buy is > 0) [ [[Intelligence|Point Buy Intelligence]] ] ](if:$Charisma is <14) [ (if:$Point_Buy is > 0)[ [[Charisma|Point Buy Charisma]] ]](Set:$Roll_Health to true)
(set:$Alchemist_Supplies to false) (set:$Brewer_Supplies to false)(Set:$Cartographer_Tools to false) (Set:$Carpenter_Tools to false) (set:$Calligrapher_Supplies to false)(set:$Cobbler_Tools to false) (Set:$Cook_Utensils to false) (set:$Glassblower_Tools to false) (set:$Jeweler_Tools to false) (Set:$Leatherworker_Tools to false) (Set:$Mason_Tools to false) (Set:$Painter_Supplies to false) (set:$Potter_Tools to false) (set:$Smith_Tools to false) (set:$Tinker_Tools to false) (set:$Weaver_Tools to false) (Set:$Woodcarver_Tools to false)(Set:$Herbalism_Kit to false) (Set:$Disguise_Kit to false) (set:$Forgery_Kit to false) (set:$Navagators_Tools to false) (Set:$Poisoner_Kit to false) (Set:$Theives_Tools to false) (Set:$Land_Vehicles to false) (set:$Water_Vehicles to false) (set:$Dice to false) (set:$Dragon_Chess to false) (set:$Cards to false) (set:$Three_Dragon_Ante to false)
(set:$Tools_Chosen to false)(Set:$Musical_Chosen to false)(set:$Skills_Chosen to false)
(Set:$Tool_Proficiency_Chosen to false) (Set:$Musical to 0)(set:$Bagpipes to false) (set:$Drums to false) (set:$Dulcimer to false) (set:$Flute to false) (set:$Lute to false) (set:$Lyre to false) (set:$Horn to false) (set:$Pan_Flute to false) (set:$Shawm to false) (set:$Viol to false) (Set:$Musical_Instrument_Chosen to false) (set:$One_Musical_Instrument_Chosen to false) (Set:$Artisan_Tool_Chosen to false) (set:$Artisan_Tool to 0) (set:$Tool_Chosen to false)
(set:$One_Artisan_Tool_Chosen to false)
(set:$Personality_Chosen to false)
(set:$Ideal_Chosen to false)
(set:$Bond_Chosen to false)
(Set:$Flaw_Chosen to false)
(go-to: "Loading Spells")(set:$Average_Health to true)
</Style>
<img
src=https://media.giphy.com/media/3oriNPdeu2W1aelciY/giphy.gif
</div>
(either:
"Fun Fact:
There are a ton of different ways to play D&D, some of the rules may vary slightly to assist in creating an atmosphere. The standard Dungeons and Dragons is a Heroic high fantasy, but there are many different campaign settings. Your DM will let you know any restrictions or rule changes that have been put in effect for the world, either through discord, during session zero, or when you encounter the phenomenon.
Maybe the DM chooses, in a particular campaign, that all of the monsters get death saves before they fully die, you may not know as the player until Boblin the Goblin, who you thought you killed, got death saves and survived the encounter, trained to get stronger and recruited friends, until he returns seeking vengeance against the players.
The DM will tell you before you make your character (so before you get this far) that in the swords and sorcery campaign they are running, wizards, sorcerers, and warlocks are rare, and there can only be one of them in the party, if any. They may tell you before the first session but after you made your character that they are calling Wood Elves “Chila” for their space fantasy campaign, just for flavor. ", "Player Tip:
Try to keep things in character as much as possible", "Player Tip:
Remember you and your character are separate entities, your character can do things that you would not do in real life. Dungeons and Dragons allows you to be someone else for a short period of time, have fun with it. There are very few other things that would allow you to be a vampire, on a unicycle, juggling knives that are on fire. ", "Player Tip:
If the DM asks you to roll a skill check, they will set the Difficulty Check. This difficulty will depend on what you are trying to accomplish. Listening in on a loud conversation that is happening next to you might be a very low skill check, while trying to stealthily backflip across the room while you sing the mission impossible theme song might be a much harder check. When they call for a check always tell them what you rolled + modifiers, you never know what they set the skill check at.", "Player Tip:
Keep your DM well fed and watered. Happy DM, living Player Characters. ","Player Tip:
Don’t worry about optimizing your character for combat only, a good DM will not kill you on the first combat encounter. ", "Player Tip:
Play the character you want to play. No one cares if the party has five rogues. ", "Player Tip:
It’s okay to discuss what your character would know, or wouldn’t know, during the session. It doesn’t hurt to ask the DM or make a check about knowing about a bit of trivia that you as a person know about. If the DM says your character does, or doesn’t have that knowledge, then make sure your character acts appropriately.", "Player Tip:
There are no right solutions to problems in D&D. ", "Fun Fact:
This character creation game has around
391,563 Words")
(set:$Alchemist_Supplies to false) (set:$Brewer_Supplies to false)(Set:$Cartographer_Tools to false) (Set:$Carpenter_Tools to false) (set:$Calligrapher_Supplies to false)(set:$Cobbler_Tools to false) (Set:$Cook_Utensils to false) (set:$Glassblower_Tools to false) (set:$Jeweler_Tools to false) (Set:$Leatherworker_Tools to false) (Set:$Mason_Tools to false) (Set:$Painter_Supplies to false) (set:$Potter_Tools to false) (set:$Smith_Tools to false) (set:$Tinker_Tools to false) (set:$Weaver_Tools to false) (Set:$Woodcarver_Tools to false)(Set:$Herbalism_Kit to false) (Set:$Disguise_Kit to false) (set:$Forgery_Kit to false) (set:$Navagators_Tools to false) (Set:$Poisoner_Kit to false) (Set:$Theives_Tools to false) (Set:$Land_Vehicles to false) (set:$Water_Vehicles to false) (set:$Dice to false) (set:$Dragon_Chess to false) (set:$Cards to false) (set:$Three_Dragon_Ante to false)
(set:$Tools_Chosen to false)(Set:$Musical_Chosen to false)(set:$Skills_Chosen to false)
(Set:$Tool_Proficiency_Chosen to false) (Set:$Musical to 0)(set:$Bagpipes to false) (set:$Drums to false) (set:$Dulcimer to false) (set:$Flute to false) (set:$Lute to false) (set:$Lyre to false) (set:$Horn to false) (set:$Pan_Flute to false) (set:$Shawm to false) (set:$Viol to false) (Set:$Musical_Instrument_Chosen to false) (set:$One_Musical_Instrument_Chosen to false) (Set:$Artisan_Tool_Chosen to false) (set:$Artisan_Tool to 0) (set:$Tool_Chosen to false)
(set:$One_Artisan_Tool_Chosen to false)
(set:$Personality_Chosen to false)
(set:$Ideal_Chosen to false)
(set:$Bond_Chosen to false)
(Set:$Flaw_Chosen to false)
(go-to: "Loading Spells")(if:$Average_Health is true) [ (if:$Level is > 1) [
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 2) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 3) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(If:$Level is > 4) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(If:$Level is > 5) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(If:$Level is > 6) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 7) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 8)[(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 9) [
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)]] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)] [ (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 10) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 11) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 12)[(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 13) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 14)[(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 15) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 16) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 17) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 18) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]
(if:$Level is > 19) [(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)]
(if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP +=5)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 9)] ]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 1)](if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 6)](if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 2)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += 3)] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += 4)] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += 5)] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += 6)] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += 7)] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += 8)] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += 9)] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += 10)] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += 12)] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += 13)]] ]]
(Go-to: "Loading Random Health")//Shao smiled, his creation was a true marvel. A chimera that could speak like a human, articulate human words. It had taken everything from him to create a second one, the first one had gotten him the funding from the alchemist’s guild. He had assured them that it was just a matter of mixing up the right herbs, it would be in the writeup he submitted. His glasses gleamed in the darkness as he administered another healing potion to his creation, it wouldn’t do for it to die before the examination.//
Sewing Life Alchemist
You focus on making powerful healing potions quickly, and cheaply.
You decrease the time it takes to make healing potions, and the cost associated with the ingredients used. You’ll be able to heal anything that speaks a language you can understand. You’ll be able stronger healing potions faster and more cheaply. Finally being able to make a poison that looks exactly like a health potion dealing poison damage to the target for multiple rounds.
Give life: you can reliably make healing potions, they take 1 hour to produce and cost 35 GP or 3.5 hours of searching for ingredients to make. This ability is gained at the third level when you choose Sewing Life Alchemist.
Capable of human speech: Starting at the 6th level, you have engendered a way to heal anything that speaks common, or a language that you can understand. Any health potion you create will heal any creature that you can understand the maximum amount.
Mercy: You can create greater healing potions in 1 hour at the cost of 50 GP or 5 hours of searching for ingredients. You gain this ability at level 10.
Tucker: You can create a potion of poison, a potion of poison looks exactly like the beneficial potion of your choice, drinking it deals 3d6 poison damage if the consumer fails a Constitution saving throw equal to 8+your intelligence modifier + Your proficiency bonus. At the start of each of the consumers turns they take 3d6 poison damage and can repeat the saving throw at the end of their turn. Each successful save decreases the damage by 1d6. The effect ends when the damage reaches 0. An Identify spell will reveal its true nature. You gain this ability at level 14.
[[Alchemist|Alchemist 2]]
(set:$Secondary_Class to "Sewing Life Alchemist")
(set:$Subclass to true)
(Set:$Subclass_Third_Level_Features to "Give life: you can reliably make healing potions, they take 1 hour to produce and cost 35 GP or 3.5 hours of searching for ingredients to make. This ability is gained at the third level when you choose Sewing Life Alchemist.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Capable of human speech: Starting at the 6th level, you have engendered a way to heal anything that speaks common, or a language that you can understand. Any health potion you create will heal any creature that you can understand the maximum amount.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Mercy: You can create greater healing potions in 1 hour at the cost of 50 GP or 5 hours of searching for ingredients. You gain this ability at level 10.")(set:$Subclass_Features_For_Level_10 to true)(Set:$Subclass_Fourteenth_Level_Features to "Tucker: You can create a potion of poison, a potion of poison looks exactly like the beneficial potion of your choice, drinking it deals 3d6 poison damage if the consumer fails a Constitution saving throw equal to 8+your intelligence modifier + Your proficiency bonus. At the start of each of the consumers turns they take 3d6 poison damage and can repeat the saving throw at the end of their turn. Each successful save decreases the damage by 1d6. The effect ends when the damage reaches 0. An Identify spell will reveal its true nature. You gain this ability at level 14. ")(set:$Subclass_Features_For_Level_14 to true)
//A dark, wicked smile broke his face in two with sharp white teeth. Zhivko had lured them into the trap, timed bombs would explode any second. His wizard companion cast Ray of Frost at the enemies, keeping them in the hallway longer for the bombs to do their work. There was no avoiding the explosions, they ran as the bombs began to detonate.//
Explosion Alchemist
You focus on making powerful bombs that are impossible to avoid.
Your bombs automatically hit everything in their blast radius. You’ll be able to make bombs that have a delayed explosion. On critical hits their bombs deal more damage, and they critical on 18 – 20.
Explosives Expert: Your bombs are impossible to escape, any creature in the blast-zone of one of your bombs automatically fails their saving throw. This ability is gained at the 3rd level when you choose Explosion Alchemist
Delayed Explosion: Starting at the 6th level, you can create bombs that when shaken produce gasses that cause pressure to break the fragile containers. You know the quantities needed to accurately time the explosions to your needs. You can create them like your alchemical bombs and do the same damage but require an additional 5 gold or 40 minutes of searching for ingredients for this special kind of bomb.
More Power: you show no mercy to those injured by your explosions, you roll an additional damage dice every time you critically succeed an attack throw. You gain this ability at level 10
Kimblee: Your charges are placed and explosions so devastating when using any alchemist skill, you critical on 18 and 19. You gain this ability at level 14
[[Alchemist|Alchemist 2]]
(set:$Secondary_Class to "Explosion Alchemist")
(set:$Subclass to true)
(Set:$Subclass_Third_Level_Features to "Explosives Expert: Your bombs are impossible to escape, any creature in the blast-zone of one of your bombs automatically fails their saving throw. This ability is gained at the 3rd level when you choose Explosion Alchemist")(set:$Subclass_Features_For_Level_3 to true)(Set:$Subclass_Sixth_Level_Features to "Delayed Explosion: Starting at the 6th level, you can create bombs that when shaken produce gasses that cause pressure to break the fragile containers. You know the quantities needed to accurately time the explosions to your needs. You can create them like your alchemical bombs and do the same damage but require an additional 5 gold or 40 minutes of searching for ingredients for this special kind of bomb. ")(set:$Subclass_Features_For_Level_6 to true)(Set:$Subclass_Tenth_Level_Features to "More Power: you show no mercy to those injured by your explosions, you roll an additional damage dice every time you critically succeed an attack throw. You gain this ability at level 10")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Kimblee: Your charges are placed and explosions so devastating when using any alchemist skill, you critical on 18 and 19. You gain this ability at level 14.")(set:$Subclass_Features_For_Level_14 to true)//Mustang snapped his fingers, fire whipped through the air, crackling as he manipulated the oxygen and hydrogen to ignite. A little bit of arcane magic to help with the science behind his alchemy. They would think it was nothing more than a wizards trick, but soon they would be in range of his bombs. He pulled his hat down over his dark hair, it would be a bit of a surprise when he threw the combustible container at them, but some more harrying from the elements would keep them on their toes.//
State Alchemist
Gain mastery of the elemental forces of magic from your careful study of the magical properties of herbs and ingredients.
Private: You passed the exam to show your understanding and manipulation of the forces that allow you to bend materials on a fundamental level to your will, but you’re still a beginner. You know the 4 of the following cantrips poison spray, thorn whip, acid splash, fire bolt, shocking grasp, Ray of frost, mending or chill touch. You use intelligence as your spellcasting modifier. This ability is gained at the 3rd level when you choose State Alchemist. Your spellsave DC is 8+ your intelligence modifier + your proficiency bonus.
Lieutenant: Starting at the 6th level you’ve proven yourself to be a great asset and have gotten well deserved promotions. You’ve learned to knit flesh back together, pull moisture out of the air to produce water, and change the oxygen levels to produce fire. You can know a number of the following spells equal to your intelligence modifier + your alchemist level, thunderwave, cure wounds, healing word, detect poison and disease, inflict wounds, purify food and drink, fog cloud, hail of thorns, burning hands, color spray, Disguise Self, identify, illusory script, destroy or create water, false life. You have a number of spell slots equal to your alchemist level.
Major: You gain this at level 10, you have been permitted to learn a total number of spells equal to your intelligence modifier + your alchemist level + your proficiency bonus. You have a number of spell slots equal to your intelligence modifier they are all level 2. You can know any of the spells listed in the previous rank or here, Blindness/deafness could of daggers, heat metal, lesser restoration, protection from poison, barkskin, flame blade, gust of wind, flaming sphere, pass without a trace, spike growth, cordon of arrows, alter self, Scorching ray, web, rope trick, infuse blood.
Colonel: You gain this ability at level 14. You can know a total number of spells equal to your intelligence score, and have a number of spell slots equal to your intelligence modifier they are all level 3. You can choose to know any of the spells listed in the previous ranks or here, bestow curse, fear, feign death, leomund’s tiny hut, stinking clouds, call lightning, meld into stone, plant growth, sleet storm, water breathing, water walk, wind wall, create food and water, elemental weapon, lighting arrow, fireball, fly, lighting bolt.
You will gain additional spells and cantrips as you level, through lieutenant, major, and colonel.
[[Alchemist|Alchemist 2]] (if:$Level is > 5)[(set:$Infuse_Blood_Choice to true) ](set:$Spellcasting to true)(set:$Number_Of_Cantrips += 4)(set:$Known_Cantrips += 4)(set:$Poison_Spray_Choice to true)(set:$Thorn_Whip_Choice to true)(Set:$Acid_Splash_Choice to true)(set:$Fire_Bolt_Choice to true)(set:$Shocing_Grasp_Choice to true)(set:$Ray_Of_Frost_Choice to true)(set:$Mending_Choice to true)(set:$Chill_Touch_Choice to true)
(set:$Secondary_Class to "State Alchemist")
(set:$Subclass to true)
(Set:$Subclass_Third_Level_Features to "Private: You passed the exam to show your understanding and manipulation of the forces that allow you to bend materials on a fundamental level to your will, but you’re still a beginner. You know the 4 of the following cantrips poison spray, thorn whip, acid splash, fire bolt, shocking grasp, Ray of frost, mending or chill touch. You use intelligence as your spellcasting modifier. This ability is gained at the 3rd level when you choose State Alchemist. Your spellsave DC is 8+ your intelligence modifier + your proficiency bonus. ")(set:$Subclass_Features_For_Level_3 to true)(Set:$Subclass_Sixth_Level_Features to "Lieutenant: Starting at the 6th level you’ve proven yourself to be a great asset and have gotten well deserved promotions. You’ve learned to knit flesh back together, pull moisture out of the air to produce water, and change the oxygen levels to produce fire. You can know a number of the following spells equal to your intelligence modifier + your alchemist level, thunderwave, cure wounds, healing word, detect poison and disease, inflict wounds, purify food and drink, fog cloud, hail of thorns, burning hands, color spray, Disguise Self, identify, illusory script, destroy or create water, false life. You have a number of spell slots equal to your alchemist level.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Major: You gain this at level 10, you have been permitted to learn a total number of spells equal to your intelligence modifier + your alchemist level + your proficiency bonus. You have a number of spell slots equal to your intelligence modifier they are all level 2. You can know any of the spells listed in the previous rank or here, Blindness/deafness could of daggers, heat metal, lesser restoration, protection from poison, barkskin, flame blade, gust of wind, flaming sphere, pass without a trace, spike growth, cordon of arrows, alter self, Scorching ray, web, rope trick, infuse blood.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Colonel: You gain this ability at level 14. You can know a total number of spells equal to your intelligence score, and have a number of spell slots equal to your intelligence modifier they are all level 3. You can choose to know any of the spells listed in the previous ranks or here, bestow curse, fear, feign death, leomund’s tiny hut, stinking clouds, call lightning, meld into stone, plant growth, sleet storm, water breathing, water walk, wind wall, create food and water, elemental weapon, lighting arrow, fireball, fly, lighting bolt.")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Subclass to true)(set:$Secondary_Class to "Path of The Totem Warrior")//Valery clutched the eagle feather that was woven into his hair, the totem from his spirit guide. He could feel the wind beneath wings and swiftness of the great hunter giving his legs the dexterity and speed to dodge the attacks thrown his way. He taunted them as he ran hoping they would give chase, and leave the wizard open for casting their great ball of fire at the enemies.//
The Path of the Totem Warrior is a spiritual journey, as a barbarian accepts a spirit animal guide, protector, and inspiration. In battle your totem Spirit fills you with supernatural might, adding magical fuel to your Barbarian Rage. Most tribes consider a totem animal to be akin to a particular clan. In such cases it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
(if:$Level is > 2) [ Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you kinship with beasts. At the 3rd Level when you adopt this path you gain the ability to cast the beast sense and speak with animals spells but only as rituals.
Totem Spirit: At the 3rd level you choose a totem spirit, and gain this feature. Your must make or aquire a physical totem object, and amulet or similar adornment that incorperatires fur, feathers, claws, teeth, bones, of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit, like being really harry, or your eyes turn yellow. Your animal might be an animal related to those listed here, but more appropriate to your homeland. For example, you may choose a hawk or vulture instead of an eagle.
[[Bear]]: While raging, you have resistance to all damage except psychic damage. The spirit of the bear make you tough enough to stand up to any physical punishment.
[[Eagle]]: While you’re raging and aren’t wearing heavy armor other creatures have disadvantage on opportunity attacks against you and you can use Dash as a bonus action. The spirit of the Eagle makes you a predator who can weave through the fray with ease.
[[Wolf]]: While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. ]
Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
Bear: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects.
Eagle: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks.
Wolf: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.
Spirit Walker: At the 10th level you can cast the commune with nature spell but only as a ritual. When you do so a spiritual version of one of the animals you’ve chosen for your totem or Aspect appears to you to convey the information you seek.
Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
Bear: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened.
Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft.
Wolf: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
Bear: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects.
Eagle: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks.
Wolf: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace. ")(set:$Subclass_Features_For_Level_6 to true) (set:$Subclass_Tenth_Level_Features to "Spirit Walker: At the 10th level you can cast the commune with nature spell but only as a ritual. When you do so a spiritual version of one of the animals you’ve chosen for your totem or Aspect appears to you to convey the information you seek. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
Bear: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened.
Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft.
Wolf: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack. ")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass to true)
(set:$Secondary_Class to "Path Of The Swift")
//Ritika danced through the enemies before her, dodging arrows with ease. The tree gave her cover as she panted he axe covered in blood the smell bitter and metallic in her nose. The stunned enemies in her path were being picked apart by her allies shooting from the cover of the forest.//
For many barbarians, they feel distain when others see them as mindless machines of rage and brutality. These barbarians often aim to show everyone they are different, that they do not simply rage and thrash in a fight. They follow the path of the swift, a path that says there is more than strength in a fight, there is also agility.
Swiftness: A true warrior knows that it is not just the strongest who will survive, but also the quickest. When you take this path at the third level you know how to channel your inner anger and ferocity into speed and adrenaline. While raging you gain the following effects. Ranged attack rolls against you have disadvantage and when you take the dash action you can make a melee weapon attack as a bonus action.
Overrun: At the 6th Level you gain the ability to climb and swim faster than normal. Climbing and swimming no longer cost extra movement.
Break the Ranks: At the 10th Level you are able to push past those that would seek to impede your progress. When you make a melee weapon attack you can choose to turn the attack into a breaking attack. You can only do this once per turn. On a successful hit with the breaking attack the target must make a strength saving throw (dc is 8+prof+strength mod) on a failed save you roll one additional weapon damage die, stunning the target until the start of its next turn. The target automatically fails the saving throw if the attack was a critical hit. You can freely move through the space of a creature stunned in this way.
Ricochet: At the 14th level your agility and reflexes allow you to strike projectiles with great strength and accuracy. When a ranged attack misses you, you can use your reaction to launch the attack at another target within 30 ft of you, to do so you make a ranged attack roll using your strength modifier, you are proficient with this ranged attack. On a hit the damage of this ranged attack is done to the target you redirected the attack to. The source of this damage is the creature that made the attack roll against you not yourself. If the ranged attack roll did not originate from a creature (like a trap) then you are the source of the damage.
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to "Swiftness: A true warrior knows that it is not just the strongest who will survive, but also the quickest. When you take this path at the third level you know how to channel your inner anger and ferocity into speed and adrenaline. While raging you gain the following effects. Ranged attack rolls against you have disadvantage and when you take the dash action you can make a melee weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Overrun: At the 6th Level you gain the ability to climb and swim faster than normal. Climbing and swimming no longer cost extra movement. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Break the Ranks: At the 10th Level you are able to push past those that would seek to impede your progress. When you make a melee weapon attack you can choose to turn the attack into a breaking attack. You can only do this once per turn. On a successful hit with the breaking attack the target must make a strength saving throw (dc is 8+prof+strength mod) on a failed save you roll one additional weapon damage die, stunning the target until the start of its next turn. The target automatically fails the saving throw if the attack was a critical hit. You can freely move through the space of a creature stunned in this way. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Ricochet: At the 14th level your agility and reflexes allow you to strike projectiles with great strength and accuracy. When a ranged attack misses you, you can use your reaction to launch the attack at another target within 30 ft of you, to do so you make a ranged attack roll using your strength modifier, you are proficient with this ranged attack. On a hit the damage of this ranged attack is done to the target you redirected the attack to. The source of this damage is the creature that made the attack roll against you not yourself. If the ranged attack roll did not originate from a creature (like a trap) then you are the source of the damage. ")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Subclass to true)
//The blood pounded in Karpos’s ears, adrenaline surged through his system. He swung with all his might, dealing a massive amount of damage to the creature before him. Blood surged from the wound and the creature fell.//
(Set:$Secondary_Class to "Path Of The Reaver")
For the warrior who exults in death there is the path of the reaver. As a Reaver you gain power and adrenaline from causing your foes to fall. You thirst for death, even becoming stronger as you near it yourself.
Adrenaline: Beginning when you choose this path at the 3rd level your attacks have the potential to be absolutely devastating when you smell blood. While raging you gain adrenaline when you bring an enemy to 0 HP, score a critical hit against a foe, or have a critical hit scored on yourself. Once you have adrenaline you cannot gain it again until you have expended it. You can expend it while raging as part of a melee attack roll using strength. If you hit, you may reroll each damage dice which shows its max result and add the new roll to the original total. You can reroll each die with it max until all damage dice show less than their max damage.
Devour: Starting at the 6th level you can use your adrenaline as part of an attack to regain HP equal to the damage you dealt. You may use this ability 3 times and recover uses with a short or long rest.
Bloody Appetite: Beginning at the 10th level if you have adrenaline when your rage ends your regain one expended use of devour. In addition, you may use devour without regard to your uses remaining as long as your current HP are less than ¼ your HP Max.
Terrifying Assault: at the 14th level your attacks have the potential to be devastating and bloody causing your victims to fear you. When you score a critical hit while raging you can expend adrenaline. The target of your assault becomes afraid of you if they fail a wisdom saving throw against your fear save DC (8+Prof+Strength mod).
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to "Adrenaline: Beginning when you choose this path at the 3rd level your attacks have the potential to be absolutely devastating when you smell blood. While raging you gain adrenaline when you bring an enemy to 0 HP, score a critical hit against a foe, or have a critical hit scored on yourself. Once you have adrenaline you cannot gain it again until you have expended it. You can expend it while raging as part of a melee attack roll using strength. If you hit, you may reroll each damage dice which shows its max result and add the new roll to the original total. You can reroll each die with it max until all damage dice show less than their max damage. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Devour: Starting at the 6th level you can use your adrenaline as part of an attack to regain HP equal to the damage you dealt. You may use this ability 3 times and recover uses with a short or long rest. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Bloody Appetite: Beginning at the 10th level if you have adrenaline when your rage ends your regain one expended use of devour. In addition, you may use devour without regard to your uses remaining as long as your current HP are less than ¼ your HP Max. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Terrifying Assault: at the 14th level your attacks have the potential to be devastating and bloody causing your victims to fear you. When you score a critical hit while raging you can expend adrenaline. The target of your assault becomes afraid of you if they fail a wisdom saving throw against your fear save DC (8+Prof+Strength mod). ")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Subclass to true)// There was only one thought in Kęstas’s mind. That thought was violent rage.//
(Set:$Secondary_Class to "Path Of The Berserker")
For some barbarians, rage is a means to an end, that end being violence. The Path of the Berserker is slick with blood. and untrammeled fury. You enter the berserker’s rage you thrill in the chaos of battle, heedless of your own health or wellbeing.
Frenzy: At the third level you can go into a frenzy when you rage. If you do so for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends you suffer one level of exhaustion.
Mindless Rage: Beginning at the 6th level you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage the effect is suspended for the duration of the rage.
Intimidating Presence: Beginning at the 10th Level you can use your action to frighten someone with your menacing presence. When you do so choose one creature that you can see within 30 ft of you that can see or hear you. It must succeed a Wisdom Saving Throw (DC is 8 + Proficiency Bonus + your Charisma Modifier) or be frightened of you until the end of your next turn. ON subsequent turns you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of the line of sight or is more than 60 ft from you. If the creature succeeds it’s saving throw it cannot be frightened for 24 hours.
Retaliation: Starting at the 14th Level When you take damage from a creature that is within 5 ft of you, you can use your reaction to make a melee weapon attack against that creature.
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to "Frenzy: At the third level you can go into a frenzy when you rage. If you do so for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends you suffer one level of exhaustion.")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Mindless Rage: Beginning at the 6th level you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage the effect is suspended for the duration of the rage. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Intimidating Presence: Beginning at the 10th Level you can use your action to frighten someone with your menacing presence. When you do so choose one creature that you can see within 30 ft of you that can see or hear you. It must succeed a Wisdom Saving Throw (DC is 8 + Proficiency Bonus + your Charisma Modifier) or be frightened of you until the end of your next turn. ON subsequent turns you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of the line of sight or is more than 60 ft from you. If the creature succeeds it’s saving throw it cannot be frightened for 24 hours. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Retaliation: Starting at the 14th Level When you take damage from a creature that is within 5 ft of you, you can use your reaction to make a melee weapon attack against that creature. ")(set:$Subclass_Features_For_Level_14 to true)
//Pradeep smirked he could see the spell being cast by the enemy. He charged forward to break the caster’s concentration and maybe an arm or two.//
Spell Cleaver
You have undergone rigorous training to hone your body into a weapon against spellcasters. You shatter arcana and bone alike.
Occultist Hunter:
At the 3rd level you gain proficiency with the arcana skill. (if you already have it you gain double proficiency). You have advantage on ability checks to identify if a creature is capable of spellcasting.
Disruptive Impact:
At the 3rd level when you deal damage to a creature with strength, the dc of any constitution saving throw to maintain concentration is increased by your strength modifier (min of 1).
Rune Shatter:
At the 6th level when you hit with a melee attack while raging you can select a single spell effecting the target with a level equal to or lower than your proficiency bonus. This spell immediately ends. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all uses of this feature upon completing a long rest.
Arcane Transference:
At the 10th level when you hit a creature that is under the effect of a spell with a melee weapon attack or grapple them you can end the spell effecting that creature and transfer its effects to yourself for the remaining duration of the spell. If that spell required concentration you must concentrate on it instead of the initial spellcaster. Once you use this feature you cannot do so again until you complete a long or short rest.
Curse Breaker:
At the 14th level your ability to overcome magic allows you to shrug off mystical afflictions with ease. As a reaction you can end a curse that is afflicting you. Once you use this feature you must complete a long or short rest before you can do so again. In addition you deal additional damage with your first weapon attack that hits a creature who is under the effects of one or more spells on your turn. The extra damage is the number of d4s equal to the level of the highest level spell on that creature (1d4 for cantrips).
[[Barbarian|Barbarian 2]]
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Spell Cleaver")
(set:$Subclass_Third_Level_Features to "
Occultist Hunter:
At the 3rd level you gain proficiency with the arcana skill. (if you already have it you gain double proficiency). You have advantage on ability checks to identify if a creature is capable of spellcasting.
Disruptive Impact:
At the 3rd level when you deal damage to a creature with strength, the dc of any constitution saving throw to maintain concentration is increased by your strength modifier (min of 1). ") (set:$Arcana to true)(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Rune Shatter:
At the 6th level when you hit with a melee attack while raging you can select a single spell effecting the target with a level equal to or lower than your proficiency bonus. This spell immediately ends. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all uses of this feature upon completing a long rest.")
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Arcane Transference:
At the 10th level when you hit a creature that is under the effect of a spell with a melee weapon attack or grapple them you can end the spell effecting that creature and transfer its effects to yourself for the remaining duration of the spell. If that spell required concentration you must concentrate on it instead of the initial spellcaster. Once you use this feature you cannot do so again until you complete a long or short rest. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Curse Breaker:
At the 14th level your ability to overcome magic allows you to shrug off mystical afflictions with ease. As a reaction you can end a curse that is afflicting you. Once you use this feature you must complete a long or short rest before you can do so again. In addition you deal additional damage with your first weapon attack that hits a creature who is under the effects of one or more spells on your turn. The extra damage is the number of d4s equal to the level of the highest level spell on that creature (1d4 for cantrips). ")(set:$Subclass_Features_For_Level_14 to true)
//Mariyan knew her death couldn’t be for nothing. She would not fall to this scumbag, she pulled the sword from it’s sheathe and squared off against her attacker. She would be sure he died, not her this night, he wasn’t worthy of taking her life.//
Path of the Deathseeker
The path of the deathseeker is tread by those who for whatever reason feel they may only find glory in the death of a worthy foe. These wandering souls are constantly looking for danger, seeking a powerful and dangerous foe whom you can truly challenge their strength. When a good fight is found they abandon all sense of self preservation, swinging with a might that could tare the limbs off many. Ironically the sheer power they display often means the death they seek often becomes much more delayed and the frustrated existence they live in fuels their anger even more.
Truly Reckless
Starting when you choose this path at the 3rd level, your reckless attacks become even more powerful at the cost of any attempt to defend yourself. When you attack recklessly via your reckless attack feature you can add your proficiency bonus to the damage roll, however your armor class is lowered by 2 until the start of your next turn.
Only With Honor
Beginning at the 6th level you continue honing your senses in order to guard yourself from dishonorable death caused by treachery and cowardly attacks both in and out of battle. You have advantage on wisdom perception checks to detect traps, hidden, and invisible creatures. In addition you gain resistance to poison, and advantage on saving throws against poison.
That The Best You Can Do?
At the 10th level you can begin to taunt your foes into finishing you, and lashing out with frustration if they fail. As a bonus action you can taunt all enemies within 30 ft of you, any creatures of your choice within range suffer disadvantage on attack rolls against any target other than you until the end of your next turn. In addition, the next time you hit with a weapon attack, the target takes additional damage equal to your hit points you have lost since you made this taunt. Once you use this feature you can’t use it again until you finish a long or short rest.
A Meaningful Death
Starting at the 14th level you can take steps to ensure your death has meaning, using your last moments to take as many foes down as you can. When you are restored to 1 HP via your Relentless Rage feature you can use your reaction to make one weapon attack with advantage against each creature of your choice within 10 ft of you, regardless of the normal range of your weapon. These attacks are considered reckless for your truly reckless feature.
(Set:$Subclass to true)
(set:$Secondary_Class to "Path Of The Deathseeker")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " Truly Reckless
Starting when you choose this path at the 3rd level, your reckless attacks become even more powerful at the cost of any attempt to defend yourself. When you attack recklessly via your reckless attack feature you can add your proficiency bonus to the damage roll, however your armor class is lowered by 2 until the start of your next turn.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to " Only With Honor
Beginning at the 6th level you continue honing your senses in order to guard yourself from dishonorable death caused by treachery and cowardly attacks both in and out of battle. You have advantage on wisdom perception checks to detect traps, hidden, and invisible creatures. In addition you gain resistance to poison, and advantage on saving throws against poison.
")(set:$Subclass_Features_For_Level_6 to true) (set:$Subclass_Tenth_Level_Features to " Is That The Best You Can Do?
At the 10th level you can begin to taunt your foes into finishing you, and lashing out with frustration if they fail. As a bonus action you can taunt all enemies within 30 ft of you, any creatures of your choice within range suffer disadvantage on attack rolls against any target other than you until the end of your next turn. In addition, the next time you hit with a weapon attack, the target takes additional damage equal to your hit points you have lost since you made this taunt. Once you use this feature you can’t use it again until you finish a long or short rest. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " A Meaningful Death
Starting at the 14th level you can take steps to ensure your death has meaning, using your last moments to take as many foes down as you can. When you are restored to 1 HP via your Relentless Rage feature you can use your reaction to make one weapon attack with advantage against each creature of your choice within 10 ft of you, regardless of the normal range of your weapon. These attacks are considered reckless for your truly reckless feature.
")(set:$Subclass_Features_For_Level_14 to true)
//Terttu could feel the cascade of electricity as he struck the orc. He watched the lightning leap through the band of orcs, jumping between them like a dangerous pet they couldn’t control. They looked at him with more respect the primal rage still painting his vision red. He struck the orc again and again until it perished, only then did the rage subside to a dull roar behind his conscious thoughts.//
Path Of The Monsoon
Your footfalls cause electrical scorches your weapon strikes burn flesh as well as rend it. Your soul contains a storm unlike anything you’ve ever seen whenever you seek to unleash it the sky thunders its approval.
Spark Strike
At the 3rd level your attacks starts a cascade of electrical energy. The first time you hit an enemy with a melee attack on your turn while raging you deal an additional 1d8 lightning damage. If you roll an 8 on the damage dice the lightning leaps to another creature of your choice within 15 ft of the original target. The creature takes 1d8 lightning damage and could cause the lighting to leap again on a roll of an 8 within 15 ft. A creature can only take this damage once per turn. The initial lighting and the leaps increases to 2d8 at the 14th level, with the lighting leaping with only one 8. You gain resistance to thunder damage while raging.
Storm’s Favor
At the 6th level you can strike when you take lighting or thunder damage while raging you can cause one creature within 30 ft of you to take damage of the same type equal to your barbarian level + the damage you took as you channel the energy towards your enemies. You can only do this once per rage. If a creature is within 10 ft of you is target with an attack that deals thunder or lightning damage you can use your reaction to make yourself the target of the attack.
Rain Master
At the 10th level you take on the aspects of the storms power. If you are above ground you can preform a 1 hour long ritual that causes the area to have heavy rain for the next 24 hours. Your jump distance and height are tripled. If you hear a sound made within 120 ft of you can discern the direction and how far away it is. You have advantage on saving throws against being moved against your will.
Storm King
At the 14th level you and the storm have become one. When you are raging and rolling for lighting or thunder damage while in a wet, rainy, or otherwise damp area you can roll one additional damage dice. While raging a strong wind 20mph blows around you in a 10 ft radius, centered on you for the duration of your rage. Unprotected flames are extinguished in the area, gasses and god are dispersed, and ranged weapons have disadvantage if it passes through the wind.
(Set:$Subclass to true)
(set:$Secondary_Class to "Path Of The Monsoon")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " Spark Strike
At the 3rd level your attacks starts a cascade of electrical energy. The first time you hit an enemy with a melee attack on your turn while raging you deal an additional 1d8 lightning damage. If you roll an 8 on the damage dice the lightning leaps to another creature of your choice within 15 ft of the original target. The creature takes 1d8 lightning damage and could cause the lighting to leap again on a roll of an 8 within 15 ft. A creature can only take this damage once per turn. The initial lighting and the leaps increases to 2d8 at the 14th level, with the lighting leaping with only one 8. You gain resistance to thunder damage while raging.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "
Storm’s Favor
At the 6th level you can strike when you take lighting or thunder damage while raging you can cause one creature within 30 ft of you to take damage of the same type equal to your barbarian level + the damage you took as you channel the energy towards your enemies. You can only do this once per rage. If a creature is within 10 ft of you is target with an attack that deals thunder or lightning damage you can use your reaction to make yourself the target of the attack. ")(set:$Subclass_Features_For_Level_6 to true) (set:$Subclass_Tenth_Level_Features to "Rain Master
At the 10th level you take on the aspects of the storms power. If you are above ground you can preform a 1 hour long ritual that causes the area to have heavy rain for the next 24 hours. Your jump distance and height are tripled. If you hear a sound made within 120 ft of you can discern the direction and how far away it is. You have advantage on saving throws against being moved against your will.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Storm King
At the 14th level you and the storm have become one. When you are raging and rolling for lighting or thunder damage while in a wet, rainy, or otherwise damp area you can roll one additional damage dice. While raging a strong wind 20mph blows around you in a 10 ft radius, centered on you for the duration of your rage. Unprotected flames are extinguished in the area, gasses and god are dispersed, and ranged weapons have disadvantage if it passes through the wind.
")(set:$Subclass_Features_For_Level_14 to true)
//Jerome flexed against the chains that he had wrapped around his target. Teeth gritted he kept them grappled, restrained, the gaps in it’s armor exposed for Jerome’s companions to exploit. His own chains brutally wrapping and whipping his target.//
Path Of The Chainsmith
Hardened by years of metalworking the Chainsmith is a barbarian who channels their rage to command metal. Whether driven by forces threating their home of seeking glory the chainsmith’s rage entwines anger, flames, and metal.
Strike While the Iron is Hot:
At the 3rd level your blacksmithing expertise grants you an insight into the weak points in your foe’s armor. When you attack a creature wearing nonmagical armor within 1 round of it suffering fire damage reduce that creature’s armor class by 1. This ability may not reduce a creature’s armor class by more than 2.
Bonus Proficiencies:
At 3rd level you gain proficiency with smith’s tools, if you are already proficient with smith’s tools you double that proficiency. Proficiency wielding chains (1d6 bludgeoning damage, reach, 10 lbs.)
Chain Wrap:
At the 6th level you learn basic telekinetic control of your chains, allowing you to do more in combat than simply dealing damage. While raging you may make a special chain wrap attack a an action. You make an attack roll with a chain you are wielding, if this attack hits you may choose one of the chain effects. You may use this ability a number of times equal to your strength modifier regained at long or short rest. Making an opposed strength check to complete the chain wrap.
Disarm: On a success it drops that weapon it is holding, the weapon is pulled 5 ft towards you, you can attempt to catch the weapon in an open hand if opponent is within 5 ft of you with a dc 17 dex check. On a failure the weapon falls to the ground.
Grapple: On a success the target is grappled but may still move towards you. Until the grapple ends you may only make attacks with chain weapons against the grappled creature.
Throttle: If the creature is within 5 ft of you opposed strength check at disadvantage On a success the target is grappled and suffocating for the duration of the grapple. The grapple ends if the target breaks free, or you take the attack action.
Trip: On a success the target falls prone and is dragged 5 ft closer to you.
Heat Of The Forge:
At the 10th level you learn the spell heat metal which you can cast three times with a range of touch. You regain at the end of a long or short rest. You are immune to the damage caused by the spell heat metal, and resistant to fire damage while raging. You can cast and concentrate on this spell while raging. Casting Heat metal on your Chains using a chain wrap grant the following additional effects.
Disarm: Target has disadvantage on strength checks until fully healed.
Grapple: Target immediately suffers 2d8 fire damage in additional to normal damage.
Throttle: While grappled Con Modifier is reduced by 1 for determining how long it takes to suffocate.
Trip: Reduces walking speed by half until they are fully healed.
At the 14th level molten metal courses through your veins as you rage. You gain immunity to fire damage and whenever you suffer weapon damage all creatures within 5 ft of you suffer 1d4 fire damage.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Chainsmith")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " Strike While the Iron is Hot:
At the 3rd level your blacksmithing expertise grants you an insight into the weak points in your foe’s armor. When you attack a creature wearing nonmagical armor within 1 round of it suffering fire damage reduce that creature’s armor class by 1. This ability may not reduce a creature’s armor class by more than 2.
Bonus Proficiencies:
At 3rd level you gain proficiency with smith’s tools, if you are already proficient with smith’s tools you double that proficiency. Proficiency wielding chains (1d6 bludgeoning damage, reach, 10 lbs.)") (Set:$Smiths_Tools to true)
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Chain Wrap:
At the 6th level you learn basic telekinetic control of your chains, allowing you to do more in combat than simply dealing damage. While raging you may make a special chain wrap attack a an action. You make an attack roll with a chain you are wielding, if this attack hits you may choose one of the chain effects. You may use this ability a number of times equal to your strength modifier regained at long or short rest. Making an opposed strength check to complete the chain wrap.
Disarm: On a success it drops that weapon it is holding, the weapon is pulled 5 ft towards you, you can attempt to catch the weapon in an open hand if opponent is within 5 ft of you with a dc 17 dex check. On a failure the weapon falls to the ground.
Grapple: On a success the target is grappled but may still move towards you. Until the grapple ends you may only make attacks with chain weapons against the grappled creature.
Throttle: If the creature is within 5 ft of you opposed strength check at disadvantage On a success the target is grappled and suffocating for the duration of the grapple. The grapple ends if the target breaks free, or you take the attack action.
Trip: On a success the target falls prone and is dragged 5 ft closer to you.
. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Heat Of The Forge:
At the 10th level you learn the spell heat metal which you can cast three times with a range of touch. You regain at the end of a long or short rest. You are immune to the damage caused by the spell heat metal, and resistant to fire damage while raging. You can cast and concentrate on this spell while raging. Casting Heat metal on your Chains using a chain wrap grant the following additional effects.
Disarm: Target has disadvantage on strength checks until fully healed.
Grapple: Target immediately suffers 2d8 fire damage in additional to normal damage.
Throttle: While grappled Con Modifier is reduced by 1 for determining how long it takes to suffocate.
Trip: Reduces walking speed by half until they are fully healed.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "
Molten Core:
At the 14th level molten metal courses through your veins as you rage. You gain immunity to fire damage and whenever you suffer weapon damage all creatures within 5 ft of you suffer 1d4 fire damage. ")(set:$Subclass_Features_For_Level_14 to true)
//Anatoliy had heard too many times to count that he didn’t look like a barbarian. With his heavy armor they assumed he was some kind of paladin, or fighter. In the cage fights they would tell him that no weapons were allowed, he heartily agreed. His fists were more powerful than half the weapons his challengers could have brought into the ring. With his rage they couldn’t even touch him while he pummeled them to pudding.//
Path of the Dreadnought
Proud barbarian warriors often shun heavy armor, finding it’s significant bulk stifling and considering wearing such protection a sign of weakness or cowardice. These prideful notions aside, wise combatants are not so quick to dismiss the protection provided by heavy armor and tactical applications in its use.
Dreadnaughts are typically front line fighters, bowling over groups of enemies before pummeling straggles into a mess of blood and bone. Excelling in the cramped fighting conditions present within caves and structures.
Armored Berserker:
At the 3rd level you gain proficiency with heavy armor if you do not already have it. You can use your rage while wearing heavy armor.
Metal Clad Fists:
At the 3rd level when you adopt this path your armored fists can deal brutal damage to foes. While wearing heavy armor you can roll a d4 in place of normal damage of unarmed strikes. This die changes as you gain barbarian levels as shown below.
3rd: 1d4
6th: 1d6
11th: 1d8
16th: 1d10
20th: 1d12
Additionally when you use the attack action with an unarmed strike on your turn you can make one unarmed strike as a bonus action. You don’t add your ability modifier to the damage of the bonus attack unless the modifier is negative.
Pounding Grapple:
At the 6th level, your iron grip spells death for your enemies. When you use the attack action with an unarmed strike on your turnand successfully damage the target you can use a bonus action on the same turn to grapple the target, you deal an additional 1d4 bludgeoning damage with unarmed strikes against targets you are grappling.
Juggernaut’s Stride:
At the 10th level your heavy stride is nearly unstoppable. You can use an action on your turn to change up your speed. If you move at least half your speed in a straight line during this charge, all creatures up to one size category larger than you who occupy at least one space you pass through take damage from you as if you had hit them when an unarmed strike and make a strength saving throw against 8+your strength modifier + your proficiency bonus. On a failure a creature is pushed 5 ft directly away from you and knocked prone. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all uses of this feature after a long or short rest.
Stunning Force:
At the 14th level your strikes can stop targets in their tracks. When you hit a creature with an opportunity attack using an unarmed strike, the target makes a strength saving throw against your 8 + strength modifier+ proficiency bonus. On a failure the creature’s speed is reduced to 0 for the rest of it’s turn. If the creature fails it’s saving throw by 5 or more it is knocked prone if it is no more than one size larger than you.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Berserker")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " Armored Berserker:
At the 3rd level you gain proficiency with heavy armor if you do not already have it. You can use your rage while wearing heavy armor.
Metal Clad Fists:
At the 3rd level when you adopt this path your armored fists can deal brutal damage to foes. While wearing heavy armor you can roll a d4 in place of normal damage of unarmed strikes. This die changes as you gain barbarian levels as shown below.
3rd: 1d4
6th: 1d6
11th: 1d8
16th: 1d10
20th: 1d12
Additionally when you use the attack action with an unarmed strike on your turn you can make one unarmed strike as a bonus action. You don’t add your ability modifier to the damage of the bonus attack unless the modifier is negative.
.")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Pounding Grapple:
At the 6th level, your iron grip spells death for your enemies. When you use the attack action with an unarmed strike on your turnand successfully damage the target you can use a bonus action on the same turn to grapple the target, you deal an additional 1d4 bludgeoning damage with unarmed strikes against targets you are grappling.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Juggernaut’s Stride:
At the 10th level your heavy stride is nearly unstoppable. You can use an action on your turn to change up your speed. If you move at least half your speed in a straight line during this charge, all creatures up to one size category larger than you who occupy at least one space you pass through take damage from you as if you had hit them when an unarmed strike and make a strength saving throw against 8+your strength modifier + your proficiency bonus. On a failure a creature is pushed 5 ft directly away from you and knocked prone. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all uses of this feature after a long or short rest.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Stunning Force:
At the 14th level your strikes can stop targets in their tracks. When you hit a creature with an opportunity attack using an unarmed strike, the target makes a strength saving throw against your 8 + strength modifier+ proficiency bonus. On a failure the creature’s speed is reduced to 0 for the rest of it’s turn. If the creature fails it’s saving throw by 5 or more it is knocked prone if it is no more than one size larger than you.
")(set:$Subclass_Features_For_Level_14 to true)
//Ravindra shoved the demon rage down, now was not the time for fighting, even if she really wanted to brawl. Cooler heads needed to prevail, her team had told her many times that she was too impulsive. Rushing in headlong, screaming in abyssal, and charging through fireball spells was a good way to get everyone killed. She usually didn’t agree with them but the king’s chambers didn’t seem like the best place to rage.//
Path Of The Damned
These unfortunate souls struggle endlessly against a literal demon within for conquest of their soul. For a resolute, lucky few they’ve made an uneasy peace with their dark passenger. In exchange for a measure of the demon’s power the host indulges in bloodlust and fury as a warrior. The demon within is sure to encourage their rage when ever given a modicum of opportunity.
The Demon Within:
AT the 3rd level your rage brings the demon within to the fore, creating a partial transformation of your person. You learn the abyssal language and gain proficiency in the intimidation skill. When you rage you can gain up to two of the following benefits until your rage ends.
Demonic Resilience: Resistance to cold, fire, and lightning damage.
Magic Resistance: Advantage on saving throws against spells and magical effects.
Poison Immunity: Immune to poison and the poisoned condition.
Abyssal Sight: Darkvision up to 120 ft.
Driven By Demons:
At the 6th level the spilling of blood excites and empowers the fiend within allowing it a measure of control. When ever you reduce a creature to 0 HP while raging making a DC 15 charisma saving throw. On a success you can use your reaction to immediately move up to your speed to a space adjacent to another creature you can hear or see, and make a melee attack against it.
Abyssal Bloodlust:
At the 10th level your demon seizes upon your blind fury to goad you into greater heights of violence, and depraved blood thirsting. Whenever you hit with an attack that benefits from your reckless attack while raging, you can use your bonus action to make a melee weapon attack dealing 1d12 extra damage.
The Demon Without:
At the 14th level whenever you rage you must make a DC 15 charisma saving throw on a success you magically transform into a demon until your rage ends. While transformed you count as Chaotic Evil (Your true alignment doesn’t change) and are identified as a fiend for spells and effects. You gain one of the following effects of your choice.
Abyssal Wings: Wings of fire sprout from your back, giving you a fly speed equal to your movement speed.
Fiendish Form: Your size and equipment are affected by the enlarge effect of the enlarge reduce spell, your reach increases by 5 ft.
Vile Metamorphosis: You gain all benefits of the demon within feature.
If you fail, you are not transformed.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Damned")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " The Demon Within:
AT the 3rd level your rage brings the demon within to the fore, creating a partial transformation of your person. You learn the abyssal language and gain proficiency in the intimidation skill. When you rage you can gain up to two of the following benefits until your rage ends.
Demonic Resilience: Resistance to cold, fire, and lightning damage.
Magic Resistance: Advantage on saving throws against spells and magical effects.
Poison Immunity: Immune to poison and the poisoned condition.
Abyssal Sight: Darkvision up to 120 ft.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Abyssal to true)(Set:$Intimidation to true)
(set:$Subclass_Sixth_Level_Features to "Driven By Demons:
At the 6th level the spilling of blood excites and empowers the fiend within allowing it a measure of control. When ever you reduce a creature to 0 HP while raging making a DC 15 charisma saving throw. On a success you can use your reaction to immediately move up to your speed to a space adjacent to another creature you can hear or see, and make a melee attack against it.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Abyssal Bloodlust:
At the 10th level your demon seizes upon your blind fury to goad you into greater heights of violence, and depraved blood thirsting. Whenever you hit with an attack that benefits from your reckless attack while raging, you can use your bonus action to make a melee weapon attack dealing 1d12 extra damage.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " The Demon Without:
At the 14th level whenever you rage you must make a DC 15 charisma saving throw on a success you magically transform into a demon until your rage ends. While transformed you count as Chaotic Evil (Your true alignment doesn’t change) and are identified as a fiend for spells and effects. You gain one of the following effects of your choice.
Abyssal Wings: Wings of fire sprout from your back, giving you a fly speed equal to your movement speed.
Fiendish Form: Your size and equipment are affected by the enlarge effect of the enlarge reduce spell, your reach increases by 5 ft.
Vile Metamorphosis: You gain all benefits of the demon within feature.
If you fail, you are not transformed.
")(set:$Subclass_Features_For_Level_14 to true)
//Rozália cracked her knuckles, they wanted a fight and she was going to give it to them. There were other taverns in town she could drink at if they kicked her out, but they were going to have a hard time drinking with broken jaws after harassing her like that. It would be a good tale to tell of her victory here, keep the next group of creeps away from her table. //
Path Of The Brawler
A purer expression of strength and combat prowess. Running headlong into danger with just his fists, feet, and thick skin. Brawlers are often boastful and are never without stories about their latest triumphs.
The Fist:
At the 3rd level when you are raging your unarmed strike damage is increased as shown below. Your unarmed strikes deal 1d4 while you are not raging.
3rd: 1d4
6th:1d6
10th: 1d8
14th: 1d10
Deflecting Blows:
At the 6th level while you are raging and are not wearing heavy armor you can as a reaction from being hit by a melee weapon attack, attempt to guard or deflect the strike. When you do so roll unarmed damage dice + proficiency bonus + strength modifier and subtract that from the damage. If you reduce the damage to 0 you guard against the attack completely and create an opportunity strike taking a single unarmed attack as part of the same reaction. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity.
Tumbling Giants:
At the 10th level you count as one size larger for the purposes of grapple checks.
Devastating Strike:
At the 14th level while raging and you make an unarmed strike you can take -5 to the attack roll and if it hits it counts as a critical.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Brawler")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " The Fist:
At the 3rd level when you are raging your unarmed strike damage is increased as shown below. Your unarmed strikes deal 1d4 while you are not raging.
3rd: 1d4
6th:1d6
10th: 1d8
14th: 1d10
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Deflecting Blows:
At the 6th level while you are raging and are not wearing heavy armor you can as a reaction from being hit by a melee weapon attack, attempt to guard or deflect the strike. When you do so roll unarmed damage dice + proficiency bonus + strength modifier and subtract that from the damage. If you reduce the damage to 0 you guard against the attack completely and create an opportunity strike taking a single unarmed attack as part of the same reaction. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Tumbling Giants:
At the 10th level you count as one size larger for the purposes of grapple checks.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Devastating Strike:
At the 14th level while raging and you make an unarmed strike you can take -5 to the attack roll and if it hits it counts as a critical.
")(set:$Subclass_Features_For_Level_14 to true)
//Jiemba strangled the life out of the goblin and tossed the limp body down to the ground. He grabbed up the next as it tired to shank him. This one expired as he shook it, his hands around the tiny creatures neck. He chucked the body away easily.//
Path Of The Savage Hand
There are few barbarians more imposing than ones who dig their nails into enemy flesh and mangle limbs until they break. These barbarians embrace physical struggle and live furious lives following the path of the savage hand. In battle your rage fuels your ruthless instincts to crush enemies with the brutal might of your bloodstained hands.
Savage Grasp:
At the 3rd level you can viciously seize your enemies whenever they attack you. While raging you can use your reaction to attempt to grapple or climb onto a creature that damages you with a melee attack or fails an attempt to grapple or climb on you. You can also make an unarmed strike against a creature you have grappled/climbed upon as a bonus action during your rage. On a hit, an Unarmed Strike deals bludgeoning damage equal to 1d4 + your Strength modifier. You are proficient with your unarmed strikes.
Mighty Throws
At the 6th level your powerful limbs can wrest forth the heaviest of foes. While you rage you cannot be restrained, your speed while dragging or carrying a grappled creature is no longer halved, the distance you can shove a creature is doubled, and you do not treat the space of a creature that you have climbed on as difficult terrain.
Crushing Hold:
At the 10th level your grip can tear flesh, rend muscle and splinter bone. A creature you have climbed on or grappled will suffer your unarmed strike attack damage ignoring resistances if it cannot escape your clutches by the end of its turn.
Calloused Hands:
At the 14th level your hands end life with terrifying efficiency. Your treat your unarmed strikes as melee weapons for the purpose of the range and reckless attack features, when your unarmed strikes deal a critical hit they double the additional weapon damage dice rolled from brutal critical. Finally when a creature attempts to escape your grapple or remove you from climbing on them they do so with disadvantage.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of The Savage Hand")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to " Savage Grasp:
At the 3rd level you can viciously seize your enemies whenever they attack you. While raging you can use your reaction to attempt to grapple or climb onto a creature that damages you with a melee attack or fails an attempt to grapple or climb on you. You can also make an unarmed strike against a creature you have grappled/climbed upon as a bonus action during your rage. On a hit, an Unarmed Strike deals bludgeoning damage equal to 1d4 + your Strength modifier. You are proficient with your unarmed strikes.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Mighty Throws
At the 6th level your powerful limbs can wrest forth the heaviest of foes. While you rage you cannot be restrained, your speed while dragging or carrying a grappled creature is no longer halved, the distance you can shove a creature is doubled, and you do not treat the space of a creature that you have climbed on as difficult terrain.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Crushing Hold:
At the 10th level your grip can tear flesh, rend muscle and splinter bone. A creature you have climbed on or grappled will suffer your unarmed strike attack damage ignoring resistances if it cannot escape your clutches by the end of its turn.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Calloused Hands:
At the 14th level your hands end life with terrifying efficiency. Your treat your unarmed strikes as melee weapons for the purpose of the range and reckless attack features, when your unarmed strikes deal a critical hit they double the additional weapon damage dice rolled from brutal critical. Finally when a creature attempts to escape your grapple or remove you from climbing on them they do so with disadvantage.
")(set:$Subclass_Features_For_Level_14 to true)
//Aurélien knew the old saying, that war never changed. The more he saw the more he believed it to be true, always crashing through the same defense, shields breaking under his axe, armor buckling under hammer blows. The always familiar stench of blood and death, slick dirt and clamor of battle. He was glad it was always familiar, it made it easier to remember those he had lost because of it.//
Path Of War
While all barbarians know battle, those who walk the path of war are cut from a different cloth. They all know battle and combat, war changes men into something else entirely. It gives them purpose, drive, focus for the rage to devastate their enemies.
Channeled Fury
At the 3rd level you gain the focus to break through even the most powerful defenses. While raging when you make a weapon attack using strength, you can add half your rage bonus round down to your weapon attacks.
Arms Master:
At the 6th level you gain proficiency with improvised weapons and while raging when you use your attack action to hit a creature with a melee weapon attack you can use your bonus action to make the shove action.
Unstoppable Rage:
At the 10th level your movement speed while not wearing armor is increased by 10 ft and additionally you can now add your range damage to ranged weapon attacks.
Coordinated Assault
At the 14th level whenever you are raging and deal damage to a creature with a weapon attack you creature an opening that others can take advantage of until the start of your next turn attacks against this creature have advantage.
(Set:$Subclass to true)
(Set:$Secondary_Class to "Path Of War")
[[Barbarian|Barbarian 2]]
(set:$Subclass_Third_Level_Features to "
Channeled Fury
At the 3rd level you gain the focus to break through even the most powerful defenses. While raging when you make a weapon attack using strength, you can add half your rage bonus round down to your weapon attacks.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Arms Master:
At the 6th level you gain proficiency with improvised weapons and while raging when you use your attack action to hit a creature with a melee weapon attack you can use your bonus action to make the shove action.
")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to " Unstoppable Rage:
At the 10th level your movement speed while not wearing armor is increased by 10 ft and additionally you can now add your range damage to ranged weapon attacks.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Coordinated Assault
At the 14th level whenever you are raging and deal damage to a creature with a weapon attack you creature an opening that others can take advantage of until the start of your next turn attacks against this creature have advantage.
")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Subclass to true)
//Theodotus looked down at the broken body of the little girl laid upon his lap. Her mother begged him, being an adventurer he must know how to bring her back, how else would someone run willy nilly into the very maw of death, unless they could be snatched back. He laid his hand on the girls forehead, Selune was indeed a gentle and giving goddess, but he didn’t have the ability or components to bring the girl back. He sadly shook his head, advising her to visit the clerics from Selune’s temple, they would be better equipped to help. He promised he’d remember her during the holy chants.//
(set:$Secondary_Class to "College Of Worship")Bards of the College of Worship have taken their talents of voice an hands to spread word of their deity. These are often choirmasters of temples and other places of worship. A cosmic mingling of arcane and divine magic produces wondrous hymns, inspiring carols and powerful chants. Other members of the college of worship travel far and wide as many bards do sharing their deity’s ideals and bringing news amongst the holy.
Canticle Initiate: When you choose this college at the 3rd level pick a divine domain from you chosen deity’s list of eligible domains. Alternately, the knowledge life and light domains are thematically appropriate and easily compatible with the college of worship. You can choose three spells from the cleric spell list. You can choose one of these spells to exchange to another Cleric Spell for which you have a level of spell slots for when you level up.
Inspirational Vigor: Also, at the 3rd Level your deity begins to bless those you choose to inspire. When a creature rolls a bardic inspiration die that came from you it gains temp HP equal to the number rolled. Alternatively, a creature can roll a bardic inspiration die that came from you to increase it’s movement speed until the start of its next turn by a number of feet equal to 5x the number rolled.
Inspiring Hymn: At the 6th level, as an action you produce a stirring divine song that flows out to the creatures around you choose a number of creatures other than yourself within 60 ft, that can hear you, equal to your charisma modifier (min 1) Each of those creatures gains a bardic inspiration die. Using this feature does not count as a use of your bardic inspiration die. You can use this once per long or short rest.
Divine Performance: At the 14th level you gain the ability to use divine words you sing or speak to evoke the great power of your deity. As an action you can start a performance that lasts up to 1 minute requiring your concentration. You cast a spell you have from the cleric spell list without expending a spell slot if the spell is instant, you must use your action to continue casting the spell on each turn until the song ends. You have advantage on constitution saving throws that you make to maintain your concentration on the song. During your performance you cannot use your bonus action or reactions but can move normally. The song ends early if you are incapacitated, silenced, or voluntarily end it as an action.
[[Bard|Bard 2]]
(set:$Subclass_Third_Level_Features to "Canticle Initiate: When you choose this college at the 3rd level pick a divine domain from you chosen deity’s list of eligible domains. Alternately, the knowledge life and light domains are thematically appropriate and easily compatible with the college of worship. You can choose three spells from the cleric spell list. You can choose one of these spells to exchange to another Cleric Spell for which you have a level of spell slots for when you level up.
Inspirational Vigor: Also, at the 3rd Level your deity begins to bless those you choose to inspire. When a creature rolls a bardic inspiration die that came from you it gains temp HP equal to the number rolled. Alternatively, a creature can roll a bardic inspiration die that came from you to increase it’s movement speed until the start of its next turn by a number of feet equal to 5x the number rolled. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Inspiring Hymn: At the 6th level, as an action you produce a stirring divine song that flows out to the creatures around you choose a number of creatures other than yourself within 60 ft, that can hear you, equal to your charisma modifier (min 1) Each of those creatures gains a bardic inspiration die. Using this feature does not count as a use of your bardic inspiration die. You can use this once per long or short rest. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Divine Performance: At the 14th level you gain the ability to use divine words you sing or speak to evoke the great power of your deity. As an action you can start a performance that lasts up to 1 minute requiring your concentration. You cast a spell you have from the cleric spell list without expending a spell slot if the spell is instant, you must use your action to continue casting the spell on each turn until the song ends. You have advantage on constitution saving throws that you make to maintain your concentration on the song. During your performance you cannot use your bonus action or reactions but can move normally. The song ends early if you are incapacitated, silenced, or voluntarily end it as an action. ")(set:$Subclass_Features_For_Level_14 to true)
//Jaga strung her longbow, ready to fire when signaled. Crouched low she whistled a bird song to inspire her small gnomish friends feet to carry them faster across the field of battle. She heard the barbarians battle cry and loosed the arrow, stealthily moving to a new piece of cover.//
(set:$Subclass to true)(Set:$Secondary_Class to "College Of The Wanderer")Bards of the College of Wanderer are adventurers who travel the land sharing not only stories, music, and merriment but soothe the souls of those who have passed on. Members of the college of the wanderer have made it their goat to record history through poetry and verse, while at the same time travelling the world and seeking out wounded spirits from the land of the living and the dead.
Bonus Proficiencies: Beginning at the 3rd Level you gain proficiencies with Long bows, and two skills of your choice.
Swift Song: At the 3rd level allies who have a bardic inspiration die from you may roll it to increase their base walking speed by 5 for a number of turns equal to the number of the roll. Additionally, for one hour after receiving the healing benefits of your song of rest allies travel at normal speed in difficult terrain.
Foe’s Requiem: Beginning at the 6th Level allies who have a bardic inspiration die from you may roll it and add the number to the damage of the roll of a spell they just cast Alternatively, when a spell is cast against a creature they may roll the bardic inspiration die and add the result to the saving throw after seeing the roll but before knowing if it was a success or failure.
Wanderer’s Minuet: At the 14th Level you have learned to play the wanderer’s minuet. Using your action to play the song you ender an entranced state. You cannot move and take an action on the same turn while entranced. You gain the extra attack ability, when you attack as an action you can make a second attack. You gain advantage on ranged weapon attack rolls and you add your charisma modifier to your damage rolls along with all other bonuses you would normally receive. You remain in the entranced state for a number of rounds equal to your charisma modifier starting at the end of your turn. You may choose to end the entranced state as an action. You may play the wanderer’s minuet three times, regaining all uses on a long rest.
[[Bard|Bard 2]](set:$Subclass_Third_Level_Features to "Bonus Proficiencies: Beginning at the 3rd Level you gain proficiencies with Long bows, and two skills of your choice.
Swift Song: At the 3rd level allies who have a bardic inspiration die from you may roll it to increase their base walking speed by 5 for a number of turns equal to the number of the roll. Additionally, for one hour after receiving the healing benefits of your song of rest allies travel at normal speed in difficult terrain. ")(Set:$Longbow to true)(set:$Any_Skills += 2) (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Foe’s Requiem: Beginning at the 6th Level allies who have a bardic inspiration die from you may roll it and add the number to the damage of the roll of a spell they just cast Alternatively, when a spell is cast against a creature they may roll the bardic inspiration die and add the result to the saving throw after seeing the roll but before knowing if it was a success or failure. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Wanderer’s Minuet: At the 14th Level you have learned to play the wanderer’s minuet. Using your action to play the song you ender an entranced state. You cannot move and take an action on the same turn while entranced. You gain the extra attack ability, when you attack as an action you can make a second attack. You gain advantage on ranged weapon attack rolls and you add your charisma modifier to your damage rolls along with all other bonuses you would normally receive. You remain in the entranced state for a number of rounds equal to your charisma modifier starting at the end of your turn. You may choose to end the entranced state as an action. You may play the wanderer’s minuet three times, regaining all uses on a long rest. ")(set:$Subclass_Features_For_Level_14 to true)
(Set:$Subclass to true)
//Heinrike committed the tale to memory, it was rare to find a first hand account. She would need to do her due diligence and be sure the reports were correct, there were already enough stories and rumors out there without her adding more to the mix. She thanked the gentleman for his tale and shouldered her pack, making notes in her little notebook of where she needed to go to confirm his story.//
(set:$Secondary_Class to "College Of Lore")
Bards in the college of lore know something about everything, collecting bits of knowledge from sources as scholarly tomes, and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts these bards use their gifts to hold audiences spellbound. When the applause dies down the audience might find themselves questioning everything, they held to be true, from the faith in the priesthood to their loyalty to the king.
The loyalty of theses bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard would herald or a advisor knows the bard would rather be honest than politic. The college members gather in libraries and sometimes in actual colleges complete with classrooms and dormitories to share their lore with one another they also meet at festivals or affairs of state where they may expose corruption unravel lies and poke fun at self-important figures of authority.
Bonus Proficiencies: At the 3rd level you gain proficiency in three skills of your choice.
Cutting Words: You learn to use your wit to distract confuse and otherwise sap the confidence of competence of others. When a creature that you can see within 60 ft of you makes an attack roll an ability check or damage roll you can use your reaction to expend one of your sues of bardic inspiration rolling a bardic inspiration die and subtracting the number rolled from the creatures roll. You can choose to use this feature after the creature makes its roll but before the DM determines whether the attack roll or ability check succeeds or fails or before the creature deals damage. The creature is immune if it can’t hear you or if its’ immune to being charmed.
Additional Magical Secrets: at the 6th Level you learn two spells of your choice from any class, the spell you choose must be of a level you have spell slots for, or a cantrip. The chosen spell counts as a bard spell for you and doesn’t count against the number of bard spells you know
Peerless Skill: At the 14th level when you make an ability check you can expend one use of bardic inspiration. Roll a bardic inspiration die and add the number rolled to your ability check. You can choose to do so after the roll for the ability check but before the DM tells you if it’s a success or a failure.
[[Bard|Bard 2]]
(set:$Subclass_Third_Level_Features to " Bonus Proficiencies: At the 3rd level you gain proficiency in three skills of your choice.
Cutting Words: You learn to use your wit to distract confuse and otherwise sap the confidence of competence of others. When a creature that you can see within 60 ft of you makes an attack roll an ability check or damage roll you can use your reaction to expend one of your sues of bardic inspiration rolling a bardic inspiration die and subtracting the number rolled from the creatures roll. You can choose to use this feature after the creature makes its roll but before the DM determines whether the attack roll or ability check succeeds or fails or before the creature deals damage. The creature is immune if it can’t hear you or if its’ immune to being charmed. ")(set:$Any_Skills += 3) (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Additional Magical Secrets: at the 6th Level you learn two spells of your choice from any class, the spell you choose must be of a level you have spell slots for, or a cantrip. The chosen spell counts as a bard spell for you and doesn’t count against the number of bard spells you know.")(if:$Level is > 5) [ (set:$Known_Spells += 2)](set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Peerless Skill: At the 14th level when you make an ability check you can expend one use of bardic inspiration. Roll a bardic inspiration die and add the number rolled to your ability check. You can choose to do so after the roll for the ability check but before the DM tells you if it’s a success or a failure. ")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass to true)
(set:$Secondary_Class to "College Of Valor")
//Rio clanged his spear against his shield calling attention to himself as he gave a rousing speech to his compatriots. They would be able to take on any foe, dealing damage, and dodging deftly. His ears picked up the sounds of the approaching army and he readied himself to join them in battle fighting right along side them.//
Bards in the college of Valor are daring skalds whose tales keep alive the memory of the great heroes, inspiring new generations of heroes. They travel the land to witness great events firsthand and ensure the memory of those events doesn’t pass from the world. With their songs they inspire others to reach the same heights of accomplishment as the heroes of old.
Bonus Proficiencies: at the 3rd level you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration: At the 3rd Level you learn to inspire others in battle. A creature that has bardic inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternately when an attack roll is made against the creature it can use its reaction to roll the bardic inspiration die and add the number rolled to its AC against the attack after seeing the roll but before knowing whether it hits or misses.
Extra Attack: At the 6th Level you can attack twice instead of once whenever you take the attack action on your turn.
Battle Magic: at the 14th Level you have mastered the art of weaving spellcasting and weapon use in one harmonious act. When you use your action to cast a bard spell you can make one weapon attack as a bonus action.
[[Bard|Bard 2]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies: at the 3rd level you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration: At the 3rd Level you learn to inspire others in battle. A creature that has bardic inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternately when an attack roll is made against the creature it can use its reaction to roll the bardic inspiration die and add the number rolled to its AC against the attack after seeing the roll but before knowing whether it hits or misses. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Medium_Armor to true)(set:$All_Weapons_Martial to true)
(set:$Subclass_Sixth_Level_Features to "Extra Attack: At the 6th Level you can attack twice instead of once whenever you take the attack action on your turn. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Battle Magic: at the 14th Level you have mastered the art of weaving spellcasting and weapon use in one harmonious act. When you use your action to cast a bard spell you can make one weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_14 to true)
//Liliána tilted her head to the side, she could hear the incanting of a spell, quickly she hummed along with the rustling of leaves, singing the song of winter and fall, it sounded like an elven song but the words in common were haunting, rising and falling with the swell of the wind. Like a sea shanty sung to the pounding of the waves it was impossible to not be enchanted by the song.//
The followers of the College of hysteria hear music in the leaves and voices in the wind. They can often be found preforming with mundane objects as their instruments in inventive ways. They tell tales of the forest orchestras and plays directed by the river magnificent songs sang by a strand of spiders web. They find music wherever it may be in the breath of life and the power into it. Often you can find them traveling the roads alone talking or singing to themselves. All the more content to listen to the music of the fey.
To join the college of Hysteria one has to be a little mad. At least they must seem mad to the outside world. Their name derives from the weird use of instruments and fey like songs. These bards seek to share their experiences with others even if it drives them insane in the process.
Bonus Proficiencies: Upon joining the college of Hysteria you gain proficiencies in Arcana, and Nature. Additionally, you have advantage when making any kind of intelligence roll for information about fairytales or fey creatures.
Do you hear what I hear: At the third Level you can hear the music of the world in all of its fey dream like nature. You may expend a bardic inspiration dice as a reaction whenever a spell is cast. Either the caster of the spell or the target of the spell must make a wisdom saving throw against your Spell Save DC or be charmed or frightened (Your choice) for number of rounds equal to your charisma modifier. The effect automatically ends if the creature suffers damage from your or your allies.
Mad World: Once you reach the 6th Level your spells are distorted by your madness and mania and those that suffer them become transfixed and enthralled by your insanity. When you cast a spell requiring a saving throw they use their intelligence modifier instead of the one normally required by the spell.
Manic Lullaby: at the 14th level you have learned to spread your hysteria to others through song and tale, upon spending a bardic inspiration die without using the Do you hear what I hear feature you can give a second bardic inspiration die to another creature as part of your bonus action.
[[Bard|Bard 2]]
(Set:$Subclass to true)(Set:$Secondary_Class to "College Of Hysteria")(set:$Subclass_Third_Level_Features to "Bonus Proficiencies: Upon joining the college of Hysteria you gain proficiencies in Arcana, and Nature. Additionally, you have advantage when making any kind of intelligence roll for information about fairytales or fey creatures.
Do you hear what I hear: At the third Level you can hear the music of the world in all of its fey dream like nature. You may expend a bardic inspiration dice as a reaction whenever a spell is cast. Either the caster of the spell or the target of the spell must make a wisdom saving throw against your Spell Save DC or be charmed or frightened (Your choice) for number of rounds equal to your charisma modifier. The effect automatically ends if the creature suffers damage from your or your allies. ")(set:$Subclass_Features_For_Level_3 to true)(Set:$Arcana to true)(Set:$Nature to true)
(set:$Subclass_Sixth_Level_Features to "Mad World: Once you reach the 6th Level your spells are distorted by your madness and mania and those that suffer them become transfixed and enthralled by your insanity. When you cast a spell requiring a saving throw they use their intelligence modifier instead of the one normally required by the spell. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Manic Lullaby: at the 14th level you have learned to spread your hysteria to others through song and tale, upon spending a bardic inspiration die without using the Do you hear what I hear feature you can give a second bardic inspiration die to another creature as part of your bonus action. ")(set:$Subclass_Features_For_Level_14 to true)
//Punit slashed at his enemy with his sword, winking at his allies he inspired them to dive deeper into the fray. He too felt the pull and lure of overcoming the overwhelming odds before them. He grinned, blood spattered and full of adrenaline, they pushed onwards. He swore the castle would be theirs before nightfall.//
(Set:$Subclass to true)(Set:$Secondary_Class to "College Of Heroes")Bard of the college of Heroes are found all over the world that thing that gains these bard’s attention more than anything is the sense of adventure and companionship wherever they are. The desire often leads them to the deck of a ship where the sense of comradery is hard to match. When a fight breaks out these bards are quick to jump into the fray themselves and lead the battle efforts inspiring others with their actions not just their words and spells.
Bonus Proficiencies: When you join the college of heroes at level 3 you gain the proficiency in either wisdom or constitution saving throws, medium armor and shields.
Lead By Example: at Level 3 you are able to rally your allies into battle by example. Inspiring with your actions. When you make an attack roll you can expend one use of bardic inspiration and add that number to the rolled to your attack roll. You can choose to add the bardic inspiration dice before or after the roll but before the DM calls a success or failure.
Trickery of Words: At the 6th Level you are able to confuse and trick a creature with your spellcasting and words. When you cast a spell that requires a saving throw you can expend one use of Bardic Inspiration. Roll a bardic inspiration die and subtract the number rolled from one creature saving throw against your spell. You can choose to do so after the creature makes its roll but before the DM tells you whether the saving throw succeeds of rails. The creature is unaffected by this feature if it cannot hear you or is unbale to be charmed.
Influential Actions: Beginning at the 14th level you have become influential to those around you that your actions are able to spread your valor and bravery to those around you. When you use a Bardic Inspiration die for you Lead by Example or Trickery of Words you can use a bonus action on the same turn to give a bardic inspiration dice ot a creature within range instead of expending the die.
[[Bard|Bard 2]](set:$Subclass_Third_Level_Features to "Bonus Proficiencies: When you join the college of heroes at level 3 you gain the proficiency in either wisdom or constitution saving throws, medium armor and shields.
Lead By Example: at Level 3 you are able to rally your allies into battle by example. Inspiring with your actions. When you make an attack roll you can expend one use of bardic inspiration and add that number to the rolled to your attack roll. You can choose to add the bardic inspiration dice before or after the roll but before the DM calls a success or failure.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to "Trickery of Words: At the 6th Level you are able to confuse and trick a creature with your spellcasting and words. When you cast a spell that requires a saving throw you can expend one use of Bardic Inspiration. Roll a bardic inspiration die and subtract the number rolled from one creature saving throw against your spell. You can choose to do so after the creature makes its roll but before the DM tells you whether the saving throw succeeds of rails. The creature is unaffected by this feature if it cannot hear you or is unbale to be charmed. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Fourteenth_Level_Features to "Influential Actions: Beginning at the 14th level you have become influential to those around you that your actions are able to spread your valor and bravery to those around you. When you use a Bardic Inspiration die for you Lead by Example or Trickery of Words you can use a bonus action on the same turn to give a bardic inspiration dice ot a creature within range instead of expending the die.") (set:$Subclass_Features_For_Level_14 to true)
//Tore was a historian through and through, ancient weapons fascinated him and he was an expert at wielding them. His allies always took the opportunity when he would taunt enemies into leaving their range to hit him instead, shouting words of encouragement all the while.//
College Of the Herald(Set:$Subclass to true)
(set:$Secondary_Class to "College Of The Herald")
For some bards it is simply not enough to read about the legends that shaped the past. Some souls are overcome with such inspiration upon learning of the great feats of heroism and villainy that history holds and never quite turn their eyes back to the present. For those extraordinary individuals whose minds are lost in time and enslaved to history there is a tradition known as the college of the herald that can offer the peace they seek.
These bards take it upon themselves to mantle history, dedicating their lives to being the threads that bind the past to the future. More than heroes they are symbols for everyone to rally around and draw inspiration from. Their knowledge of history becomes a weapon against their enemies as they lace the words of epic poems with powerful magic to recreate events as they are retold.
Bonus Proficiencies:
At the 3rd level you gain proficiency with the history skill, glaives, halberds, and pikes.
Herald of Legend:
At the 3rd level you learn to weave magic with weapon and voice. While wielding a two handed weapon you can use your weapon as an implement of your bard spells. You learn to use your magic to make your stories come to life as an action expend one use of your bardic inspiration and roll a bardic inspiration dice. Until the end of your turn you choose one of the following effects.
Any creatures within 15 ft of you add the results of the roll to their ability checks.
Any creatures within 15 ft of you add the results of the roll to their attack rolls
Any creatures you choose within 15 ft of you add the result to their saving throws.
Any creatures you choose within 15 ft of you regain hit points equal to the roll at the beginning of their next turn.
Inspiring Attack:
At the 6th level whenever you take the attack action on your turn, another friendly creature of your choice can make an attack roll against another creature within reach of a weapon they are currently wielding.
Bastion of History:
At the 14th level you gain the ability to tap into the magic of time, history, legends, and fairytales. As a bonus action you can enter a state of unity with all of history. While in this state you appear as though a soft breeze is moving your hair and any loose clothing or equipment, and your eyes give off a soft glow. You also gain the following benefits.
You gain two additional uses of your bardic inspiration feature. You don’t expend these you lose them once this effect ends.
Your spells have doubled range. Spells that are normally touch have a range of 30 ft.
This state lasts for 1 minute and can’t be used again until you finish a short or long rest.
[[Bard|Bard 2]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies:
At the 3rd level you gain proficiency with the history skill, glaives, halberds, and pikes.
Herald of Legend:
At the 3rd level you learn to weave magic with weapon and voice. While wielding a two handed weapon you can use your weapon as an implement of your bard spells. You learn to use your magic to make your stories come to life as an action expend one use of your bardic inspiration and roll a bardic inspiration dice. Until the end of your turn you choose one of the following effects.
Any creatures within 15 ft of you add the results of the roll to their ability checks.
Any creatures within 15 ft of you add the results of the roll to their attack rolls
Any creatures you choose within 15 ft of you add the result to their saving throws.
Any creatures you choose within 15 ft of you regain hit points equal to the roll at the beginning of their next turn. ") (set:$History to true)(Set:$Glaive to true)(set:$Pike to true)
(set:$Subclass_Sixth_Level_Features to "Inspiring Attack:
At the 6th level whenever you take the attack action on your turn, another friendly creature of your choice can make an attack roll against another creature within reach of a weapon they are currently wielding. ")
(set:$Subclass_Fourteenth_Level_Features to "Bastion of History:
At the 14th level you gain the ability to tap into the magic of time, history, legends, and fairytales. As a bonus action you can enter a state of unity with all of history. While in this state you appear as though a soft breeze is moving your hair and any loose clothing or equipment, and your eyes give off a soft glow. You also gain the following benefits.
You gain two additional uses of your bardic inspiration feature. You don’t expend these you lose them once this effect ends.
Your spells have doubled range. Spells that are normally touch have a range of 30 ft.
This state lasts for 1 minute and can’t be used again until you finish a short or long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Remy transferred the cards from hand to hand, a smirk on his face. There was no way he would lose, he was a master of luck and cards, and if things went sideways he could always fight his way out. Lady luck was truly his mistress, and if she was being saucy he could make his own luck. He stealthily stacked the deck to his favor.//
College of Fortune
Bards in the college of fortune know that if you trust lady luck she never lets you down. These performers travel from town to town typically fleecing the locals into whatever gambling institute the laws allow. Among their companions, bards of the college of fortune are know to walk an almost palpable halo of good fortune, that thankfully they are willing to share.
Bonus Proficiencies:
At the 3rd Level you gain proficiencies in three gaming sets and one skill (Deception, Insight, Perception, or slight of hand) Your proficiency bonus is doubled for an ability check that you make using a gaming set.
Push your luck:
Starting at the 3rd level you instill a bit of your gambling confidence in your compatriots when you inspire them. When a creature you inspired rolls a bardic Inspiration dice they can choose to roll an additional bardic inspiration dice, if it lower than the first the bardic inspiration dice is consumed with no benefit to the roll. If the second dice is equal to or higher than the first roll add the result of both dice to the roll and the inspiration dice is consumed.
Luck of The Draw:
Starting at the 6th level you find mystical power in a deck of cards capable of invoking it’s symbolism when it suits you. When you complete a long rest draw three random cards by rolling 3d12
1: strength woe
2: dexterity woe
3: constitution woe
4: intelligence woe
5: wisdom woe
6: charisma woe
7: Strength weal
8: Dexterity weal
9: constitution weal
10: intelligence weal
11: Wisdom weal
12: Charisma weal
You keep each card until you play it or you next long rest. When a creature you see makes a saving throw, ability check, attack roll applying an ability score matching a card you drew, you may expend your reaction to play the card, matching that ability score. Weal grants advantage, woe grants disadvantage.
Pocket Ace:
Starting at the 14th level you gain an additional use of bardic inspiration, when you complete a long rest roll one of your bardic inspiration dice and record the result as your pocket ace. After a creature you inspired rolls a bardic inspiration dice but before they chose to use the push your luck feature, you may expend your pocket ace and switch it with their roll. You must choose to replace the result before the DM announces success or failure.
[[Bard|Bard 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Fortune")
(set:$Subclass_Third_Level_Features to " Bonus Proficiencies:
At the 3rd Level you gain proficiencies in three gaming sets and one skill (Deception, Insight, Perception, or slight of hand) Your proficiency bonus is doubled for an ability check that you make using a gaming set.
Push your luck:
Starting at the 3rd level you instill a bit of your gambling confidence in your compatriots when you inspire them. When a creature you inspired rolls a bardic Inspiration dice they can choose to roll an additional bardic inspiration dice, if it lower than the first the bardic inspiration dice is consumed with no benefit to the roll. If the second dice is equal to or higher than the first roll add the result of both dice to the roll and the inspiration dice is consumed.
")
(set:$Subclass_Sixth_Level_Features to " Luck of The Draw:
Starting at the 6th level you find mystical power in a deck of cards capable of invoking it’s symbolism when it suits you. When you complete a long rest draw three random cards by rolling 3d12
1: strength woe
2: dexterity woe
3: constitution woe
4: intelligence woe
5: wisdom woe
6: charisma woe
7: Strength weal
8: Dexterity weal
9: constitution weal
10: intelligence weal
11: Wisdom weal
12: Charisma weal
You keep each card until you play it or you next long rest. When a creature you see makes a saving throw, ability check, attack roll applying an ability score matching a card you drew, you may expend your reaction to play the card, matching that ability score. Weal grants advantage, woe grants disadvantage.
")
(set:$Subclass_Fourteenth_Level_Features to " Pocket Ace:
Starting at the 14th level you gain an additional use of bardic inspiration, when you complete a long rest roll one of your bardic inspiration dice and record the result as your pocket ace. After a creature you inspired rolls a bardic inspiration dice but before they chose to use the push your luck feature, you may expend your pocket ace and switch it with their roll. You must choose to replace the result before the DM announces success or failure.
")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Enyonam was a seelie Atrial trained by the seelie court as a bard. The old fey songs were as much a part of her blood as her soft antenna and butterfly wings. Charming beautiful eyes were framed by thick lashes. Suggestions she made were irresistible.//
College of Two Courts
Bards who join the college of two courts invariably come from an unusual background. These bards typically have spent their lives growing up in enchanted woods, in lands populated by fey creatures, or even spent their lives abducted and spirited off into the feywild itself. These bards are touched by the beguiling and bewitching nature of the fey and as they grow in power they find themselves divided amongst one another just as the fey are. Bards who favor community respect and tradition join the seelie court, Bards favoring individualism, humor, and uninhibited self expression join the unseelie court.
Bewitching Behavior:
At the 3rd level when you roll a deception, intimidation, or persuasion ability check and get a result equal or lower than your charisma modifier you may choose to roll again and must use the second result.
Beguiling Bearing:
At the 3rd level when a creature makes a saving throw against a mind influencing effect the charmed or frightened condition or an illusion, you can use your reaction and spend an inspiration die on that roll and subtract that result from the saving throw. You must declare you are using this ability after the saving throw is rolled but before the DM’s declaration of success or failure.
Swear Allegiance:
At the 6th level you choose to join the Seelie court or unseelie court.
To the Seelie: You choose and learn three of the following spells (guidance, bless, aid, invisibility, suggestion, mass healing word, remove curse). The chosen spells count as bard spalls for you and don’t count against the number of spells you know. Additionally, your countenance softens and becomes innocent and beautiful or homely and kind.
To the Unseelie: Choose and learn three of the following spells (Eldritch blast, hex, blindness/deafness, invisibility, suggestion, animate dead, bestow curse). The chosen spells count as bard spells for you but don’t count against the number of spells you know. Additionally, your countenance hardens and becomes lustful and dark or frightening and unsightly.
Court Loyalty:
At the 14th level if you have sworn alliance to the Seelie you gain the shining throne feature. If you have sworn allegiance to the Unseelie court you gain the shadowed throne feature.
Shining Throne (Seelie Court): The first time you cast a spell of the 1st level or higher on each of your turns choose a creature you can see, that creature has advantage on it’s next roll.
Shadowed Throne (Unseelie Court): The first time you cast a spell of the first level or higher on each of your turns choose a creatures you can see, that creature has disadvantage on it’s next roll.
(if:$Level is < 6) [ [[Bard|Bard 2]] ] (if:$Level is > 5)[ [[Seelie|Bard Seelie Court]] [[Unseelie|Bard Unseelie Court]] ]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Two Courts")
(set:$Subclass_Third_Level_Features to " Bewitching Behavior:
At the 3rd level when you roll a deception, intimidation, or persuasion ability check and get a result equal or lower than your charisma modifier you may choose to roll again and must use the second result.
Beguiling Bearing:
At the 3rd level when a creature makes a saving throw against a mind influencing effect the charmed or frightened condition or an illusion, you can use your reaction and spend an inspiration die on that roll and subtract that result from the saving throw. You must declare you are using this ability after the saving throw is rolled but before the DM’s declaration of success or failure.
")
(set:$Subclass_Sixth_Level_Features to " Swear Allegiance:
At the 6th level you choose to join the Seelie court or unseelie court.
To the Seelie: You choose and learn three of the following spells (guidance, bless, aid, invisibility, suggestion, mass healing word, remove curse). The chosen spells count as bard spalls for you and don’t count against the number of spells you know. Additionally, your countenance softens and becomes innocent and beautiful or homely and kind.
To the Unseelie: Choose and learn three of the following spells (Eldritch blast, hex, blindness/deafness, invisibility, suggestion, animate dead, bestow curse). The chosen spells count as bard spells for you but don’t count against the number of spells you know. Additionally, your countenance hardens and becomes lustful and dark or frightening and unsightly.
")
(set:$Subclass_Fourteenth_Level_Features to " Court Loyalty:
At the 14th level if you have sworn alliance to the Seelie you gain the shining throne feature. If you have sworn allegiance to the Unseelie court you gain the shadowed throne feature.
Shining Throne (Seelie Court): The first time you cast a spell of the 1st level or higher on each of your turns choose a creature you can see, that creature has advantage on it’s next roll.
Shadowed Throne (Unseelie Court): The first time you cast a spell of the first level or higher on each of your turns choose a creatures you can see, that creature has disadvantage on it’s next roll.
")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Orpheus was writing a song to make spring come again, the winters were so long and the summers so hot, there was no time to plant the fields before they were scorched. He was sure the gods had forgotten the song of their love, and he was going to write the song that made them remember.//
College Of Songs
Dedicated to mastering the art of song. Travelling the lands seeing out varied tunes and complex melodies. These bards love songs more than great deeds, but end up with a plethora of exciting tales of their own adventures while seeking the greatest songs.
Performance Proficiency
At the 3rd level if you roll a skill check and the final value is lower than your performance modifier you may replace that value with your performance modifier.
Comfort Of Music:
At the 3rd level your songs can invigorate in the heat of battle. A creature with a bardic inspiration dice may roll the die and add the bards charisma modifier and gain that value as temp HP as a reaction to an attack being made against it.
Carry A Tune:
At the 6th level when casting a concentration based spell while playing your instrument (Arcane focus) and you concentration is broken the spell lingers for 1 round before disappearing.
Switching Melodies:
At the 14th level if you are maintaining a concentration on a spell, you may pause the spell and cast another concentration spell, the effects disappear as if the concentration was broken. As a bonus action or if your concentration on the second spell is broken the paused spell resumes all effects. You may only have one paused spell at a time. If you pause a second spell the first disappears.
[[Bard|Bard 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Songs")
(set:$Subclass_Third_Level_Features to " Performance Proficiency
At the 3rd level if you roll a skill check and the final value is lower than your performance modifier you may replace that value with your performance modifier.
Comfort Of Music:
At the 3rd level your songs can invigorate in the heat of battle. A creature with a bardic inspiration dice may roll the die and add the bards charisma modifier and gain that value as temp HP as a reaction to an attack being made against it. ")
(set:$Subclass_Sixth_Level_Features to " Carry A Tune:
At the 6th level when casting a concentration based spell while playing your instrument (Arcane focus) and you concentration is broken the spell lingers for 1 round before disappearing. ")
(set:$Subclass_Fourteenth_Level_Features to " Switching Melodies:
At the 14th level if you are maintaining a concentration on a spell, you may pause the spell and cast another concentration spell, the effects disappear as if the concentration was broken. As a bonus action or if your concentration on the second spell is broken the paused spell resumes all effects. You may only have one paused spell at a time. If you pause a second spell the first disappears. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Priskilla incanted her favorite spell, she learned it from a wizard friend, she told herself she could do it. The inspiration carried the bolts directly into her enemy. She jumped for joy as the beasty fell.//
College Of Magi
Magic itself is the greatest inspiration. Motivated by the smallest nuance of magic the college of Magi was formed. A collection of people who see to see magic grow and flourish, the natural weave of magic is the great requiem.
Magical Whispers:
At the 3rd level select three spells of your choice from any class. The spells must be of a level you can cast as shown on the bard table or a cantrip. They count as bard spells for you, but don’t count against the number of spells you know.
Mystic Insperation:
At the 3rd level whenever you make a ability check, attack roll, or saving throw you may use a bardic inspiration as a reaction and add the result to the check. You can use this feature after you roll the dice but before you know the result.
Striking Tongue:
At the 6th level you can add your spellcasting ability modifier to damage rolls for your bard spells.
Greater Magical Whispers:
At the 14th level you can select three spells of your choice from any spell list. The spells must be of a level you can cast, as shown on the bard table, or cantrip. The chosen spells count as bard spells for you, but don’t count against the number of bard spells you know.
[[Bard|Bard 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Magi")
(set:$Subclass_Third_Level_Features to " Magical Whispers:
At the 3rd level select three spells of your choice from any class. The spells must be of a level you can cast as shown on the bard table or a cantrip. They count as bard spells for you, but don’t count against the number of spells you know.
Mystic Insperation:
At the 3rd level whenever you make a ability check, attack roll, or saving throw you may use a bardic inspiration as a reaction and add the result to the check. You can use this feature after you roll the dice but before you know the result. ")
(set:$Subclass_Sixth_Level_Features to " Striking Tongue:
At the 6th level you can add your spellcasting ability modifier to damage rolls for your bard spells.
")
(set:$Subclass_Fourteenth_Level_Features to "
Greater Magical Whispers:
At the 14th level you can select three spells of your choice from any spell list. The spells must be of a level you can cast, as shown on the bard table, or cantrip. The chosen spells count as bard spells for you, but don’t count against the number of bard spells you know. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Serhat moved with grace, spinning across the battlefield with his sword making swift cuts across his enemy. Placing his feet precisely to gain perfect footing across the root studded ground. A charming wink left the final foe speechless, enough to be clobbered senseless and trussed.//
College Of Grace
Using choreography to tap into the arcane and their agility to dance with blades these bards are mesmerizing and deadly.
Choreographed Casting:
At the 3rd level you learn to channel spells through movement. Your walking speed increases by 5 ft. You may also spend 5 ft of move in dance as your spellcasting focus for bard spells.
Pirouette:
At the 3rd level as an action you may turn and expend one of your bardic inspiration dice and 5 ft of movement to use one of the following effects:
Bladed-Make a charisma performance check. As long as you wield at least 1 melee weapon, any creatures within melee range succeed a Dexterity Saving Throw against your spell save DC or take slashing damage from your weapon. On a success they take half as much.
Mesmerizing- Creatures within 10 ft that can see you must make a wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.
Reassuring-Use a bardic inspiration dice and each ally within 20 ft may use the number rolled on their next roll before the start of your next turn.
The Show Must Go On:
At the 6th level on each of your turns while concentrating on a spell cast using Choregraphed Casting, as a bonus action you may spend an additional number of feet from your speed equal to half the spell level rounded up times 5, until your next turn when you make a concentration saving throw make a charisma performance check instead.
Tango:
At the 14th level when you move at least 10 ft, as a bonus action you can create an illusion of yourself in a free space within 5 ft of you. Any Enemy attempting to attack you while the illusion is up has must pass an intelligence check against your Spell Save DC, hitting the illusion on a failure. There can only be one illusion up at a time and it lasts until the start of your next turn.
[[Bard|Bard 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Grace")
(set:$Subclass_Third_Level_Features to " Choreographed Casting:
At the 3rd level you learn to channel spells through movement. Your walking speed increases by 5 ft. You may also spend 5 ft of move in dance as your spellcasting focus for bard spells.
Pirouette:
At the 3rd level as an action you may turn and expend one of your bardic inspiration dice and 5 ft of movement to use one of the following effects:
Bladed-Make a charisma performance check. As long as you wield at least 1 melee weapon, any creatures within melee range succeed a Dexterity Saving Throw against your spell save DC or take slashing damage from your weapon. On a success they take half as much.
Mesmerizing- Creatures within 10 ft that can see you must make a wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.
Reassuring-Use a bardic inspiration dice and each ally within 20 ft may use the number rolled on their next roll before the start of your next turn. ")(Set:$Walking_Speed += 5)
(set:$Subclass_Sixth_Level_Features to "
The Show Must Go On:
At the 6th level on each of your turns while concentrating on a spell cast using Choregraphed Casting, as a bonus action you may spend an additional number of feet from your speed equal to half the spell level rounded up times 5, until your next turn when you make a concentration saving throw make a charisma performance check instead.
")
(set:$Subclass_Fourteenth_Level_Features to " Tango:
At the 14th level when you move at least 10 ft, as a bonus action you can create an illusion of yourself in a free space within 5 ft of you. Any Enemy attempting to attack you while the illusion is up has must pass an intelligence check against your Spell Save DC, hitting the illusion on a failure. There can only be one illusion up at a time and it lasts until the start of your next turn. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Georgo sang his Dirge, the look of terror and fear on the warlock’s face was priceless. Their doom was coming and there was nothing that could stop him, the mark of death loomed above. The harbinger of their doom in his heavy halberd that was steadily coming towards them with his heavy footsteps.//
College Of Death’s Call
Singing dirges of doom and destruction that enemies can’t get out of their heads as your dance like blows bring them closer to their grave.
Dirge Of Inescapable Doom
At the 3rd level, as a bonus action you can spend one of your bardic inspiration dice to place a deathmark on an enemy who can hear your for up to 10 minutes. Whenever you miss a creature that has your deathmark you can use your rection to deal psychic damage consuming the deathmark (roll the bardic inspiration dice as the damage). You can only have one deathmark at a
Extra Attack
At the 6th level you can attack twice instead of once when you take the attack action on your turn.
Grave Waltz
At the 14th level you gain advantage on attack rolls against creatures with your deathmark.
[[Bard|Bard 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of Death’s Call")
(set:$Subclass_Third_Level_Features to " Dirge Of Inescapable Doom
At the 3rd level, as a bonus action you can spend one of your bardic inspiration dice to place a deathmark on an enemy who can hear your for up to 10 minutes. Whenever you miss a creature that has your deathmark you can use your rection to deal psychic damage consuming the deathmark (roll the bardic inspiration dice as the damage). You can only have one deathmark at a time.
")
(set:$Subclass_Sixth_Level_Features to "
Extra Attack
At the 6th level you can attack twice instead of once when you take the attack action on your turn.
")
(set:$Subclass_Fourteenth_Level_Features to " Grave Waltz
At the 14th level you gain advantage on attack rolls against creatures with your deathmark. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Jean put the glass of wine to her lips, her violin in the case next to her. The man entreating her to his room was of average quality, sure to be a disappointment. She looked at him with her gray eyes, and told him he shouldn’t look for love with bards, they chew through sweet common folk and leave them yearning for a fire that cannot be recaptured. He looked taken aback by her cold tone. She finished her wine and took up her violin heading to the stage.//
College Of The Blazing Strings
The sound of music can be calming to the ears of those who understand it. It softens heavy emotions, and turns some mortal minds mad. Focusing energies into stringed instruments they can tap into arcane magics that enhance the performance.
Ballad of the Phoenix:
At the 3rd level you gain the ability to turn any stringed instrument into a powerful weapon. Choose enemies or allies, spend one bardic inspiration dice to play a song that bestows a blessing of fire or a curse of flame. A number of creatures within 60 ft equal to your charisma modifier (min of 1) can be affected by this. Roll your bardic inspiration die allies you’ve chosen can add that number to their first damage roll as additional fire damage. Enemies make a charisma saving throw taking the bardic inspiration dice roll + your charisma modifier of fire damage, half as much on a successful save.
Branding Performance:
At the 3rd level when you perform with a stringed instrument for at least 1 minute you can choose a number of humanoids within 60 ft up to your charisma modifier (min of 1) who watched or listened to the whole performance. Each target must make a wisdom saving throw or feel an intense feeling and emotion you choose, like happiness, lust, fear, paranoia. These feelings last for a day. Success on the save has no effect and they are unaware of the effect of your music. Once you use this feature you can’t use it again until you finish a long rest.
Ballad of The Inferno
At the 6th level using your Ballad of the phoenix gives you benefits of the fire shield spell until the start of your next turn. You learn two spells of a level you can cast that deal fire damage, they don’t count against the number of spells you know.
Burn it Down:
At the 14th level you can let the world burn around you. When you use your ballad of the phoenix and choose enemies, you can instead target every creature within 30 ft of you. You then roll a number of d12 equal to the number of creatures within range and use that for the damage roll, you take ½ damage as psychic damage.
[[Bard|Bard 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "College Of The Blazing Strings")
(set:$Subclass_Third_Level_Features to "Ballad of the Phoenix:
At the 3rd level you gain the ability to turn any stringed instrument into a powerful weapon. Choose enemies or allies, spend one bardic inspiration dice to play a song that bestows a blessing of fire or a curse of flame. A number of creatures within 60 ft equal to your charisma modifier (min of 1) can be affected by this. Roll your bardic inspiration die allies you’ve chosen can add that number to their first damage roll as additional fire damage. Enemies make a charisma saving throw taking the bardic inspiration dice roll + your charisma modifier of fire damage, half as much on a successful save.
Branding Performance:
At the 3rd level when you perform with a stringed instrument for at least 1 minute you can choose a number of humanoids within 60 ft up to your charisma modifier (min of 1) who watched or listened to the whole performance. Each target must make a wisdom saving throw or feel an intense feeling and emotion you choose, like happiness, lust, fear, paranoia. These feelings last for a day. Success on the save has no effect and they are unaware of the effect of your music. Once you use this feature you can’t use it again until you finish a long rest.
")
(set:$Subclass_Sixth_Level_Features to "
Ballad of The Inferno
At the 6th level using your Ballad of the phoenix gives you benefits of the fire shield spell until the start of your next turn. You learn two spells of a level you can cast that deal fire damage, they don’t count against the number of spells you know.
")
(set:$Subclass_Fourteenth_Level_Features to " Burn it Down:
At the 14th level you can let the world burn around you. When you use your ballad of the phoenix and choose enemies, you can instead target every creature within 30 ft of you. You then roll a number of d12 equal to the number of creatures within range and use that for the damage roll, you take ½ damage as psychic damage. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Keisha hummed as she sat meditating in the mountains, communing with nature. It had been a long battle, a tough fight and she needed some time to meditate. The monk was sitting placidly a few paces away harmonizing with her. The warlock was resting, twirling his wand between his fingers. The fighter bandaged her wounds, the only one injured in the fight. After an hour they got up and moved onward, a long journey still ahead of them.//
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Land")
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to Whisper primal Secrets in Druidic. The circle’s wisest members preside as the chief Priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots.
Land’s Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In 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.
Nature’s Ward: When you reach 10th level, you can’t be Charmed or Frightened by Elementals or fey, and you are immune to poison and disease.
Nature’s Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to Nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the Attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its Attack against you.
[[Druid|Druid 2]](set:$Known_Cantrip to += 1)(
(set:$Subclass_Second_Level_Features to "
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots.
")(set:$Subclass_Features_For_Level_2 to true) (if:$Level is > 2)[Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
[[Arctic]]
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
[[Coast]]
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
[[Desert]]
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
[[Forest]]
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride
[[Grassland]]
Druid Level Circle Spells
3rd Invisibility, Pass without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
[[Mountain]]
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
[[Swamp]]
Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
](set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
Coast
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland
Druid Level Circle Spells
3rd Invisibility, Pass without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
Mountain
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
Swamp
Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to " Land’s Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Nature’s Ward: When you reach 10th level, you can’t be Charmed or Frightened by Elementals or fey, and you are immune to poison and disease. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Nature’s Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to Nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the Attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its Attack against you. ")(set:$Subclass_Features_For_Level_14 to true)
//Cecilia danced in the light of the moon, it was her watch so no one interrupted her as she spun through the trees catching every bit of moonlight. She could handle herself with most dangers of the forest, able to shift into her beast shape at a moment’s notice. The fire flickered behind her as the wind whipped at her light clothing wrapping her in a wild cocoon under the moon.//
(set:$Subclass to True)
(Set:$Secondary_Class to "Circle Of The Moon")
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shape: At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms: By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Primal Strike: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Elemental Wild Shape: At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "
Thousand Forms: By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will. ")(set:$Subclass_Features_For_Level_14 to true)(if:$Level is > 13) [(Set:$Alter_Self to true)]
//Ajax swung the club, imbuing it with druidic energy to entangle his foe. Restrained and prone it was an easy target to beat bloody for invading the forest for Ajax. He shouted curses at the foul creature who dared to disrupt his peace.//
(set:$Subclass to true) (Set:$Secondary_Class to "Circle Of The Shaman")The circle of the shaman is made of warriors sworn to protect their people, they safeguard the mystic arts of interweaving natures true potential into every swing.
Bonus Cantrip: At the second level you know Shillelagh, it doesn’t count against your known cantrips.
Nature’s Fury: At the second level when you make an attack you can choose to enchant your weapon with nature magic. As a bonus action you may incuse magical energy into your weapon for one minute, using concentration. When you hit with this weapon choose one of the following effects for the creature, this effect ends if you use this feature again or hit a creature. You can use this feature a number of times equal to wisdom modifier, you regain all uses with a long rest.
Entangle: Target enveloped in vines, restrained and prone, Target must succeed a strength or dexterity saving throw against your spell save DC to break free.
Fury: 3d8 Lighting Damage
Push: 1d8 force damage and is pushed 10 ft in a straight line.
Extra Attack: At the 6th Level you gain an extra attack when you use the attack option.
Eternal: At the 10th level the magic enchantment on your weapon is so strong it no longer fades immediately. When you use Natures Fury it no longer ends but once you use an enchantment you are only able to use that enchantment for the duration. You also gain access to the following enchantments in addition to the previous ones.
Ignite: At the start of each of its turns the hit creature takes 2d6 fire damage at the end of the creatures turn it can make a constitution saving throw to end this effect.
Decay: The target is unable to use its bonus action and action they can only use one. Additionally, their speed is halved and have disadvantage on dexterity saving throws. At the end of each of its turns it can make a wisdom saving throw to end these effects.
Poison: Target is poisoned. They have disadvantage on strength, dexterity and constitution saving throws. At the end of each of its turns it can make a constitution saving throw to end this effect.
Mystic Weaver: At the 14th Level you become Adept and proficient at weaving magic into your weapon that you now have the ability to weave two enchantments simultaneously. After using this feature, you must take a long rest to regain this ability.
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Bonus Cantrip: At the second level you know Shillelagh, it doesn’t count against your known cantrips.
Nature’s Fury: At the second level when you make an attack you can choose to enchant your weapon with nature magic. As a bonus action you may incuse magical energy into your weapon for one minute, using concentration. When you hit with this weapon choose one of the following effects for the creature, this effect ends if you use this feature again or hit a creature. You can use this feature a number of times equal to wisdom modifier, you regain all uses with a long rest.
Entangle: Target enveloped in vines, restrained and prone, Target must succeed a strength or dexterity saving throw against your spell save DC to break free.
Fury: 3d8 Lighting Damage
Push: 1d8 force damage and is pushed 10 ft in a straight line.
")(Set:$Shillelagh to true)(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Extra Attack: At the 6th Level you gain an extra attack when you use the attack option.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Eternal: At the 10th level the magic enchantment on your weapon is so strong it no longer fades immediately. When you use Natures Fury it no longer ends but once you use an enchantment you are only able to use that enchantment for the duration. You also gain access to the following enchantments in addition to the previous ones.
Ignite: At the start of each of its turns the hit creature takes 2d6 fire damage at the end of the creatures turn it can make a constitution saving throw to end this effect.
Decay: The target is unable to use its bonus action and action they can only use one. Additionally, their speed is halved and have disadvantage on dexterity saving throws. At the end of each of its turns it can make a wisdom saving throw to end these effects.
Poison: Target is poisoned. They have disadvantage on strength, dexterity and constitution saving throws. At the end of each of its turns it can make a constitution saving throw to end this effect.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Mystic Weaver: At the 14th Level you become Adept and proficient at weaving magic into your weapon that you now have the ability to weave two enchantments simultaneously. After using this feature, you must take a long rest to regain this ability. ")(set:$Subclass_Features_For_Level_14 to true)
//Skadi relaxed on the beach, sand spread out on either side of him warmed by the sun. The cool ocean lapped at his webbed toes. Sea birds called and circled the sparkling water, a serine picture of peace. Scenes like this is what the old gods encouraged the druids to protect.//
Circle Of The Waves
Druids of the circle of the waves are tritons that channel the primal energies of the ocean. They harness the mystical restorative properties of the sea and command the raw power of the tides. These druids go even further than typical to protect underwater wildlife. The sea is precious to them and they would do anything to protect it. The circle of the waves is an ancient order of druids thought to have originated before humans walked the earth. They can be seen gathering at the surface of the water in the dead of night, reading the stars for signs of things to come. Though tritons themselves they often move beneath the depths in the shapes of beasts surrounding them, warning their watery friends of the dangers from above.
Restriction: Tritons only
Only tritons can join the circle of the waves in the Forgotten realms. Ask your DM about lifting this restriction. Any mainly aquatic race (sea elves, tritons, mermaids, half sirens, half tritons, selkie, selachii, water genasi) could reasonably be allowed in this circle.
Circle Spells:
Your mastery of the sea and ability to harness the powerful forces of water grant you access to certain spells, at the 2nd you learn the shape water cantrip. At the 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the circle of the waves spell table.
Once you gian access to the circle spell you always have it prepared, it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, it is still a druid spell for you.
3rd: healing spirit, misty step
5th: tidal wave, water walk
7th: Storm Sphere, watery sphere
9th: Control winds, maelstrom
In the swim of things:
At the 2nd level your connection to sea life is so great you can overcome the normal restrictions of wild shape. You ignore the swimming speed limitations imposed by your druid level. Additionally you cannot get lost at sea except through magic.
Rejuvenating Waters:
At the 2nd level you can command the foreces of the sea. A font of life that spreads to the deepest of depths, but also a destructive force not to be reckoned with. By channeling your sprit of the sea you can heal your allies and damage your foes in one fell swoop. As an action you can flood yourself or an ally you can see within 30 ft of you with rejuvenating waters to restore HP equal to 1d6 + your druid level. Then the waters leap to an enemy you can see within 30 ft of you and deal cold damage equal to 1d6 + your druid level. Then the waters leap one final time to an ally you can see within 30 ft of the enemy to restore 1d6 + your druid level. You can use this feature once per short or long rest.
Water Barrier:
At the 6th level you create a temporary wall of water to block your foe’s attacks. As a reaction to an attack or spell being cast, create a 5ft by 5 ft wall of water at a point within 30 ft. you must choose to do so before knowing the result of any roll. This wall of water prevents attacks and spells from passing through it. IF the wall intercepts an attack or spell it dissipates. Once you use this feature you can’t use it again until you finish a long rest.
Lifespring:
At the 10th level whenever a hostile creature within 30 ft of you is reduced to 0 HP you can use your reaction to cause an ally within 30 ft of you to gain temp HP equal to your druid level + you wisdom modifier.
Natural Insulation:
At the 14th level exposure to the extreme climes of the deep depts has granted you natural protection against them, you gain resistance to cold and fire damage.
[[Druid|Druid 2]]
(Set:$Subclass to true)
(set:$Secondary_Class to "Circle Of The Waves")
(set:$Subclass_Second_Level_Features to "
Circle Spells:
Your mastery of the sea and ability to harness the powerful forces of water grant you access to certain spells, at the 2nd you learn the shape water cantrip. At the 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the circle of the waves spell table.
Once you gian access to the circle spell you always have it prepared, it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, it is still a druid spell for you.
3rd: healing spirit, misty step
5th: tidal wave, water walk
7th: Storm Sphere, watery sphere
9th: Control winds, maelstrom
In the swim of things:
At the 2nd level your connection to sea life is so great you can overcome the normal restrictions of wild shape. You ignore the swimming speed limitations imposed by your druid level. Additionally you cannot get lost at sea except through magic.
Rejuvenating Waters:
At the 2nd level you can command the foreces of the sea. A font of life that spreads to the deepest of depths, but also a destructive force not to be reckoned with. By channeling your sprit of the sea you can heal your allies and damage your foes in one fell swoop. As an action you can flood yourself or an ally you can see within 30 ft of you with rejuvenating waters to restore HP equal to 1d6 + your druid level. Then the waters leap to an enemy you can see within 30 ft of you and deal cold damage equal to 1d6 + your druid level. Then the waters leap one final time to an ally you can see within 30 ft of the enemy to restore 1d6 + your druid level. You can use this feature once per short or long rest. ")(if:$Level is > 2) [(set:$Healing_Spirit to true) (set:$Misty_Step to true) ]
(If:$Level is > 4) [ (set:$Tidal_Wave to true) (set:$Water_Walk to true) ] (if:$Level is > 6) [ (Set:$Storm_Sphere to true) (set:$Watery_Sphere to true)] (if:$Level is > 9) [ (set:$Control_Winds to true) (Set:$Maelstrom to true) ]
(set:$Subclass_Sixth_Level_Features to "
Water Barrier:
At the 6th level you create a temporary wall of water to block your foe’s attacks. As a reaction to an attack or spell being cast, create a 5ft by 5 ft wall of water at a point within 30 ft. you must choose to do so before knowing the result of any roll. This wall of water prevents attacks and spells from passing through it. IF the wall intercepts an attack or spell it dissipates. Once you use this feature you can’t use it again until you finish a long rest. ")
(set:$Subclass_tenth_Level_Features to "Lifespring:
At the 10th level whenever a hostile creature within 30 ft of you is reduced to 0 HP you can use your reaction to cause an ally within 30 ft of you to gain temp HP equal to your druid level + you wisdom modifier. ")
(set:$Subclass_Fourteenth_Level_Features to "Natural Insulation:
At the 14th level exposure to the extreme climes of the deep depts has granted you natural protection against them, you gain resistance to cold and fire damage. ")
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Ansehelm knew death would come for all those living. Everything was balance, with life there was death, and with happiness there was sorrow. There was nothing he could do to stop the march of time for his old friend. An adventurer, a companion since they were teenagers, but time passed more slowly for Ansehelm, than his cleric companion. He watched the light leave his friends eyes with a final sigh.//
Circle of Life
The reclusive guardians of the deepest forests are responsible for maintaining the balance of life and death in the world. Focusing on the maintenance of life, they never forget the need for death in the world.
Bonus Cantrip:
At the 2nd level you add Spare the dying to your list of known cantrips.
Natural Balance:
At the 2nd level you can use your mastery of nature to heal the badly injured. As an action you restore a number of HP equal to five times your druid level. Choose any creatures within 30 ft of you and divide those HP amongst them. This feature can restore a creature to no more than half its HP maximum. You can’t use this feature on undead or constructs. You must complete a long rest before you can use this feature again.
Circle Spells:
Once you gain access to a spell you always have it prepared, it doesn’t count against the total number of spells you can prepare each day, and it functions as a druid spell for you even if it doesn’t appear on the druid spell list.
3rd: Aid, Lesser Restoration
5th: Beacon of Hope, Revivify
7th: Aura of Life, Death Ward
9th: Greater Restoration, Circle of Power.
Spirit of Life:
At the 6th level the healing spells you cast on others heal you as well. When you cast a spell of the 1st level or higher that restores HP to a creature other than yourself, you regain 2+ the spells level HP.
Form of the Goddess:
At the 10th level you can expend two uses of wile shape at the same time to transform into the personification of the Goddess of the forest. You become a large glowing white unicorn, with a flowing white mane and tufts of fir on your feet. While in this form you have advantage on all charisma checks, gain speed equal to double your walking speed, and resistance to necrotic damage. You cannot attack using physical means or you revert to your natural form.
Gift of Life:
At the 14th level when you cast revivify its range changes to 30 ft, and you can target 2 creatures at once. Or When you cast reincarnation you can roll two sets of dice and choose which form you wish it to take. Or You can cast resurrection once per day without burning a spell slot, but you must still provide all material components. You must complete a long rest before you can use this feature again.
[[Druid|Druid 2]](Set:$Subclass to true)
(set:$Secondary_Class to "Circle Of Life")
(set:$Subclass_Second_Level_Features to "Bonus Cantrip:
At the 2nd level you add Spare the dying to your list of known cantrips.
Natural Balance:
At the 2nd level you can use your mastery of nature to heal the badly injured. As an action you restore a number of HP equal to five times your druid level. Choose any creatures within 30 ft of you and divide those HP amongst them. This feature can restore a creature to no more than half its HP maximum. You can’t use this feature on undead or constructs. You must complete a long rest before you can use this feature again.
Circle Spells:
Once you gain access to a spell you always have it prepared, it doesn’t count against the total number of spells you can prepare each day, and it functions as a druid spell for you even if it doesn’t appear on the druid spell list.
3rd: Aid, Lesser Restoration
5th: Beacon of Hope, Revivify
7th: Aura of Life, Death Ward
9th: Greater Restoration, Circle of Power.")
(if:$Level is > 2) [(set:$Aid to true) (set:$Lesser_Restoration to true) ]
(If:$Level is > 4) [ (set:$Beacon_Of_Hope to true) (set:$Revivify to true) ] (if:$Level is > 6) [ (Set:$Aura_Of_Life to true) (set:$Death_Ward to true)] (if:$Level is > 9) [ (set:$Greater_Restoration to true) (Set:$Circle_Of_Power to true) ]
(set:$Subclass_Sixth_Level_Features to "Spirit of Life:
At the 6th level the healing spells you cast on others heal you as well. When you cast a spell of the 1st level or higher that restores HP to a creature other than yourself, you regain 2+ the spells level HP. ")
(set:$Subclass_Tenth_Level_Features to "Form of the Goddess:
At the 10th level you can expend two uses of wile shape at the same time to transform into the personification of the Goddess of the forest. You become a large glowing white unicorn, with a flowing white mane and tufts of fir on your feet. While in this form you have advantage on all charisma checks, gain speed equal to double your walking speed, and resistance to necrotic damage. You cannot attack using physical means or you revert to your natural form. ")
(set:$Subclass_Fourteenth_Level_Features to "Gift of Life:
At the 14th level when you cast revivify its range changes to 30 ft, and you can target 2 creatures at once. Or When you cast reincarnation you can roll two sets of dice and choose which form you wish it to take. Or You can cast resurrection once per day without burning a spell slot, but you must still provide all material components. You must complete a long rest before you can use this feature again. ")
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_14 to true)
//Hossein basked in the sunlight, he had spent far too long in the darkness of the caves. He had missed the warm caress of its light. His soul felt better, being able to look up to the heavens.//
Circle of the Sun
Druids connected with the circle of the sun hail from regions that have strong ties to the celestial planes, like mount Celestia or Elysium. These druids form connections with celestial spirits and the radiant energy of the upper planes granting them exceptional magical capabilities.
Spiritcaller
At the 2nd level you gain the ability to channel radiant energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your wild shape feature to awaken the radiant energy within you. Rather than transforming into a beast you gain 3 temp HP for each druid level. This features lasts for 10 minutes, or until you lose the Temp HP, or until you use wild shape again. As a bonus action, including the bonus action to activate this effect, for the duration, you can summon a spirit to an unoccupied location within 10 ft of you. The spirit takes the form of a tiny CR 0 beast without a flying or swimming speed. It has the same stats of the beast you choose, but it’s type is Celestial instead of beast, it cannot take actions other than dodge, dash, disengage, and hide. It is visibly magical, and gives off a dim light for 5 ft. You can have 3 spirits summoned at a time. The spirits act on your turn, you telepathically command them for 120 ft, no action required. You can cast touch range spells from your spirit as if you had cast them. At the 4th level your spirits can take a form with swimming speeds. At the 8th level they can take a form with flying speeds.
Sunlit Passing
At the 2nd level you can cause a creature’s soul to flare in a burst of light as it falls. When a creature is within 120 ft of you is reduced to 0 HP you can use your reaction to release the light. Each creature of your choice within 5 ft of the fallen creature must make a con saving throw against your spell save DC or take 1d6 radiant damage. You can use this feature a number of times equal to you wisdom modifier a min of once. You regain all expended uses when you finish a long rest.
Twinned Spirits
At the 6th level whenever you would summon a spirit with your spiritcaller feature you instead summon two spirits at 2 different unoccupied locations you can see within 10 ft of you. The maximum number of spirits you can summon increases to 6. You can use a bonus action on each of your turns to allow one of your spirits to take the help action.
Radiant Body
At the 10th level your body becomes imbued with radiant magic. You become immune to radiant damage and you can use your action to transform your body further becoming a mote of sunlight until the end of the turn. While you’re in this form you gain a flying speed equal to twice your walking speed and your movement doesn’t provoke opportunity attacks.
Solar Flares
At the 14th level your sunlit passing has unlimited uses and it’s damage increases to 2d6 on a failed save.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Sun")
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Spiritcaller
At the 2nd level you gain the ability to channel radiant energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your wild shape feature to awaken the radiant energy within you. Rather than transforming into a beast you gain 3 temp HP for each druid level. This features lasts for 10 minutes, or until you lose the Temp HP, or until you use wild shape again. As a bonus action, including the bonus action to activate this effect, for the duration, you can summon a spirit to an unoccupied location within 10 ft of you. The spirit takes the form of a tiny CR 0 beast without a flying or swimming speed. It has the same stats of the beast you choose, but it’s type is Celestial instead of beast, it cannot take actions other than dodge, dash, disengage, and hide. It is visibly magical, and gives off a dim light for 5 ft. You can have 3 spirits summoned at a time. The spirits act on your turn, you telepathically command them for 120 ft, no action required. You can cast touch range spells from your spirit as if you had cast them. At the 4th level your spirits can take a form with swimming speeds. At the 8th level they can take a form with flying speeds.
Sunlit Passing
At the 2nd level you can cause a creature’s soul to flare in a burst of light as it falls. When a creature is within 120 ft of you is reduced to 0 HP you can use your reaction to release the light. Each creature of your choice within 5 ft of the fallen creature must make a con saving throw against your spell save DC or take 1d6 radiant damage. You can use this feature a number of times equal to you wisdom modifier a min of once. You regain all expended uses when you finish a long rest.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Twinned Spirits
At the 6th level whenever you would summon a spirit with your spiritcaller feature you instead summon two spirits at 2 different unoccupied locations you can see within 10 ft of you. The maximum number of spirits you can summon increases to 6. You can use a bonus action on each of your turns to allow one of your spirits to take the help action.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Radiant Body
At the 10th level your body becomes imbued with radiant magic. You become immune to radiant damage and you can use your action to transform your body further becoming a mote of sunlight until the end of the turn. While you’re in this form you gain a flying speed equal to twice your walking speed and your movement doesn’t provoke opportunity attacks.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "
Solar Flares
At the 14th level your sunlit passing has unlimited uses and it’s damage increases to 2d6 on a failed save. ")(set:$Subclass_Features_For_Level_14 to true)
//Corwin was a swarm of bats, chasing down the other swarm of bats that was a vampire they were trying to destroy. The vampire was fast, but so was Corwin. They swarmed around trees and through bushes, quickly making their way across the sky. He knew they were going to the lair, it would be dangerous inside, but he needed to know where it was.//
Circle Of The Swarm
Druids of the circle of the swarm know that even the smallest creatures can be deadly in great numbers. These druids preform their rituals in dark caves and caverns where tiny things crawl.
Swarm Shape:
At the 2nd level you can use your wildshape to transform into a swarm of beasts, abiding by the limitations of your beast shape, you do not gain immunity to charmed, or frightened even if it is listed in the creatures stat block.
Venomous Strikes:
At the 2nd level when you are in swarm shape and hit a creature with an attack you can expend one spell slot to deal poison damage to the target. The extra damage is 1d12 per level of the spell slot expended to a max of 4d12.
Redirect Attack
At the 6th level when you are in swarm shape and a creature you can see targets you with an attack you can use your reaction to redirect that attack to target any creature who’s space you occupy.
Disperse Swarm:
At the 10th level while in swarm shape you can use your action to temporarily disperse the creatures that make up your swarm. Doing so provokes opportunity attacks that are made with disadvantage. While dispersed you are invisible, cannot be targeted with attacks, spells, and cannot make attacks cast spells or use the help action. Also, you are resistant to all damage. You can reassemble the swarm on your turn as a bonus action.
Assimilation:
At the 14th level you can cast regenerate on yourself without expending a spell slot, by absorbing tiny beasts into your swarm. You can’t do so again until you finish a long rest.
(Set:$Secondary_Class to "Circle Of The Swarm")
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Swarm Shape:
At the 2nd level you can use your wildshape to transform into a swarm of beasts, abiding by the limitations of your beast shape, you do not gain immunity to charmed, or frightened even if it is listed in the creatures stat block.
Venomous Strikes:
At the 2nd level when you are in swarm shape and hit a creature with an attack you can expend one spell slot to deal poison damage to the target. The extra damage is 1d12 per level of the spell slot expended to a max of 4d12.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Redirect Attack
At the 6th level when you are in swarm shape and a creature you can see targets you with an attack you can use your reaction to redirect that attack to target any creature who’s space you occupy.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Disperse Swarm:
At the 10th level while in swarm shape you can use your action to temporarily disperse the creatures that make up your swarm. Doing so provokes opportunity attacks that are made with disadvantage. While dispersed you are invisible, cannot be targeted with attacks, spells, and cannot make attacks cast spells or use the help action. Also, you are resistant to all damage. You can reassemble the swarm on your turn as a bonus action.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to " Assimilation:
At the 14th level you can cast regenerate on yourself without expending a spell slot, by absorbing tiny beasts into your swarm. You can’t do so again until you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
//Sondre wasn’t affected by the extreme heat, hopping along as a desert fox with big ears to help dissipate it. Even in a humanoid form the heat and cold were hardly a problem. Elements were always easy for those who understood the fury of the storms with the understanding of the old gods.//
Circle Of The Fury
Druids of the circle of fury are attuned to maelstrom of weather, and storms, and the destruction that accompanies them. These druids find beauty in the stroma md revel in their energy. Where there is destruction there is rebirth.
Bonus Cantrips:
At the 2nd level you learn lightning lure and thrunderclap cantrips.
Enduring the odds:
At the 2nd level you have advantage on con saving throws against the effects of extreme heat and cold weather.
Circle spells:
Your mystical connection to the weather infuses you with the ability to cast certain spells. At the 3rd, 5th, 7th, 9th levels you gain access to circle spells. Once you gain access to a circle spell you always have it prepared and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell not on the druid spell list it is a druid spell for you.
3rd: Dust Devil, snilloc’s snowball swarm.
5th: call lightning, erupting earth
7th: Ice storm, storm sphere
9th: Control winds, maelstrom
Empowered elements:
At the 6th level you are imbued with energy to boost your power using the power of storms. You have a pool of energy in the form of d6’s equal to your druid level. When you cast a spell that deals cold, fire, lightning, or thunder damage you can expend d6’s from your pool equal to your wisdom modifier to add to your damage roll. You regain the dice when you finish a long rest.
Storm Unleashed:
At the 10th level you gain resistance to lightning and thunder damage. When you are hit by a melee attack you can use your reaction to deal thunder damage to all creatures in a 10 ft radius centered on you. The damage equals your druid level + wisdom modifier. All creatures in this 10 ft radius must make a constitution saving throw against your druid spell save dc. On a failed save they take the full damage and are deafened for 1 minute/ On a success they take half damage and are nor deafened.
Enraged Fire Storm:
At the 14th level you now always have the fire storm spell prepared, it doesn’t count against the number of spells you can prepare each day. When you cast this spell you always deal an additional 3d0 fire damage after you cast this spell you are resistant to fire damage for 1 hour
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Fury")
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Bonus Cantrips:
At the 2nd level you learn lightning lure and thrunderclap cantrips.
Enduring the odds:
At the 2nd level you have advantage on con saving throws against the effects of extreme heat and cold weather.
")(set:$Subclass_Features_For_Level_2 to true)(Set:$Lightning_Lure to true) (set:$Thunderclap to true)(set:$Subclass_Third_Level_Features to " Circle spells:
Your mystical connection to the weather infuses you with the ability to cast certain spells. At the 3rd, 5th, 7th, 9th levels you gain access to circle spells. Once you gain access to a circle spell you always have it prepared and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell not on the druid spell list it is a druid spell for you.
3rd: Dust Devil, snilloc’s snowball swarm.
5th: call lightning, erupting earth
7th: Ice storm, storm sphere
9th: Control winds, maelstrom
")(set:$Subclass_Features_For_Level_3 to true)
(if:$Level is > 2) [(set:$Dust_Devil to true) (set:$Snillocs_Snowball_Swarm to true) ]
(If:$Level is > 4) [ (set:$Call_Lightning to true) (set:$Erupting_Earth to true) ] (if:$Level is > 6) [ (Set:$Ice_Storm to true) (set:$Storm_Sphere to true)] (if:$Level is > 9) [ (set:$Control_Winds to true) (Set:$Maelstrom to true) ]
(set:$Subclass_Sixth_Level_Features to "
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Empowered elements:
At the 6th level you are imbued with energy to boost your power using the power of storms. You have a pool of energy in the form of d6’s equal to your druid level. When you cast a spell that deals cold, fire, lightning, or thunder damage you can expend d6’s from your pool equal to your wisdom modifier to add to your damage roll. You regain the dice when you finish a long rest.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Storm Unleashed:
At the 10th level you gain resistance to lightning and thunder damage. When you are hit by a melee attack you can use your reaction to deal thunder damage to all creatures in a 10 ft radius centered on you. The damage equals your druid level + wisdom modifier. All creatures in this 10 ft radius must make a constitution saving throw against your druid spell save dc. On a failed save they take the full damage and are deafened for 1 minute/ On a success they take half damage and are nor deafened.
Enraged Fire Storm:
At the 14th level you now always have the fire storm spell prepared, it doesn’t count against the number of spells you can prepare each day. When you cast this spell you always deal an additional 3d0 fire damage after you cast this spell you are resistant to fire damage for 1 hour
")(set:$Subclass_Features_For_Level_14 to true)
//Brandt lumbered out of the forest, his beastshape a stegosaurs. He munched on grass while the bard riding him played a tune that sounded wistful and full of wonder.//
Circle Of The Ancient
Far away from civilized lands, deep unexplored jungles and swamps of the world there are those led by an ancient and feared circle of druids. They worship the memory of large reptiles that are now extinct in most of the world. The Dinosaurs. Giving in to their primal instincts they protect their territory with ruthless ferocity.
Ancient Forms:
At the 2nd level your wildshape ability is restricted to reptilian beasts (like frogs, lizards, snakes All other wildshape restrictions still apply. You gain the ability to shape into these prehistoric reptiles as a bonus action, you do not need to have seen them before, their memory flows in your veins. You can use your wildshape to change into a dinosaur with a CR as high as 1. You ignore the max CR column of the beast shape table but must abide by the other limitations. Starting at the 6th level you can transform into a dinosaur with a CR as high as your druid level divided by 3 rounded down.
Primitive Adaptation:
At the 2nd level your body is permanently enhanced by the ancient creatures whose power you draw upon. You gain climb, and swim speeds equal to your movement speed. You have advantage on perception checks that rely on smell.
Druid Spells
At the 3rd level you gain access to certain spells when you reach certain levels. Once you have access to one of the spells you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
3rd Alter self, enlarge/reduce
5th: Fear, haste
7th: Dominate Beast, freedom of movement
9th Commune with nature, tree stride
Primal Strikes:
At the 6th level your attacks in your ancient forms count as magical for the sake of overcoming resistances.
Dreadful Wildshape:
Beginning at 10th level you can expend two uses of your wildshape at the same time and transform into a dinosaur with A CR equal to your druid level divided by 2 rounded down.
Monstrous Form:
At the 14th level you have mastered the use of your ancient forms. You can cast enlarge/reduce spell targeting only yourself while in your wildshape form, without consuming a spell slot. You can use this ability a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The Ancient")
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Ancient Forms:
At the 2nd level your wildshape ability is restricted to reptilian beasts (like frogs, lizards, snakes All other wildshape restrictions still apply. You gain the ability to shape into these prehistoric reptiles as a bonus action, you do not need to have seen them before, their memory flows in your veins. You can use your wildshape to change into a dinosaur with a CR as high as 1. You ignore the max CR column of the beast shape table but must abide by the other limitations. Starting at the 6th level you can transform into a dinosaur with a CR as high as your druid level divided by 3 rounded down.
Primitive Adaptation:
At the 2nd level your body is permanently enhanced by the ancient creatures whose power you draw upon. You gain climb, and swim speeds equal to your movement speed. You have advantage on perception checks that rely on smell.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Third_Level_Features to "
Druid Spells
At the 3rd level you gain access to certain spells when you reach certain levels. Once you have access to one of the spells you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
3rd Alter self, enlarge/reduce
5th: Fear, haste
7th: Dominate Beast, freedom of movement
9th Commune with nature, tree stride. ")(if:$Level is > 2) [(set:$Alter_Self to true) (set:$Enlarge_Reduce to true) ]
(If:$Level is > 4) [ (set:$Fear to true) (set:$Haste to true) ] (if:$Level is > 6) [ (Set:$Dominate_Beast to true) (set:$Freedom_Of_Movement to true)] (if:$Level is > 9) [ (set:$Commune_With_Nature to true) (Set:$Tree_Stride to true) ]
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Sixth_Level_Features to " Primal Strikes:
At the 6th level your attacks in your ancient forms count as magical for the sake of overcoming resistances.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Dreadful Wildshape:
Beginning at 10th level you can expend two uses of your wildshape at the same time and transform into a dinosaur with A CR equal to your druid level divided by 2 rounded down.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Monstrous Form:
At the 14th level you have mastered the use of your ancient forms. You can cast enlarge/reduce spell targeting only yourself while in your wildshape form, without consuming a spell slot. You can use this ability a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
//Kallisto sat as a tree in the middle of a field. Convincingly holding the shape in the middle of an army camp, collecting information. He would stay there until he got the sending that he needed to report back. It was quite peaceful being a tree, Kallisto thought, as long as no one was peeing on him.//
Circle Of Flora
While many druids are drawn to the power and grace of fauna of the world, circle of flora recognize the silent strength and timeless endurance of the plants that form the basis of every ecosystem. Other druid circles take the form of beasts to patrol their protected lands a druid of this circle is just as likely to take the form of a tree or shrub to silently observe the beauty around them.
Flora Familiar:
At the 2nd level you learn the find familiar spell, and can cast it as a ritual. When you cast the spell you may substitute the material component of the spell with a small plant. The plant must be a living, non magical, and not already a creature. The plant material is not consumed but becomes an awakened shrub that serves as your familiar. The DM has the stats for your familiar. If the shrub dies or is permanently dismissed it returns to being a normal plant.
Botanical Body
At the 2nd level finding the balance of flora and fauna you are able to take on the forms of both. You can use your wild shape to transform into a plant creature with a CR as high as 1, but must abide by the limitations of the beast shape table. Starting at the 6th level you can transform into a plant creature with a CR as high as your druid level divided by 3 rounded down.
Among the Trees
At the 6th level the life of a plant as become almost second nature. Each continuous hour you spend motionless while wild shaped into a plant creature does not count against the duration of your wild shape. You have advantage on ability checks to pass yourself off as a plant. In addition you know how to best position yourself in nature’s arena. When you are lightly obscured by foliage attack rolls against you are made with disadvantage.
Photosynthesis
At the 10th level you do not require food for the day if you spend at least 1 hour in sunlight. You do not suffer penalties from lack of water if you have had at least one gallon of it win the last week. Your body adopts these internal changes and may cast barkskin on yourself at will without expending a spell slot or material components.
Sempiternal Seed
At the 14th level you are able to condense your essence into a single seed of life. Once per week you can spend an hour long ritual planting a seed for your future rebirth, and burying it in the soil. The seed is magical and remains active for 1 day. You may spend a spell slot during the ritual and add a number of active days equal to the level of the spell slot expended.
Each time you preform this ritual only the most recent seed is considered active. A seed can become inactive if it is uncovered or moved from the ritual location. Should you die while a seed is active you are reborn an hour later as per the reincarnate spell, at the location of the seed. This process is an ordeal and take -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest the penalty is reduced by 1 until it disappears.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of Flora")
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Flora Familiar:
At the 2nd level you learn the find familiar spell, and can cast it as a ritual. When you cast the spell you may substitute the material component of the spell with a small plant. The plant must be a living, non magical, and not already a creature. The plant material is not consumed but becomes an awakened shrub that serves as your familiar. The DM has the stats for your familiar. If the shrub dies or is permanently dismissed it returns to being a normal plant.
Botanical Body
At the 2nd level finding the balance of flora and fauna you are able to take on the forms of both. You can use your wild shape to transform into a plant creature with a CR as high as 1, but must abide by the limitations of the beast shape table. Starting at the 6th level you can transform into a plant creature with a CR as high as your druid level divided by 3 rounded down. ")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " One Among the Trees
At the 6th level the life of a plant as become almost second nature. Each continuous hour you spend motionless while wild shaped into a plant creature does not count against the duration of your wild shape. You have advantage on ability checks to pass yourself off as a plant. In addition you know how to best position yourself in nature’s arena. When you are lightly obscured by foliage attack rolls against you are made with disadvantage.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "
Photosynthesis
At the 10th level you do not require food for the day if you spend at least 1 hour in sunlight. You do not suffer penalties from lack of water if you have had at least one gallon of it win the last week. Your body adopts these internal changes and may cast barkskin on yourself at will without expending a spell slot or material components.
")(set:$Subclass_Features_For_Level_10 to true)(if:$Level is >9)[ (set:$Barkskin to true)](set:$Subclass_Fourteenth_Level_Features to " Sempiternal Seed
At the 14th level you are able to condense your essence into a single seed of life. Once per week you can spend an hour long ritual planting a seed for your future rebirth, and burying it in the soil. The seed is magical and remains active for 1 day. You may spend a spell slot during the ritual and add a number of active days equal to the level of the spell slot expended.
Each time you preform this ritual only the most recent seed is considered active. A seed can become inactive if it is uncovered or moved from the ritual location. Should you die while a seed is active you are reborn an hour later as per the reincarnate spell, at the location of the seed. This process is an ordeal and take -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest the penalty is reduced by 1 until it disappears.
")(set:$Subclass_Features_For_Level_14 to true)
//Tukulti-Ninurta called the plants up through the cobblestones of the street, making it difficult terrain for all who would dare try to pass. None would get by, it was decided, until the crumbling building was secured.//
Circle Of The City
Some druids prefer distant mountain ranges and deep forests, cities are full of life and needs a protector as well. The grass growing between flagstones, tiny gardens, rats, foxes, raccoons, donkeys, and sparrows all need your help.
Urban Explorer
At the 2nd level you move through urban environments easily and rarely lose your way. You know the secret paths and the flow of crowds, allowing you to lead your companions across cities either quickly or stealthily, advantage on group checks.
Circle Spells:
At the third level you gain the ability to start casting certain spells, they don’t count against your prepared spells, and you always have it prepared, and it counts as a druid spell for you.
3rd: Command, Lesser Restoration
5th: Haste, Tongues
7th: Freedom of Movement, Greater Invisibility
9th: Cloudkill, Passwall.
Oppidan Attunement
At the 6th level you are attuned to urban life so well that your spells affect worked material and natural material in the same way. You can disturb cobblestones and pavement with mold earth or spike growth to produce difficult terrain. You can summon grasping vines through cracks in masonry, or conjure hallucinatory terrain that looks urban, transport via plants using an ivy covered wall, a hedge, or a lawn of at least 15 square feet.
City Ward:
At the 10th level you have advantage on saving throws against being charmed or frightened by humanoids or beasts and are immune to poison and disease.
Civil Sanctuary:
At the 14th level city folk become hesitant to attack you, sensing your innate connection with the city itself. When a humanoid creature attacks you that creature must make a wisdom saving throw against your druid spell save dc on a failed save the creature must choose a different target or the attack automatically misses. On a successful save the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes an attack against you.
[[Druid|Druid 2]]
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of The City")
(set:$Subclass_Second_Level_Features to " Urban Explorer
At the 2nd level you move through urban environments easily and rarely lose your way. You know the secret paths and the flow of crowds, allowing you to lead your companions across cities either quickly or stealthily, advantage on group checks.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Third_Level_Features to " Circle Spells:
At the third level you gain the ability to start casting certain spells, they don’t count against your prepared spells, and you always have it prepared, and it counts as a druid spell for you.
3rd: Command, Lesser Restoration
5th: Haste, Tongues
7th: Freedom of Movement, Greater Invisibility
9th: Cloudkill, Passwall.
")(if:$Level is > 2) [(set:$Command to true) (set:$Lesser_Restoration to true) ]
(If:$Level is > 4) [ (set:$Tongues to true) (set:$Haste to true) ] (if:$Level is > 6) [ (Set:$Greater_Invisibility to true) (set:$Freedom_Of_Movement to true)] (if:$Level is > 9) [ (set:$Cloudkill to true) (Set:$Passwall to true) ]
(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Oppidan Attunement
At the 6th level you are attuned to urban life so well that your spells affect worked material and natural material in the same way. You can disturb cobblestones and pavement with mold earth or spike growth to produce difficult terrain. You can summon grasping vines through cracks in masonry, or conjure hallucinatory terrain that looks urban, transport via plants using an ivy covered wall, a hedge, or a lawn of at least 15 square feet.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " City Ward:
At the 10th level you have advantage on saving throws against being charmed or frightened by humanoids or beasts and are immune to poison and disease.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Civil Sanctuary:
At the 14th level city folk become hesitant to attack you, sensing your innate connection with the city itself. When a humanoid creature attacks you that creature must make a wisdom saving throw against your druid spell save dc on a failed save the creature must choose a different target or the attack automatically misses. On a successful save the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes an attack against you.
")(set:$Subclass_Features_For_Level_14 to true)
//Christine ran her hands down the concrete walls of the stairwell, the sewers were a disgusting place, but there was nowhere else for them. She passed out the bread and fruit she had acquired in the square to the orphans, the lost and abandoned children of the city. Her heart broke looking at their living conditions, every copper and gold she got went to feeding them and there was nothing left over. There were so many to feed. She would have to get a paladin down here soon to heal the children who were falling ill from the squalid conditions, she wondered what she had left to barter with.//
Circle Of Concrete
Defenders of the downtrodden in cities, experts on surviving without a copper to their name, becoming the champion those who they live amongst need the most.
Bonus Proficiencies:
At the 2nd level you are now capable of using and wearing metal shields and armor.
Street talk:
At the 2nd level you gain advantage on intelligence investigation checks to learn about a person or location in a city. You have advantage on charisma persuasion checks to haggle for goods, and Charisma Deception checks to lie to authorities. You know Thieves’ Cant.
Street Walk:
At the 2nd level moving through nonmagical difficult terrain costs no extra movement. You can pass through crowds without being slowed and have advantage on checks to hide in them. And advantage on strength athletics checks made to scale walls.
Urban Shape:
At the 6th level you can emulate the forms of some constructs, you can take the from of a flying sword when you use your wild shape. At the 8th level you can choose the form of animated armor, and at the 10th a helmed horror, and at the 14th a shield guardian.
Streetwise:
At the 10th level you are immune to blights and the dangers of the city immune to diseases and poison and resistant to poison damage. You can’t be surprised while conscious in the city.
Passwall:
At the 14th level you have the layout of the city so well memorized you can literally teleport yourself around. You can cast passwall or dimension door without using a spell slot. After you cast either of these spell you cant use this feature again until you finish a long rest.
(Set:$Subclass to true)(Set:$Secondary_Class to "Circle Of Concrete")
[[Druid|Druid 2]]
(set:$Subclass_Second_Level_Features to " Bonus Proficiencies:
At the 2nd level you are now capable of using and wearing metal shields and armor.
Street talk:
At the 2nd level you gain advantage on intelligence investigation checks to learn about a person or location in a city. You have advantage on charisma persuasion checks to haggle for goods, and Charisma Deception checks to lie to authorities. You know Thieves’ Cant.
Street Walk:
At the 2nd level moving through nonmagical difficult terrain costs no extra movement. You can pass through crowds without being slowed and have advantage on checks to hide in them. And advantage on strength athletics checks made to scale walls.
")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to " Urban Shape:
At the 6th level you can emulate the forms of some constructs, you can take the from of a flying sword when you use your wild shape. At the 8th level you can choose the form of animated armor, and at the 10th a helmed horror, and at the 14th a shield guardian.
")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to " Streetwise:
At the 10th level you are immune to blights and the dangers of the city immune to diseases and poison and resistant to poison damage. You can’t be surprised while conscious in the city.
")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to " Passwall:
At the 14th level you have the layout of the city so well memorized you can literally teleport yourself around. You can cast passwall or dimension door without using a spell slot. After you cast either of these spell you cant use this feature again until you finish a long rest.
")(set:$Subclass_Features_For_Level_14 to true)
//Sabina kicked her feet up on the tavern table, ale in hand. She rarely missed her target, dealing devastating blows in the arena fights, and had moved up the ranks to be considered the champion. It came with certain perks that she was always happy to indulge in.//
(set:$Subclass to true) (Set:$Secondary_Class to "Champion")The archetypical Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete: Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style: At 10th level, you can choose a second option from the Fighting Style class feature.
Superior Critical: Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Survivor: At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
[[Fighter|Fighter 2]]
(set:$Subclass_Third_Level_Features to " Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Remarkable Athlete: Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Additional Fighting Style: At 10th level, you can choose a second option from the Fighting Style class feature. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Superior Critical: Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Survivor: At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. ")(set:$Subclass_Features_For_Level_18 to true)
//Hagne commanded her companion to attack in her stead, she wouldn’t be able to make it to the creature in time, even with her increased speed. He did as she commanded striking the creature down swiftly. She turned her attention to moving to the next target, which they both went running towards.//
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers:
Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Know Your Enemy: Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels, if any
• Fighter class levels, if any
Improved Combat Superiority: At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Relentless: Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
[[Fighter|Fighter 2]](set:$Subclass to true) (Set:$Secondary_Class to "Battle Master")
(set:$Subclass_Third_Level_Features to " Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers:
Commander’s Strike: When you take the attack action you can forgo one of your attacks and use your bonus action to command once of your companions to strike. When you do so choose a friendly creature who can see or hear you and expend one superiority dice. The creature can immediately use its reaction to make one weapon attack, adding the superiority dice to the attack’s damage roll.
Disarming Attack: When you hit a creature with you weapon attack, you can expend one superiority dice to attempt to disarm the opponent. Forcing it to drop one item of your choice that it’s holding. You add your superiority dice to the attack’s damage roll, the target must make a strength saving throw. On a failed save it drops the object you chose at its feet.
Distracting Attack: When you hit a creature with a weapon attack you can expend one superiority dice giving your allies an opening. You add the superiority dice to the attacks damage roll the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
")(Set:$Artisan_Tool += 1)(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Know Your Enemy: Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels, if any
• Fighter class levels, if any ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to "Improved Combat Superiority: At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Relentless: Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. ")(set:$Subclass_Features_For_Level_15 to true)
//Pelagia poured over the books, memorizing the spells and cantrips. It was hard work, thankfully she was more than just brawn like some of her fellow fighters. She practiced the spell movements and incantations until her voice gave out, thankfully the small bag of components had everything she need in it.//
(set:$Subclass to true)(Set:$Secondary_Class to "Eldritch Knight")The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots: The Eldritch Knight 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic: Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike: At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge: At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic: Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
[[Fighter|Fighter 2]]
</Style
<Img
src=https://db4sgowjqfwig.cloudfront.net/campaigns/90586/assets/367252/Eldritch_Knight_Spells.png?1410045923
</Div>
(set:$Subclass_Third_Level_Features to " Spellcasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots: The Eldritch Knight 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " War Magic: Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Eldritch Strike: At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Arcane Charge: At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Improved War Magic: Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. ")(set:$Subclass_Features_For_Level_18 to true)
//Vesa concealed the dagger in her dress, she didn’t have an extra dimensional place to hid it like the warlock did. This was a fancy event, but she didn’t want to be unarmed in case of trouble. Trouble seemed to follow them around.//
Different fighters choose different approaches to perfecting their fighting prowess. Martial archetypes you choose to emulate reflect your approach. Fighters are required to be trained across though many tend to favor a select few. Weapon Masters strive to achieve perfection in all weapon types alternating between various aged techniques and utilizing their respective properties mid combat to become truly formidable adversary. Often traversing different lands and regions Weapon Masters seek to hone their craft and expand their knowledge of magical and non magical weapons.
Always Armed: At the 3rd level choose a weapon that weighs less than 2 lbs. You have +5 to dexterity slight of hand checks you make to conceal this weapon.
Brutal Precision: Starting at 3rd level, your strikes become so graceful, precise and swift, that you can easily target exposed vital organs of a creature before they have enough time to react. Your weapon attacks can score a critical hit on a roll of a 19 or 20.
Weapon Mastery: Beginning at Level 7, choose a weapon you are proficient in. You now deal an extra 1d6 damage with that weapon. You now add your proficiency to your initiative rolls.
Battle Hungry: When you attain 10th level in this archetype on your turn you can use your dash action as a bonus action and while dashing in this way you do not provoke attacks of opportunity. If you are carrying a weapon you have mastered with Weapon Mastery you gain + 2 Armor Class.
Greater Weapon Mastery: When you reach level 15 in this archetype, you may choose a second weapon to master. It deals an additional 1d6 damage dice. Your first chosen weapon now does increased damage of 2d6.
One Man Army: At the 18th level you can make a peerless blow: Once per long rest you can do max damage with one attack.
[[Fighter|Fighter 2]]
(Set:$Subclass to true) (Set:$Secondary_Class to "Weapon Master")
(set:$Subclass_Third_Level_Features to " Always Armed: At the 3rd level choose a weapon that weighs less than 2 lbs. You have +5 to dexterity slight of hand checks you make to conceal this weapon.
Brutal Precision: Starting at 3rd level, your strikes become so graceful, precise and swift, that you can easily target exposed vital organs of a creature before they have enough time to react. Your weapon attacks can score a critical hit on a roll of a 19 or 20.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to "Weapon Mastery: Beginning at Level 7, choose a weapon you are proficient in. You now deal an extra 1d6 damage with that weapon. You now add your proficiency to your initiative rolls. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to "Battle Hungry: When you attain 10th level in this archetype on your turn you can use your dash action as a bonus action and while dashing in this way you do not provoke attacks of opportunity. If you are carrying a weapon you have mastered with Weapon Mastery you gain + 2 Armor Class. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Greater Weapon Mastery: When you reach level 15 in this archetype, you may choose a second weapon to master. It deals an additional 1d6 damage dice. Your first chosen weapon now does increased damage of 2d6. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to "One Man Army: At the 18th level you can make a peerless blow: Once per long rest you can do max damage with one attack. ")(set:$Subclass_Features_For_Level_18 to true)x
//Nikhil thought his opponent was a decent fellow, it would be terrible to kill him. He’d told him as much when he assisted him up the cliff instead of cutting the rope. In another circumstance perhaps they could have been friends. For now he had a princess to save and a fellow to subdue.//
(set:$Subclass to true)(Set:$Secondary_Class to "Galant")Galants are charismatic fighters who pride themselves in their daring and courageous actions. Their bravado in turn inspires allies to act bravely themselves, while demoralizing enemies. With Quick wit and a sharp tongue, others find it difficult to persuade a Gallant to abandon their cause and may find themselves joining the Galant themselves.
En Garde
When you choose this archetype at the 3rd level, you can use your bonus action to taunt an opponent within 20 ft that can hear you into attacking you. The creature makes a wisdom saving throw against your En Guard DC (8+prof+ charisma mod). If it fails you and the creature have disadvantage on attack rolls against other targets other than each other. Only one creature can be effected by En Guard at a time, using it again ends it’s effect on the previous target. The effects last for one minute, or until someone else attacks the target or you and the target are more than 30 ft apart. You can use this a number of times equal to your charisma mod +1 (min 1). You regain this ability with a short or long rest.
Dashing Persona: At the 7th level your dashing personality and charisma allow you to turn the tables on those who would try to sway you. When you are subjected to an effect that would charm you and allows you to make a wisdom saving throw to negate the effects and you succeed, you can use your reaction to attempt to charm the creature in return. The creature makes a wisdom saving throw against your En Guard DC, on a failed save the creature is charmed by you for 1 minute or until the creature takes damage. You can use this feature twice and regain all uses after a long rest.
Bravado: Starting at the 10th level, as long as a hostile creature is taunted with En Guard, other creatures have disadvantage on attack rolls against you and the taunted creature.
Dauntless Vitality: Starting at the 15th level when you are reduced to 0 HP and you are not killed outright you can choose to drop to 1 HP instead. Once you use this ability you can’t use it gain until you finish a long rest.
Bravery Default: At the 18th level your inspirational prowess has reached its peak and can inspire allies to press onwards, even in the face of insurmountable odds. At the start of each of your turns you choose 2 allies within 15 ft that can hear you to regain HP equal to 2 + your charisma modifier if they have no more than half their HP left. Allies cannot benefit from this if they have 0 HP.
[[Fighter|Fighter 2]]
(set:$Subclass_Third_Level_Features to " En Garde
When you choose this archetype at the 3rd level, you can use your bonus action to taunt an opponent within 20 ft that can hear you into attacking you. The creature makes a wisdom saving throw against your En Guard DC (8+prof+ charisma mod). If it fails you and the creature have disadvantage on attack rolls against other targets other than each other. Only one creature can be effected by En Guard at a time, using it again ends it’s effect on the previous target. The effects last for one minute, or until someone else attacks the target or you and the target are more than 30 ft apart. You can use this a number of times equal to your charisma mod +1 (min 1). You regain this ability with a short or long rest.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Dashing Persona: At the 7th level your dashing personality and charisma allow you to turn the tables on those who would try to sway you. When you are subjected to an effect that would charm you and allows you to make a wisdom saving throw to negate the effects and you succeed, you can use your reaction to attempt to charm the creature in return. The creature makes a wisdom saving throw against your En Guard DC, on a failed save the creature is charmed by you for 1 minute or until the creature takes damage. You can use this feature twice and regain all uses after a long rest. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to "Bravado: Starting at the 10th level, as long as a hostile creature is taunted with En Guard, other creatures have disadvantage on attack rolls against you and the taunted creature. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Dauntless Vitality: Starting at the 15th level when you are reduced to 0 HP and you are not killed outright you can choose to drop to 1 HP instead. Once you use this ability you can’t use it gain until you finish a long rest. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Bravery Default: At the 18th level your inspirational prowess has reached its peak and can inspire allies to press onwards, even in the face of insurmountable odds. At the start of each of your turns you choose 2 allies within 15 ft that can hear you to regain HP equal to 2 + your charisma modifier if they have no more than half their HP left. Allies cannot benefit from this if they have 0 HP. ")(set:$Subclass_Features_For_Level_18 to true)
//Ona whipped out her healers kit, quickly applying bandages and herbs to her companion who was going to bleed out before a cleric could get to them. A messy job but they would survive, they started to woozily move and she hauled them up on her shoulder to get out of harms way as quickly as possible.//
Field Medic:
Field medics are often among the most selfless and respected members of soldiery. Braving great danger to tend to their charges, or evacuate them to places where they can be better helped. Tireless and undaunted in the pursuit of their duties, these healers operate expertly and with great skill under duress. Beyond their obvious capabilities as a healer, they are more canny employing their knowledge of anatomy and medicine to bolster their capacity to inflict damage.
Field Medicine:
At the 3rd level you are initiated into the fundamentals of battlefield medicine. Drawing or stowing a healers kit costs no action. As a bonus action while wielding your healers kit you can stabilize a creature within your reach and spend once use of the kit to allow a creature within reach to spend a hit dice and regain HP as though it finished a short rest. The target gains extra HP equal to your Medicine Skill modifier for each hit dice spent this way. You gain the proficiency with the medicine skill, if you are already proficient your bonus is doubled.
Field Surgery:
At the 7th level as an action you can spend one use of a wielded healers kit to make a wisdom medicine check on a creature within your reach. You have disadvantage on this check if targeting yourself. The target regains HP equal to the result of this check + your fighter level. You can use this feature again when you finish a long or short rest.
Swift Resuscitation:
At the 10th level you learn how to forcibly wrench the recently dead back into their mortal coil. As an action using your wielded healers kit to make a DC 25 Wisdom Medicine check targeting a dead creature within your reach. On a success you can revive the target with 1 HP if it’s not undead or a construct and has died within the past minute if it didn’t die of old age.
Anatomical Studies:
At the 15th Level you can assess a foes anatomy with great insight and precision, identifying key points of weakness, as an action you can make a wisdom medicine check on a creature you can see with a DC of 10 + feet to target. IF it is successful on this check you know whether the target has at least half its HP max, diseases, or poisons and any damage vulnerabilities, immunities, and resistances it has. At the end of your next turn your weapon attack against the target deals extra damage equal to your medicine skill modifier.
Doctorate of Battle:
At the 18th level you gain the following benefits:
Field Surgeon: you can use your field surgery and swift resuscitation as a bonus action, and twice between rests.
Ounce of Prevention: You can spend one use of a wielded healers kit to grant a target advantage on a constitution saving throw for 1 minute.
Pound of Cure: A creature revived by your swift resuscitation feature regains HP equal to your Wisdom Medicine check result.
[[Fighter|Fighter 2]](Set:$Subclass to true)
(set:$Secondary_Class to "Field Medic")
(set:$Subclass_Third_Level_Features to "Field Medicine:
At the 3rd level you are initiated into the fundamentals of battlefield medicine. Drawing or stowing a healers kit costs no action. As a bonus action while wielding your healers kit you can stabilize a creature within your reach and spend once use of the kit to allow a creature within reach to spend a hit dice and regain HP as though it finished a short rest. The target gains extra HP equal to your Medicine Skill modifier for each hit dice spent this way. You gain the proficiency with the medicine skill, if you are already proficient your bonus is doubled.")(Set:$Healers_Kit to true)
(set:$Subclass_Seventh_Level_Features to "Field Surgery:
At the 7th level as an action you can spend one use of a wielded healers kit to make a wisdom medicine check on a creature within your reach. You have disadvantage on this check if targeting yourself. The target regains HP equal to the result of this check + your fighter level. You can use this feature again when you finish a long or short rest. ")
(set:$Subclass_Tenth_Level_Features to "Swift Resuscitation:
At the 10th level you learn how to forcibly wrench the recently dead back into their mortal coil. As an action using your wielded healers kit to make a DC 25 Wisdom Medicine check targeting a dead creature within your reach. On a success you can revive the target with 1 HP if it’s not undead or a construct and has died within the past minute if it didn’t die of old age. ")
(set:$Subclass_Fifteenth_Level_Features to "Anatomical Studies:
At the 15th Level you can assess a foes anatomy with great insight and precision, identifying key points of weakness, as an action you can make a wisdom medicine check on a creature you can see with a DC of 10 + feet to target. IF it is successful on this check you know whether the target has at least half its HP max, diseases, or poisons and any damage vulnerabilities, immunities, and resistances it has. At the end of your next turn your weapon attack against the target deals extra damage equal to your medicine skill modifier. ")
(set:$Subclass_Eighteenth_Level_Features to "Doctorate of Battle:
At the 18th level you gain the following benefits:
Field Surgeon: you can use your field surgery and swift resuscitation as a bonus action, and twice between rests.
Ounce of Prevention: You can spend one use of a wielded healers kit to grant a target advantage on a constitution saving throw for 1 minute.
Pound of Cure: A creature revived by your swift resuscitation feature regains HP equal to your Wisdom Medicine check result.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_18 to true)
//Teri wheeled his horse around, retreating to a better vantage to continue to rain his barrage of arrows down on the enemy. Blood stained the string from his fingertips, and he could hardly feel his wrist as he pulled the bow taught, sending another arrow towards their enemy. His horses hide was flecked with blood from the sword attacks they narrowly dodged, and sprays of gore from fallen enemies as his companions tore through them.//
Calvary
Mounted fighters. Charging into combat, harassing enemy flanks, masters of mobility on the battlefield.
Mounted Training:
At the 3rd level you gain training to efficiently control a mount in the chaos of battle. You gain proficiency with animal handling (if already proficient with animal handling double your proficiency). You may purchase one mount from the standard mounts list for half of it’s base price it becomes your Steed. If you steed dies, or is lost you must purchase a new Steed for full price. Your Steed is trained to answer your commands without hesitation, you can use your action in combat to command it to use any of its actions. Your Steed has a Maximum HP of its base HP + half your max HP. Any mount you conjure, with find steed or phantom steed also counts as your steed.
Combat Steed:
Whenever you gain a level your steed gains extra max HP equal to your con modifier. Your steed also has advantage on saving throws against being frightened.
Mounted Fighting Style:
At the 7th level you gain additional bonuses based on your chosen fighting style.
Archery: While riding on your steed you can make an extra ranged weapon attack at disadvantage against a target within 15 ft of you when you take the attack action on your turn.
Defense: While wearing armor you gain resistance against slashing damage from non magical weapons. While your Steed is wearing barding it gains a +1 bonus to AC against slashing damage from non magical weapons.
Dueling: While riding your Steed and wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Great Weapon Fighting: While riding your steed your damage modifier is doubled when you make a critical hit.
Protection: While Riding your steed when a creature is more than 10 ft from you attacks you, their attack roll ahs disadvantage, you must be wielding a shield.
Two-Weapon Fighting: While riding your steed you can use your reaction to make another weapon attack.
Horse Armor:
At the 10th level you gain one of the following features of your choice.
Hussar’s Barding: While your steed is wearing light or no barding it gains 15 ft of movement speed.
Knight’s Barding: While your steed is wearing medium or heavy barding any bludgeoning piercing, or slashing damage it takes is reduced by 3.
Quick Response:
At the 15th level, while riding your steed you gain advantage on initiative rolls.
Indomitable Steed:
At the 18th level your steed can reroll a saving throw that it fails. If it does so it must use the new roll. Your steed can do this three times between long rests.
Elite Cavalry:
At the 18th level you gain one of the following features of your choice:
Elite Hussar: While riding your steed, once per turn you can deal an extra 1d8 damage to a creature you hit with an attack if you have advantage on the attack roll.
Elite Knight: When you use your second wind your steed regains HP equal to 2d10+your fighter level.
(set:$Subclass to true) (Set:$Secondary_Class to "Calvary")
[[Fighter|Fighter 2]]
(set:$Subclass_Third_Level_Features to " Mounted Training:
At the 3rd level you gain training to efficiently control a mount in the chaos of battle. You gain proficiency with animal handling (if already proficient with animal handling double your proficiency). You may purchase one mount from the standard mounts list for half of it’s base price it becomes your Steed. If you steed dies, or is lost you must purchase a new Steed for full price. Your Steed is trained to answer your commands without hesitation, you can use your action in combat to command it to use any of its actions. Your Steed has a Maximum HP of its base HP + half your max HP. Any mount you conjure, with find steed or phantom steed also counts as your steed.
Combat Steed:
Whenever you gain a level your steed gains extra max HP equal to your con modifier. Your steed also has advantage on saving throws against being frightened.
")(set:$Subclass_Features_For_Level_3 to true)(Set:$Animal_Handling to true)
(set:$Subclass_Seventh_Level_Features to " Mounted Fighting Style:
At the 7th level you gain additional bonuses based on your chosen fighting style.
Archery: While riding on your steed you can make an extra ranged weapon attack at disadvantage against a target within 15 ft of you when you take the attack action on your turn.
Defense: While wearing armor you gain resistance against slashing damage from non magical weapons. While your Steed is wearing barding it gains a +1 bonus to AC against slashing damage from non magical weapons.
Dueling: While riding your Steed and wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Great Weapon Fighting: While riding your steed your damage modifier is doubled when you make a critical hit.
Protection: While Riding your steed when a creature is more than 10 ft from you attacks you, their attack roll ahs disadvantage, you must be wielding a shield.
Two-Weapon Fighting: While riding your steed you can use your reaction to make another weapon attack.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Horse Armor:
At the 10th level you gain one of the following features of your choice.
Hussar’s Barding: While your steed is wearing light or no barding it gains 15 ft of movement speed.
Knight’s Barding: While your steed is wearing medium or heavy barding any bludgeoning piercing, or slashing damage it takes is reduced by 3.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Quick Response:
At the 15th level, while riding your steed you gain advantage on initiative rolls.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Indomitable Steed:
At the 18th level your steed can reroll a saving throw that it fails. If it does so it must use the new roll. Your steed can do this three times between long rests.
Elite Cavalry:
At the 18th level you gain one of the following features of your choice:
Elite Hussar: While riding your steed, once per turn you can deal an extra 1d8 damage to a creature you hit with an attack if you have advantage on the attack roll.
Elite Knight: When you use your second wind your steed regains HP equal to 2d10+your fighter level.
")(set:$Subclass_Features_For_Level_18 to true)
//Karolina let out a loud battle cry, quoting the heroic tales of the warriors who have gone before as she charged into battle. Swift of blade they sliced through the front lines, making their way towards the wizard reinforcements who were raining down hellfire and trying to hold her allies with magic.//
Valkyrie
The Valkyrie soars above the battle field in search of worthy souls to escort to the afterlife who will be resurrected to fight again at the end of the world. A Valkyrie trains in healing, service, justice, and battle. She will fight alongside her chosen. These fighters are warrior spirits, born mortal, proving their worth before their ascension.
Female Characters only
While both male and female warriors can die honorably, only female souls can become these glorious champions.
Warrior of the Hall
At the 3rd level you can open your soul to the hall of glorious dead, channeling a fragment of it’s power. You can summon the power of the glorious dead three times per short rest and expent one use on one of the following abilities.
Inspiring Cry: When you take the attack action you can shout a snippet of heroic poetry that inspires any number of friendly creatures within 30 ft that can hear you. Those allies can add your wisdom modifier (min of 1) to one attack roll or saving throw they make before the end of your next turn.
Rise Again: At dusk in Valhalla the lethal wounds of the dead close and as one of its stewards you can heal the fighters you choose. You learn prayer of healing, wisdom is the spellcasting modifier for this spell and cast in this way it has a casting time of one action.
Honored Dead:
At the 7th level your ability to choose the final destination of a mortal soul allows you to ease it’s return to life. You can conduct a minute long ritual over the body of a deceased creature, preparing the should to either return or cross over. Once this ritual is completed the material coast of any spell to resurrect the creature is waved and it comes under the effect of gentle repose. A creature cannot benefit from this ritual more than once, and you cannot bless a creature that died from illness, age or accident outside of combat.
Shield Maiden:
At the 7th level your experience preparing yourself and others for battle allows you to strip and dawn armor efficiently. It costs an object interaction rather than an action for you to don or doff a shield, and you don and doff armor in half the time. When you help another creature don or doff armor the time is quartered.
Rise of the Valkyrie:
At the 10th level when you use your inspiring cry or rise again, you grant yourself and one of the targeted creatures a flying speed of 60 ft for 1 minute. This flight can appear as feathered wings, a mighty gale holding you aloft, an eight legged horse, or another form of your choice.
Judge The Fallen:
At the 15th level you can cast speak with dead a number of times equal to your wisdom modifier per long rest a min of once. If the target of your spell died violently your casting does not expend the use of this feature. In addition allied creatures within 30 ft of you have advantage on death saving throws.
Dawn Of the Final Day:
At the 18th level you have been found worthy. When you die your soul will ascend to Valhalla. More importantly your powers of healing cannot be matched, once per day you can use your action to cast Mass Heal. You and every creature that gains hit points from mass heal gains a flying speed of 60 ft for 1 minute.
(set:$Subclass to true) (Set:$Secondary_Class to "Valkyrie")
[[Fighter|Fighter 2]]
(set:$Subclass_Third_Level_Features to " Warrior of the Hall
At the 3rd level you can open your soul to the hall of glorious dead, channeling a fragment of it’s power. You can summon the power of the glorious dead three times per short rest and expent one use on one of the following abilities.
Inspiring Cry: When you take the attack action you can shout a snippet of heroic poetry that inspires any number of friendly creatures within 30 ft that can hear you. Those allies can add your wisdom modifier (min of 1) to one attack roll or saving throw they make before the end of your next turn.
Rise Again: At dusk in Valhalla the lethal wounds of the dead close and as one of its stewards you can heal the fighters you choose. You learn prayer of healing, wisdom is the spellcasting modifier for this spell and cast in this way it has a casting time of one action.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Honored Dead:
At the 7th level your ability to choose the final destination of a mortal soul allows you to ease it’s return to life. You can conduct a minute long ritual over the body of a deceased creature, preparing the should to either return or cross over. Once this ritual is completed the material coast of any spell to resurrect the creature is waved and it comes under the effect of gentle repose. A creature cannot benefit from this ritual more than once, and you cannot bless a creature that died from illness, age or accident outside of combat.
Shield Maiden:
At the 7th level your experience preparing yourself and others for battle allows you to strip and dawn armor efficiently. It costs an object interaction rather than an action for you to don or doff a shield, and you don and doff armor in half the time. When you help another creature don or doff armor the time is quartered.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Rise of the Valkyrie:
At the 10th level when you use your inspiring cry or rise again, you grant yourself and one of the targeted creatures a flying speed of 60 ft for 1 minute. This flight can appear as feathered wings, a mighty gale holding you aloft, an eight legged horse, or another form of your choice.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Judge The Fallen:
At the 15th level you can cast speak with dead a number of times equal to your wisdom modifier per long rest a min of once. If the target of your spell died violently your casting does not expend the use of this feature. In addition allied creatures within 30 ft of you have advantage on death saving throws.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Dawn Of the Final Day:
At the 18th level you have been found worthy. When you die your soul will ascend to Valhalla. More importantly your powers of healing cannot be matched, once per day you can use your action to cast Mass Heal. You and every creature that gains hit points from mass heal gains a flying speed of 60 ft for 1 minute.
")(set:$Subclass_Features_For_Level_18 to true)
//Páll took the blow that should have brought him down, he grinned, his eyes looking ghostly white and empty as he remained standing. An intimidating presence to behold as he prepared to return the strike.//
Ghost Knight
There exists knights and warriors who have a close connection to the realm of ghosts and sprits. Known as Ghost Knights, these fighters embrace the ethereal plane and its denizens to become spectral warriors, fearing neither death nor pain. Ghost Knights develop abilities to see and enter the ethereal plane and eventually become incorporeal themselves.
Return From The Grave:
At the 3rd Level your connection with death allows you to return from deadly attacks. When you are reduced to 0 HP and not killed outright you can drop to a number of HP equal to half your fighter level rounded up, (min of 2). Once you use this feature you must finish a long or short rest to use it again.
Spirit Sight:
At the 3rd level you have a sense for detecting the presence of spirits. As a bonus action you can cause your eyes to become pale and emit ethereal smoke, allowing you to see up to 30 ft into the Ethereal plane. While you are on the material plane and vice versa for up to 1 minute. You can use this feature two times per long or short rest. You also gain proficiency in the intimidation and religion skills.
Ethereal Strikes:
At the 7th level you can imbue ethereal magics into your attacks. Once per turn when you hit a creature with a weapon attack you can choose to deal 1d8 force damage, in addition to the weapon damage. Becoming 2d8 at the 15th level. This damage increases by an additional 1d8 if the target is undead or on the ethereal plane.
Phantom Life:
At the 10th level you have become more spirit than mortal, you are immune to disease and do not need to eat or drink or breathe, but you can ingest food and drink if you wish.
Ghost Walking:
At the 10th level you can move like a ghost. As a bonus action you can become partially incorporeal until the end of your turn allowing you to move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object you are shunted to the nearest open space, taking 1d6 force damage for every 5 ft moved in this way. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all expended uses with a long or short rest.
Spectral Attunement:
At the 15th level you become more spirit than mortal, becoming immune to the frightened condition, and resistant to necrotic damage.
Spirit Form:
At the 18th level you can become a ghost. As a bonus action you transform yourself into a ghostly form, you have resistance to all damage except force and radiant damage, and have a fly speed equal to your movement speed. This form lasts for 1 minute or if you end it early as a bonus action, are incapacitated, or die. Once you have used this ability you can’t do so again until you have finished a long or short rest.
(set:$Subclass to true) (Set:$Secondary_Class to "Ghost Knight")
[[Fighter|Fighter 2]]
(set:$Subclass_Third_Level_Features to " Return From The Grave:
At the 3rd Level your connection with death allows you to return from deadly attacks. When you are reduced to 0 HP and not killed outright you can drop to a number of HP equal to half your fighter level rounded up, (min of 2). Once you use this feature you must finish a long or short rest to use it again.
Spirit Sight:
At the 3rd level you have a sense for detecting the presence of spirits. As a bonus action you can cause your eyes to become pale and emit ethereal smoke, allowing you to see up to 30 ft into the Ethereal plane. While you are on the material plane and vice versa for up to 1 minute. You can use this feature two times per long or short rest. You also gain proficiency in the intimidation and religion skills.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Seventh_Level_Features to " Ethereal Strikes:
At the 7th level you can imbue ethereal magics into your attacks. Once per turn when you hit a creature with a weapon attack you can choose to deal 1d8 force damage, in addition to the weapon damage. Becoming 2d8 at the 15th level. This damage increases by an additional 1d8 if the target is undead or on the ethereal plane.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Tenth_Level_Features to " Phantom Life:
At the 10th level you have become more spirit than mortal, you are immune to disease and do not need to eat or drink or breathe, but you can ingest food and drink if you wish.
Ghost Walking:
At the 10th level you can move like a ghost. As a bonus action you can become partially incorporeal until the end of your turn allowing you to move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object you are shunted to the nearest open space, taking 1d6 force damage for every 5 ft moved in this way. You can use this feature a number of times equal to your constitution modifier (min of 1). You regain all expended uses with a long or short rest.
")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fifteenth_Level_Features to " Spectral Attunement:
At the 15th level you become more spirit than mortal, becoming immune to the frightened condition, and resistant to necrotic damage.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Eighteenth_Level_Features to " Spirit Form:
At the 18th level you can become a ghost. As a bonus action you transform yourself into a ghostly form, you have resistance to all damage except force and radiant damage, and have a fly speed equal to your movement speed. This form lasts for 1 minute or if you end it early as a bonus action, are incapacitated, or die. Once you have used this ability you can’t do so again until you have finished a long or short rest.
")(set:$Subclass_Features_For_Level_18 to true)
//Skuld knocked his opponent prone, quickly stepping away with his fleet feet he avoided the strike swung at his ankles. Panting he channeled his Ki to heal the gash in his side, as his opponent struggled to their feet. This next bout would settle the score once and for all, Skuld motioned for his opponent to come at him.//
(Set:$Subclass to true)(Set:$Secondary_Class to "Way Of The Open Hand")Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Open Hand Technique:
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility: Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm: At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d 10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Open Hand Technique:
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "Tranquility: Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to "Quivering Palm: At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d 10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.")(set:$Subclass_Features_For_Level_17 to true)
//Lyuba slunk along in the shadows. Her footsteps silent as she passed without leaving a single print in the snow. A puff of smoke off to the side drew the attention of the guards as she slipped through the guarded front door. She duked into small spaces, concentrating on her breathing as she waited for people to pass.//
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family m embers, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads o f these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Darkness
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that
[[Monk|Monk 2]](Set:$Subclass to true)(set:$Secondary_Class to "Way Of The Shadow")(set:$Subclass_Third_Level_Features to "Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "Cloak of Darkness
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to "Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.")(set:$Subclass_Features_For_Level_17 to true)
//Higini could feel the force of the elements through his bare feet. The toughness of the rock, the cool easygoing nature of the air, and even the flow of the rain as it made it’s way down the mountain, the consuming force of the fire in the bonfire that lit their small camp. Bending the elements was easy once open to their true natures. He could feel the bonds between the ki in himself and the Ki of the natural wild world.//
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Four Elements")
[[Monk|Monk 2]]
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for
the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost
and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Monk level 5th—8th Max Ki Points for a spell 3
Monk level 9th—12th Max Ki Points for a spell 4
Monk level 13th—16th Max Ki Points for a spell 5
Monk level 17th—20th Max Ki Points for a spell 6
Elemental Disciplines
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.
Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Eternal Mountain Defense (11th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.
Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d 10 fire damage.
Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.
Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.
Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.
Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.
Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.
River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.
Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no
larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d 10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone.
(set:$Subclass_Third_Level_Features to "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines”
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for
the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost
and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Monk level 5th—8th Max Ki Points for a spell 3
Monk level 9th—12th Max Ki Points for a spell 4
Monk level 13th—16th Max Ki Points for a spell 5
Monk level 17th—20th Max Ki Points for a spell 6
Elemental Disciplines
The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone of cold.
Clench of the North Wind (6th Level Required). You can spend 3 ki points to cast hold person.
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Eternal Mountain Defense (11th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.
Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d 10 fire damage.
Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.
Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Flames of the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.
Gong of the Summit (6th Level Required). You can spend 3 ki points to cast shatter.
Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself.
Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself.
River of Hungry Flame (17th Level Required). You can spend 5 ki points to cast wall of fire.
Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no
larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3 d 10 bludgeoning damage, plus an extra 1d 10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Wave of Rolling Earth (17th Level Required). You can spend 6 ki points to cast wall of stone.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "You learn one additional elemental discipline of your choice")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Eleventh_Level_Features to "You learn one additional elemental discipline of your choice")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Seventeenth_Level_Features to "You learn one additional elemental discipline of your choice")(set:$Subclass_Features_For_Level_17 to true)
//Michel channeled his Ki, feeling the winds picking up beneath his feet. He was on the other side of enemy lines face to face with the general Sai in hand. As he dashed past to behind the general he struck, thunder clapped loudly as he struck the general. He turned with rage in his face to the cheeky monk with windswept hair grinning behind him.//
Way of the Winds
Motion and action, mobility and freedom of movement.
Ride the Winds: Beginning at the 3rd Level you have learned how to utilize your ki to improve your mobility. When you use step of the wind you may expend any amount of ki. For every point you spend beyond 1 your speed increases by 15 ft, your long jump by 10 ft and your high jump by 5 ft. In addition to this your next attack this turn deals an additional 1d4 slashing damage for each ki point you spend beyond the 1st.
Dashing strike:
Starting at the 6th Level your attuement to the winds lends itself not only to your step but also your strikes. When you take the dash action you can make a special attack as part of the dash called a dashing strike. In order to perform a dashing strike you must spend 1 ki point before making the attack. Your dashing strike deals thunder damage equal to your martial arts damage die + dex modifier + monk level when the attack is preformed.
Crashing Strike:
Starting at the 11th level you can manipulate the winds around you with such ease you are able to deliver a powerful whirlwind around you as you come crashing down to the ground. On your turn you can spend 2 ki points and preform a special action called a crashing strike. In order to preform a crashing strike you must have fallen or jumped at least 20 ft directly before taking it as an action. Crashing strike causes a blast of wind to launch out from your impact. Each creature within 10 ft of you must make a Strength saving throw, taking thunder damage equal to three of your martial arts damage dice + dex mod + monk level on a failed save and half as much on a successful one.
Improved Strikes:
At the 17th level your attuement to the winds has reached a point of mastery. You can control the winds around your dashing strikes as well as your crashing strikes. When you hit a creature with a dashing srike you can impose one of the following effects on the target.
It must succeed a Dexterity saving throw or be thrown 10 ft in the air and remain there until the end of your turn when it falls to the ground if it doesn’t have a fly speed.
It must succeed a Strength saving throw or be pushed up to 20 ft away from you.
It must succeed a Wisdom Savign throw or any creature within 5 ft of it can make a melee weapon attack against it as a reaction.
It Succeed a Constitution Saving Throw or take an additional 3d6 necrotic damage.
In addition whenever you preform a crashing strike you can apply one of these effects to it before you take the action.
The radius of your crashing strike is increased by 5 ft
You can exclude any number of creatures from the effect of your crashing strike.
Creatures that fail their saving throws against your crashing strike are pushed 10 ft from you.
After preforming crashing strike you can freely move through the space of any creatures that were damaged by your crashing strike.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Winds")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Ride the Winds: Beginning at the 3rd Level you have learned how to utilize your ki to improve your mobility. When you use step of the wind you may expend any amount of ki. For every point you spend beyond 1 your speed increases by 15 ft, your long jump by 10 ft and your high jump by 5 ft. In addition to this your next attack this turn deals an additional 1d4 slashing damage for each ki point you spend beyond the 1st. ")
(set:$Subclass_Sixth_Level_Features to "Dashing strike:
Starting at the 6th Level your attuement to the winds lends itself not only to your step but also your strikes. When you take the dash action you can make a special attack as part of the dash called a dashing strike. In order to perform a dashing strike you must spend 1 ki point before making the attack. Your dashing strike deals thunder damage equal to your martial arts damage die + dex modifier + monk level when the attack is preformed. ")
(set:$Subclass_Eleventh_Level_Features to "Crashing Strike:
Starting at the 11th level you can manipulate the winds around you with such ease you are able to deliver a powerful whirlwind around you as you come crashing down to the ground. On your turn you can spend 2 ki points and preform a special action called a crashing strike. In order to preform a crashing strike you must have fallen or jumped at least 20 ft directly before taking it as an action. Crashing strike causes a blast of wind to launch out from your impact. Each creature within 10 ft of you must make a Strength saving throw, taking thunder damage equal to three of your martial arts damage dice + dex mod + monk level on a failed save and half as much on a successful one. ")
(set:$Subclass_Seventeenth_Level_Features to "Improved Strikes:
At the 17th level your attuement to the winds has reached a point of mastery. You can control the winds around your dashing strikes as well as your crashing strikes. When you hit a creature with a dashing srike you can impose one of the following effects on the target.
It must succeed a Dexterity saving throw or be thrown 10 ft in the air and remain there until the end of your turn when it falls to the ground if it doesn’t have a fly speed.
It must succeed a Strength saving throw or be pushed up to 20 ft away from you.
It must succeed a Wisdom Savign throw or any creature within 5 ft of it can make a melee weapon attack against it as a reaction.
It Succeed a Constitution Saving Throw or take an additional 3d6 necrotic damage.
In addition whenever you preform a crashing strike you can apply one of these effects to it before you take the action.
The radius of your crashing strike is increased by 5 ft
You can exclude any number of creatures from the effect of your crashing strike.
Creatures that fail their saving throws against your crashing strike are pushed 10 ft from you.
After preforming crashing strike you can freely move through the space of any creatures that were damaged by your crashing strike.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Anup slammed her fists together, ice growing and flowing along her hand wraps to form bracers. She gave her opponent a cheeky wink and slammed her newly iced fists into his jaw, the bracers shattered on impact. The blow left him reeling, and he teetered for a moment on his backfoot before falling over. Knocked unconscious.//
Way Of The Frozen Fist
Ice Bracers:
Starting at the 3rd level you are able to form bracers made of ice. You may spend 1 ki point to create the bracers as a bonus action. The bracers last one minute and while wearing the bracers you have +1 bonus to AC. When you hit a creature with your unarmed strike you may choose to shatter the bracers, dealing 1d6 cold damage in addition to the attacks damage. When you reach the 11th level with this class the extra damage increases to 2d6. Should you choose to remove the bracers before the minute is complete, they melt immediately.
Chilling Personality:
At the 3rd level you gain proficiency in deception, intimidation, insight, or perception checks, your choice.
Flurry Strikes:
At the 6th level when you hit a creature with both of your attacks granted by flurry of blows it falls under the effects of a successful slow spell until the end of your next turn. A creature affected by this feature can make a constitution saving throw at the end of its turn, ending the effect on a success. Creatures immune to cold damage make this saving throw with advantage.
Mountainous Resilience:
At the 6th level you are resistant to cold damage.
Deep Freeze:
At the 11th level you can stomp the ground causing the area in front of you to become slick with freezing ice. As an action each creature on the ground in a 25 ft cube originating from you must make a dexterity saving throw or take 2d6 cold damage. The area becomes difficult terrain until the start of your next turn.
You can increase this effect by spending ki points. When you spend ki points you can choose to coat yourself in a protective layer of ice to gain temp HP equal to your wisdom modifier as part of the action. For each ki point you spend to a max of 3 you increase the cold damage by 2d6 and
Ice Gauntlets:
At the 17th level when you use your ice bracers feature you may spend 2 ki points to have them form Ice Gauntlets. Ice Gauntlets last for 10 minutes, functioning the same as ice bracers with the additional benefits of if you start your turn and have more than 0 HP you can gain temp HP equal to your wisdom modifier. When you shatter the gauntlets all creatures excluding yourself must make a dexterity saving throw or take the same damage as the original creature before any reductions. When you would suffer a critical hit you may choose to attempt to calmly parry the attack as a reaction. When you do so the damage from the attack is reduced by 2d12 + your dexterity modifier + your monk level, if reduced to 0 damage you gain a ki point up to your max.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Frozen Fist")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Ice Bracers:
Starting at the 3rd level you are able to form bracers made of ice. You may spend 1 ki point to create the bracers as a bonus action. The bracers last one minute and while wearing the bracers you have +1 bonus to AC. When you hit a creature with your unarmed strike you may choose to shatter the bracers, dealing 1d6 cold damage in addition to the attacks damage. When you reach the 11th level with this class the extra damage increases to 2d6. Should you choose to remove the bracers before the minute is complete, they melt immediately.
Chilling Personality:
At the 3rd level you gain proficiency in deception, intimidation, insight, or perception checks, your choice. ")
(set:$Subclass_Sixth_Level_Features to "Flurry Strikes:
At the 6th level when you hit a creature with both of your attacks granted by flurry of blows it falls under the effects of a successful slow spell until the end of your next turn. A creature affected by this feature can make a constitution saving throw at the end of its turn, ending the effect on a success. Creatures immune to cold damage make this saving throw with advantage.
Mountainous Resilience:
At the 6th level you are resistant to cold damage.")
(set:$Subclass_Eleventh_Level_Features to "Deep Freeze:
At the 11th level you can stomp the ground causing the area in front of you to become slick with freezing ice. As an action each creature on the ground in a 25 ft cube originating from you must make a dexterity saving throw or take 2d6 cold damage. The area becomes difficult terrain until the start of your next turn.
You can increase this effect by spending ki points. When you spend ki points you can choose to coat yourself in a protective layer of ice to gain temp HP equal to your wisdom modifier as part of the action. For each ki point you spend to a max of 3 you increase the cold damage by 2d6 and the temp HP by 1d4.")
(set:$Subclass_Seventeenth_Level_Features to "Ice Gauntlets:
At the 17th level when you use your ice bracers feature you may spend 2 ki points to have them form Ice Gauntlets. Ice Gauntlets last for 10 minutes, functioning the same as ice bracers with the additional benefits of if you start your turn and have more than 0 HP you can gain temp HP equal to your wisdom modifier. When you shatter the gauntlets all creatures excluding yourself must make a dexterity saving throw or take the same damage as the original creature before any reductions. When you would suffer a critical hit you may choose to attempt to calmly parry the attack as a reaction. When you do so the damage from the attack is reduced by 2d12 + your dexterity modifier + your monk level, if reduced to 0 damage you gain a ki point up to your max. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Thanos sat contemplating the beauty of the moon. The silver glow she gave to all life on earth during her time in the sky. Thanos breathed in the night cooled air, meditating, taking in that gorgeous silver light into his very soul.//
Way of the lunar Protector
Having learned to channel their life energy into the regal and steadfast ways of the moon. They teach that just as the moon stands strong against the light of the sun one can unlock the ability to harness that serenity to become a stalwart soul.
Patient Moon Palm:
At the 3rd level you can encase your fist in lunar radiance. Before you take a long rest you may choose to meditate and attune to the moon. While attuned your unarmed strikes now have a range of 10 ft. and you can use your wisdom modifier instead of strength or dexterity for the attack and damage rolls. This effect lasts until you dismiss it as a bonus action or are killed.
Reversal:
While attuned to patient moon palm and take the dodge action until the start of your next turn you can spend 1 ki point to make a unarmed strike towards any creature that attacks you within range. You may spend an additional Ki point to make a second unarmed strike. At the 11th leel you may spend an additional ki point to make a third unarmed strike.
Wisdom in Restraint:
While attuned to Patient moon palm your unarmored defense now equals 10 + constitution modifier + your wisdom modifier.
Robe of Mist:
At the 6th level you gain the ability to channel your ki into a pallid aura of mist that defends you and rebuffs your enemies. Immediately after your deal damage with Reversal you can spend 2 ki points and gain the damage dealt as temp HP that lasts until the start of your next turn. If a creature hits you with a melee attack while you have them, it takes force damage equal to the damage they dealt up to the max of total temp HP.
Moonsilvered Soul:
At the 11th level you gain the ability to call down an orb of silvered moonlight as an action. As an action you may summon a 15ft radius sphere, centered on yourself, filled with dim light. As an action you may sustain this effect. This effect ends if you use your action to do anything else or move. While you are sustaining this effect you are unable to be moved or knocked prone by any effect short of a whish spell. Hostile creatures within the sphere have disadvantage when attack a creature besides you, and must pass a wisdom saving throw to move outside it. When the hostile creature within the sphere attempts an attack the moonlight rebuffs them and it must make a wisdom saving throw or take 2d6 force damage on a failure, and half as much on a success. Friendly creatures within the sphere heal for half the damage dealt. You may spend ki points to a max of 3 to increase the damage by 1d6. This feature may be used a number of times equal to your wisdom modifier per day. At the 17th level the radius expands to 30 ft.
Lunar Wrath:
At the 17th level you glow with the iridescence of a full moon. You shed a dim light for 30 ft. If you are surrounded by magical darkness it is immediately dismissed. As a bonus action you can extinguish or restore the glow. While this light surrounds you, you may use your deflect missiles reaction on spells that use a ranged spell attack and on any ranged attack that targets an ally illuminated by the light.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Lunar Protector")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Patient Moon Palm:
At the 3rd level you can encase your fist in lunar radiance. Before you take a long rest you may choose to meditate and attune to the moon. While attuned your unarmed strikes now have a range of 10 ft. and you can use your wisdom modifier instead of strength or dexterity for the attack and damage rolls. This effect lasts until you dismiss it as a bonus action or are killed.
Reversal:
While attuned to patient moon palm and take the dodge action until the start of your next turn you can spend 1 ki point to make a unarmed strike towards any creature that attacks you within range. You may spend an additional Ki point to make a second unarmed strike. At the 11th leel you may spend an additional ki point to make a third unarmed strike.
Wisdom in Restraint:
While attuned to Patient moon palm your unarmored defense now equals 10 + constitution modifier + your wisdom modifier. ")
(set:$Subclass_Sixth_Level_Features to "Robe of Mist:
At the 6th level you gain the ability to channel your ki into a pallid aura of mist that defends you and rebuffs your enemies. Immediately after your deal damage with Reversal you can spend 2 ki points and gain the damage dealt as temp HP that lasts until the start of your next turn. If a creature hits you with a melee attack while you have them, it takes force damage equal to the damage they dealt up to the max of total temp HP. ")
(set:$Subclass_Eleventh_Level_Features to "Moonsilvered Soul:
At the 11th level you gain the ability to call down an orb of silvered moonlight as an action. As an action you may summon a 15ft radius sphere, centered on yourself, filled with dim light. As an action you may sustain this effect. This effect ends if you use your action to do anything else or move. While you are sustaining this effect you are unable to be moved or knocked prone by any effect short of a whish spell. Hostile creatures within the sphere have disadvantage when attack a creature besides you, and must pass a wisdom saving throw to move outside it. When the hostile creature within the sphere attempts an attack the moonlight rebuffs them and it must make a wisdom saving throw or take 2d6 force damage on a failure, and half as much on a success. Friendly creatures within the sphere heal for half the damage dealt. You may spend ki points to a max of 3 to increase the damage by 1d6. This feature may be used a number of times equal to your wisdom modifier per day. At the 17th level the radius expands to 30 ft. ")
(set:$Subclass_Seventeenth_Level_Features to "Lunar Wrath:
At the 17th level you glow with the iridescence of a full moon. You shed a dim light for 30 ft. If you are surrounded by magical darkness it is immediately dismissed. As a bonus action you can extinguish or restore the glow. While this light surrounds you, you may use your deflect missiles reaction on spells that use a ranged spell attack and on any ranged attack that targets an ally illuminated by the light. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
Way Of The Desert Wind
You harness the power of the beating sun that drives the wind on the ever shifting dunes. Through this you find power and wisdom in the unending harshness of nature.
Gifts of The Desert:
At the 3rd level you gain the produce flame and gust cantrips
Blistering Flurry:
At the 3rd level you wrap the harsh winds of the desert around your striking fists. Whenever you hit a creature with one of your attacks granted by Flurry of Blows, choose either the target of the attack or one creature within 5 ft of it. The chosen creature takes fire damage equal to your wisdom modifier. At the 11th level this applies to all unarmed strikes you make not just those granted by flurry of blows.
Will of the Wind:
At the 6th level you can use your ki to control the wind. You can spend 2 ki points to cast gust of wind or warding wind or 3 ki points to cast wind wall requiring not material components.
Rising Phoenix:
At the 11th level you can generate a column of heated air beneath you. While you benefit from your unarmored movement feature you gain a flying speed equal to your unarmored movement bonus. This flying speed increases as your unarmored movement bonus does.
Cloak of Calima
Beginning at the 17th level you wrap yourself in blistering winds. You are resistant to fire damage. When a creature hits you with a melee attack you can use your reaction to deal fire damage to the creature equal to 5 + your wisdom modifier.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Desert Wind")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Gifts of The Desert:
At the 3rd level you gain the produce flame and gust cantrips
Blistering Flurry:
At the 3rd level you wrap the harsh winds of the desert around your striking fists. Whenever you hit a creature with one of your attacks granted by Flurry of Blows, choose either the target of the attack or one creature within 5 ft of it. The chosen creature takes fire damage equal to your wisdom modifier. At the 11th level this applies to all unarmed strikes you make not just those granted by flurry of blows. ")
(set:$Subclass_Sixth_Level_Features to "Will of the Wind:
At the 6th level you can use your ki to control the wind. You can spend 2 ki points to cast gust of wind or warding wind or 3 ki points to cast wind wall requiring not material components. ")
(set:$Subclass_Eleventh_Level_Features to "Rising Phoenix:
At the 11th level you can generate a column of heated air beneath you. While you benefit from your unarmored movement feature you gain a flying speed equal to your unarmored movement bonus. This flying speed increases as your unarmored movement bonus does. ")
(set:$Subclass_Seventeenth_Level_Features to "Cloak of Calima
Beginning at the 17th level you wrap yourself in blistering winds. You are resistant to fire damage. When a creature hits you with a melee attack you can use your reaction to deal fire damage to the creature equal to 5 + your wisdom modifier.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Nilus poised with his dagger, a subtle narrow blade with a slight curve, shorter than usual. When he struck he struck hard slicing through the armor as if it was butter. Blood flowed down the blade dripping with a plipping noise on the floor, as he slid his dagger out of the now lifeless body before him.//
Way of the Kensai
Personal enlightenment comes in the form of utter devotion to the cause, a single weapon. They pour their souls into their study and find perfect harmony with the mastery of their tool.
Signature Weapon:
At the 3rd level choose a weapon to be your signature weapon. You gain proficiency if you don’t already have it, and lose proficiency with all other weapons apart from your unarmed strikes. You must spend 24 hours of uninterrupted meditation to bond with your chosen weapon. The bonded weapon is treated as a monk weapon and gains the benefits listed in the martial arts feature. If the weapon breaks, is lost or unusable you must find a weapon of the same type and undergo the bonding process again.
Blade Art:
At the 3rd level choose one of the following options. You can select another at the 10th and 15th levels.
Keen Blade: gain +2 damage with your signature weapon.
Mortal Strike: Spend one Ki point to deal an additional 1d6 on your next attack with your signature weapon.
Focused Energy: Your signature weapon is considered magic for overcoming resistnce.
Defensive Posture: As a reaction you spend 2 ki points to increase yoru AC by 5 until the start of your next turn.
Blade’s Reach: as a bonus action you can spend 1 ki point to double the reach of your signature weapon.
Ki Projection:
At 6th level you can spend 1 Ki point to gain advantage on your next deception, intimidation, or persuasion check.
Kia:
At the 11th level you let out a shout that startles and terrifies. As an action you can spend 2 ki points to force your enemies in a 30 ft radius to make a wisdom saving throw. On a failed save the targets are frightened of you for 1 minute or until they take damage (DC 8 + Proficiency bonus + wisdom modifier)
Inspired Disciples:
At the 17th level as an action you can spend 3 Ki points to give all allies within 30 ft of you advantage on saving throws and immunity to fear for 1 minute. Once you use this feature you must finish a long rest before using it again.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Kensai")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "
Signature Weapon:
At the 3rd level choose a weapon to be your signature weapon. You gain proficiency if you don’t already have it, and lose proficiency with all other weapons apart from your unarmed strikes. You must spend 24 hours of uninterrupted meditation to bond with your chosen weapon. The bonded weapon is treated as a monk weapon and gains the benefits listed in the martial arts feature. If the weapon breaks, is lost or unusable you must find a weapon of the same type and undergo the bonding process again.
Blade Art:
At the 3rd level choose one of the following options. You can select another at the 10th and 15th levels.
Keen Blade: gain +2 damage with your signature weapon.
Mortal Strike: Spend one Ki point to deal an additional 1d6 on your next attack with your signature weapon.
Focused Energy: Your signature weapon is considered magic for overcoming resistnce.
Defensive Posture: As a reaction you spend 2 ki points to increase yoru AC by 5 until the start of your next turn.
Blade’s Reach: as a bonus action you can spend 1 ki point to double the reach of your signature weapon. ")
(set:$Subclass_Sixth_Level_Features to "Ki Projection:
At 6th level you can spend 1 Ki point to gain advantage on your next deception, intimidation, or persuasion check. ")
(set:$Subclass_Eleventh_Level_Features to "Kia:
At the 11th level you let out a shout that startles and terrifies. As an action you can spend 2 ki points to force your enemies in a 30 ft radius to make a wisdom saving throw. On a failed save the targets are frightened of you for 1 minute or until they take damage (DC 8 + Proficiency bonus + wisdom modifier) ")
(set:$Subclass_Seventeenth_Level_Features to "Inspired Disciples:
At the 17th level as an action you can spend 3 Ki points to give all allies within 30 ft of you advantage on saving throws and immunity to fear for 1 minute. Once you use this feature you must finish a long rest before using it again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Æðelflæd twirled the needles between her fingers, she flicked the nearly invisible dart through the air. It found it’s target, freeing up the flow of energy in her wounded friend, alleviating the pain enough that they could keep fighting. The next needle she flicked towards the enemy, careful not to draw his attention too much. There were bigger targets than her to fight.//
Way of the Golden Needle
With their acupuncture skills monks of the golden needle can manipulate the ki of others to alleviate or inflict pain.
Student of Medicine:
At the 3rd level you gain proficiency with the medicine skill. If you are already proficient in it you gain proficiency with the Herbalism Kit instead. If you have both proficicencies already they are both doubled. You gain the spare the dying cantrip.
Master Acupuncturist:
At the 3rd level you learn how to use acupuncture needles (dart) as a weapon as well as a medical apparatus. Darts count as monk weapons for you and you don’t have disadvantage on ranged attack rolls with darts even if you are within 5 ft of a hostile creature. As an action you can use one of your darts and spend 1 ki point to grant a nonhostile creature within range Temp HP equal to your monk level + your wisdom modifier (min of 1)
Gifted Healer:
At the 6th level you can expend 1 Ki point and touch a creature as an action to remove one disease or condition (blinded deafened paralyzed or poisoned). You can end multiple diseases and conditions, expending ki points separately for each one. Additionally, you can expend 3 ki points to cast revivify, you must provide material components, and can only cast this spell once per long rest.
Golden Needle Technique:
At the 11th level you aim your needle at a specific chakra to cause a special effect to the creature. Before you make an attack with a dart expend 1 ki point. On a hit the target suffers the attacks normal effects and makes a constitution saving throw suffering one of the following effects of your choice until the start of your next turn, on a failure.
Root Chakra: Has disadvantage on strength athletics and dexterity acrobatics checks.
Sacral Chakra: Cannot take reactions.
Solar Plexus Chakra: Has disadvantage on attack rolls.
Heart Chakra: has disadvantage on charisma ability checks and saving throws.
Throat Chakra: becomes silenced
Third eye chakra: has disadvantage on wisdom perception checks.
Crown Chakra: has disadvantage on wisdom saving throws.
Ki Healing:
At the 17th level you gain the ability to channel your Ki into a creature to boost its endurance. As an action you touch another creature and spend 5 ki points. That creature gains temp HP equal to the HP lost during the last round. Ki healing has no effect on undead or constructs. You cannot use this feature again until you finish a long or short rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Golden Needle")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Student of Medicine:
At the 3rd level you gain proficiency with the medicine skill. If you are already proficient in it you gain proficiency with the Herbalism Kit instead. If you have both proficicencies already they are both doubled. You gain the spare the dying cantrip.
Master Acupuncturist:
At the 3rd level you learn how to use acupuncture needles (dart) as a weapon as well as a medical apparatus. Darts count as monk weapons for you and you don’t have disadvantage on ranged attack rolls with darts even if you are within 5 ft of a hostile creature. As an action you can use one of your darts and spend 1 ki point to grant a nonhostile creature within range Temp HP equal to your monk level + your wisdom modifier (min of 1)")(Set:$Medicine to true)(set:$Spare_The_Dying to true)
(set:$Subclass_Sixth_Level_Features to "Gifted Healer:
At the 6th level you can expend 1 Ki point and touch a creature as an action to remove one disease or condition (blinded deafened paralyzed or poisoned). You can end multiple diseases and conditions, expending ki points separately for each one. Additionally, you can expend 3 ki points to cast revivify, you must provide material components, and can only cast this spell once per long rest. ")
(set:$Subclass_Eleventh_Level_Features to "Golden Needle Technique:
At the 11th level you aim your needle at a specific chakra to cause a special effect to the creature. Before you make an attack with a dart expend 1 ki point. On a hit the target suffers the attacks normal effects and makes a constitution saving throw suffering one of the following effects of your choice until the start of your next turn, on a failure.
Root Chakra: Has disadvantage on strength athletics and dexterity acrobatics checks.
Sacral Chakra: Cannot take reactions.
Solar Plexus Chakra: Has disadvantage on attack rolls.
Heart Chakra: has disadvantage on charisma ability checks and saving throws.
Throat Chakra: becomes silenced
Third eye chakra: has disadvantage on wisdom perception checks.
Crown Chakra: has disadvantage on wisdom saving throws. ")
(set:$Subclass_Seventeenth_Level_Features to "Ki Healing:
At the 17th level you gain the ability to channel your Ki into a creature to boost its endurance. As an action you touch another creature and spend 5 ki points. That creature gains temp HP equal to the HP lost during the last round. Ki healing has no effect on undead or constructs. You cannot use this feature again until you finish a long or short rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Pankaj summoned the Ki blades, shining daggers made of energy and light, she sent them at her opponent. Sharp cries of pain as the blades danced and twirled through the air as they landed. A cruel smirk crossed her face as she danced away appearing next to her enemy landing a blow with her energy laden blades.//
Way Of The Blade Dancer
Combining beauty and deadly blades into harmonious combat. You sculpt ki into flying daggers that follow your dance through the battlefield.
Will of the Blades:
At the 3rd level you gain the ability to summon and control flying blades. You gain the following benefits:
Ki Blade: you can freely summon and dismiss a handful of Ki blades, and telepahty control these daggers with a wave of a free hand. The daggers have a 10 ft reach, and cannot be thrown. Ki blades benefit from your ki empowered strikes when you gain it.
Blademark: The first time you spend ki points during your turn you can blademark a hostile creature within 60 ft of you that you can see for 1 minute.
Poise: You gain proficiency with the performance skill if you don’t already have it. You can use your dexterity modifier instead of your charisma modifier when you make a performance check.
Graceful Celerity:
At the 3rd level you gain a new attack option. You teleport within 5 ft next to a hostile creature to an unoccupied space you can see within 30 ft of you. Make a single melee attack against the target as part of this special attack. You can use this feature again after a long or short rest. When you use this attack on a blademarked target you consume the mark to regain use of this feature.
Hold your Ground:
At the 6th level your footing is never off. You use your patient defense you can’t be pushed, or knocked prone against your will. When a creature misses you with a melee attack while you have patient defense you can use your reaction to bladmark only that creature by spending 1 ki point.
Blinking Crimson:
At the 11th level when you reduce a creature to 0 HP with graceful celerity or consume your blademark you can immediate use graceful celerity as part of the same action. You cannot use flurry of blows if you use graceful celerity more than once per turn.
Blooming Pirouette:
At the 17th level you gain the ability to send out a barrage of ki blades that stop enemies in their tracks. As an action you can spend 5 ki points to force up to 5 creatures within 60 ft of you to make a dexterity saving throw. On a failure they take 5d10 piercing damage and their movement is reduced to 0, or half as much damage with no movement reduction on a success. You can blademark all creature as part of this action with no cost. You must take a short or long rest before using this feature again.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Blade Dancer")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to "Will of the Blades:
At the 3rd level you gain the ability to summon and control flying blades. You gain the following benefits:
Ki Blade: you can freely summon and dismiss a handful of Ki blades, and telepahty control these daggers with a wave of a free hand. The daggers have a 10 ft reach, and cannot be thrown. Ki blades benefit from your ki empowered strikes when you gain it.
Blademark: The first time you spend ki points during your turn you can blademark a hostile creature within 60 ft of you that you can see for 1 minute.
Poise: You gain proficiency with the performance skill if you don’t already have it. You can use your dexterity modifier instead of your charisma modifier when you make a performance check.
Graceful Celerity:
At the 3rd level you gain a new attack option. You teleport within 5 ft next to a hostile creature to an unoccupied space you can see within 30 ft of you. Make a single melee attack against the target as part of this special attack. You can use this feature again after a long or short rest. When you use this attack on a blademarked target you consume the mark to regain use of this feature. ")
(set:$Subclass_Sixth_Level_Features to "Hold your Ground:
At the 6th level your footing is never off. You use your patient defense you can’t be pushed, or knocked prone against your will. When a creature misses you with a melee attack while you have patient defense you can use your reaction to bladmark only that creature by spending 1 ki point.")
(set:$Subclass_Eleventh_Level_Features to "Blinking Crimson:
At the 11th level when you reduce a creature to 0 HP with graceful celerity or consume your blademark you can immediate use graceful celerity as part of the same action. You cannot use flurry of blows if you use graceful celerity more than once per turn. ")
(set:$Subclass_Seventeenth_Level_Features to "Blooming Pirouette:
At the 17th level you gain the ability to send out a barrage of ki blades that stop enemies in their tracks. As an action you can spend 5 ki points to force up to 5 creatures within 60 ft of you to make a dexterity saving throw. On a failure they take 5d10 piercing damage and their movement is reduced to 0, or half as much damage with no movement reduction on a success. You can blademark all creature as part of this action with no cost. You must take a short or long rest before using this feature again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
//Noah placed himself in the way. A strong barrier for oncoming forces, he patiently waited for the attacks to try to pummel him. He let the attacks come rolling off his back as if they didn’t bother him. His skin was like iron, hardened by the Ki that he channeled there.//
Way Of The Iron Mountain
Monks of the way of the Iron Mountain are dedicate to the art of physical strength, flexibility and resilience. While not focused on as much delicate technique Iron Mountain monks train their bodies to withstand intolerable punishment and deliver crippling blows to their opponents. Those that master these techniques often exceed the normal bounds of physical limits.
Iron Mountain Technique
At the 3rd level you can use your Ki to enhance your body to survive punishing damage. Whenever you use patient defense or step of the wind you can choose to gain one of the following effects:
Resistance to all damage except psychic until the end of your next turn.
Add your strength modifier to your AC until the start of your next turn.
Advantage on ability checks and saving throws to resist being grappled, restrained, forcibly moved, or knocked prone.
Fists Of Steel
At the 6th level your unarmed strikes become as hard as steel. When making an unarmed strike your unarmed damage dice increases to a d8, a d10 at the 11th and a d12 at the 17th. You can choose to deal slashing, piercing, or bludgeoning damage with your unarmed strikes.
Iron Body
At the 11th level when you are hit by a melee attack you can use your reaction to spend 1 Ki point to reduce the damage by 1d10 + your con modifier. If you reduce the damage to 0, you can make an unarmed melee attack against the attacking creature as part of the same reaction, if it is within range.
Body Conditioning:
At the 17th Level you have trained your body to temporarily go beyond your normal limits. Spend 3 Ki points to add +2 to any ability modifier for 10 minutes as a bonus action.
(Set:$Subclass to true)
(set:$Secondary_Class to "Way Of The Iron Mountain")
[[Monk|Monk 2]]
(set:$Subclass_Third_Level_Features to " Iron Mountain Technique
At the 3rd level you can use your Ki to enhance your body to survive punishing damage. Whenever you use patient defense or step of the wind you can choose to gain one of the following effects:
Resistance to all damage except psychic until the end of your next turn.
Add your strength modifier to your AC until the start of your next turn.
Advantage on ability checks and saving throws to resist being grappled, restrained, forcibly moved, or knocked prone.
")
(set:$Subclass_Sixth_Level_Features to " Fists Of Steel
At the 6th level your unarmed strikes become as hard as steel. When making an unarmed strike your unarmed damage dice increases to a d8, a d10 at the 11th and a d12 at the 17th. You can choose to deal slashing, piercing, or bludgeoning damage with your unarmed strikes.
")
(set:$Subclass_Eleventh_Level_Features to " Iron Body
At the 11th level when you are hit by a melee attack you can use your reaction to spend 1 Ki point to reduce the damage by 1d10 + your con modifier. If you reduce the damage to 0, you can make an unarmed melee attack against the attacking creature as part of the same reaction, if it is within range.
")
(set:$Subclass_Seventeenth_Level_Features to " Body Conditioning:
At the 17th Level you have trained your body to temporarily go beyond your normal limits. Spend 3 Ki points to add +2 to any ability modifier for 10 minutes as a bonus action.
")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_17 to true)
(if:$Any_Skills > 0)[ [[other skills]] ]
(if:$Class_Skills > 0)[ [[Class Skill Choice]] ]
(if:$Any_Skills is 0) [ (if:$Class_Skills is 0) [ (go-to: "Loading Endgame Modifiers") ]](set:$Subclass to true) (Set:$Secondary_Class to "Oath Of Devotion")The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Devotion: Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit: Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
Holy Nimbus: At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Spells: Protection from Evil and Good, Sanctuary")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Fifth_Level_Features to " Spells: Lesser Restoration, Zone of Truth ")(set:$Subclass_Seventh_Level_Features to "Aura of Devotion: Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. ")(set:$Subclass_Features_For_Level_5 to true)(set:$Subclass_Ninth_Level_Features to " Spells: Beacon of Hope, Dispel Magic")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Spells: Freedom of Movement, Guardian of Faith")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Spells: Commune, Flame Strike ")(set:$Subclass_Features_For_Level_17 to true)(set:$Subclass_Fifteenth_Level_Features to " Purity of Spirit: Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell. ")(set:$Subclass_Features_For_Level_15 to true)(set:$Subclass_Twentieth_Level_Features to " Holy Nimbus: At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.")(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Protection_From_Evil_And_Good to true) (Set:$Sanctuary to true)]
(if:$Level is > 4) [ (set:$Lesser_Restoration to true) (set:$Zone_Of_Truth to true) ]
(if:$Level is > 8) [(Set:$Beacon_Of_Hope to true) (set:$Dispel_Magic to true) ]
(if:$Level is > 12) [ (set:$Freedom_Of_Movement to true) (set:$Guardian_Of_Faith to true) ]
(if:$Level is > 16) [ (Set:$Commune to true) (set:$Flame_Strike to true) ]
(set:$Subclass to true) (set:$Secondary_Class to "Oath Of The Unyielding") A paladin is defined by his cause, his oath. Oaths are often noble, a righteous cause a paladin devotes his life to. There are many oaths as there are paladins each defined by and defining the paladin who has devoted his life. Paladins who take the oath of the unyielding are those who are devoted to achieving their goals under any means necessary. Their discipline and dedication to their cause are unmatched and sometimes not even the face of death can stop them from striving to their goals.
Tenets of the Unyielding
Paladins who take this oath all share these tenets.
Perseverance: Never stop working towards your goal, no matter the cost.
Protection: Protect the things that mean the most to you, regardless of the sacrifices you must make.
Discipline: Don’t let yourself be distracted in pursuit of your goals.
Oath of the Unyielding Spells
3rd: False life, Shield
5th: Enhance Ability, Phantasmal Force
9th: Protection from Energy, Revivify
13th: Guardian of Faith, Freedom of Movement
17th: Wall of Force, Mass Cure Wounds
Channel Divinity:
When you take this oath at the 3rd Level you gain the following two Channel Divinity options.
Immovable: As an action you can make yourself an impenetrable wall. For 1 minute you can take one extra reaction per round. In addition, any enemy you hit must make a strength saving throw. On a failed save they are pushed back 5 ft and knocked prone.
Hold the Weak: As an action you can make every enemy within 15 ft of you make a wisdom Saving Throw. On a failed save the enemy cannot take a move action on their turn. This effect ends at the beginning of your next turn. (channel divinity DC is 8 + prof+ your charisma modifier)
advantage on saving throws against being moved while you are conscious. At level 18 this aura increases to 30 ft.
Unbending: At the 15th Level you gain proficiency in the persuasion and intimidation skills. If you already have proficiency in one of both of those skills, your proficiency bonus is doubled when you use that skill.
Bastion of Defense: You are at your strongest when staring down defeat. At the 20th level when your HP hits 0 you regain Temp HP equal to one quarter your Max HP rounded down. In addition, enemy attacks against you have disadvantage and you have advantage on saving throws against spells that deal damage. The effect ends after 1 minute or when your HP hits 0 again, whichever comes first. Once you use this feature you cannot use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Spells: False life, Shield
Channel Divinity:
When you take this oath at the 3rd Level you gain the following two Channel Divinity options.
Immovable: As an action you can make yourself an impenetrable wall. For 1 minute you can take one extra reaction per round. In addition, any enemy you hit must make a strength saving throw. On a failed save they are pushed back 5 ft and knocked prone.
Hold the Weak: As an action you can make every enemy within 15 ft of you make a wisdom Saving Throw. On a failed save the enemy cannot take a move action on their turn. This effect ends at the beginning of your next turn. (channel divinity DC is 8 + prof+ your charisma modifier)
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Fifth_Level_Features to " Spells: Enhance Ability, Phantasmal Force")(set:$Subclass_Features_For_Level_5 to true)(set:$Subclass_Ninth_Level_Features to " Spells: Protection from Energy, Revivify ")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Spells: Guardian of Faith, Freedom of Movement")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Spells: Wall of Force, Mass Cure Wounds ")(set:$Subclass_Features_For_Level_17 to true)(set:$Subclass_Seventh_Level_Features to " Aura of the Unyielding: At the 7th Level you and friendly creatures within 10 ft of you have advantage on saving throws against being moved while you are conscious. At level 18 this aura increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Fifteenth_Level_Features to " Unbending: At the 15th Level you gain proficiency in the persuasion and intimidation skills. If you already have proficiency in one of both of those skills, your proficiency bonus is doubled when you use that skill. ")(set:$Subclass_Features_For_Level_15 to true)(set:$Subclass_Twentieth_Level_Features to " Bastion of Defense: You are at your strongest when staring down defeat. At the 20th level when your HP hits 0 you regain Temp HP equal to one quarter your Max HP rounded down. In addition, enemy attacks against you have disadvantage and you have advantage on saving throws against spells that deal damage. The effect ends after 1 minute or when your HP hits 0 again, whichever comes first. Once you use this feature you cannot use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$False_Life to true) (Set:$Shield to true) ]
(if:$Level is > 4) [(set:$Enhance_Ability to true) (set:$Phantasmal_Force to true) ]
(if:$Level is > 8) [(set:$Protection_From_Energy to true) (set:$Revivify to true) ]
(if:$Level is > 12) [(set:$Guardian_Of_Faith to true) (set:$Freedom_Of_Movement to true)]
(if:$Level is > 16) [(set:$Wall_Of_Force to true) (set:$Mass_Cure_Wounds to true) ]
(set:$Secondary_Class to "Oath Of The Ancients") (set:$Subclass to true) The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.
Tenets of the Ancients
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Aura of Warding: Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel: Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Elder Champion: At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Spells: Ensnaring Strike, Speak with Animals ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Moonbeam, Misty Step ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to "Aura of Warding: Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Plant Growth, Protection from Energy ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Ice Storm, Stoneskin ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to "Undying Sentinel: Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Commune with Nature, Tree Stride ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Elder Champion: At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Ensnaring_Strike to true) (Set:$Speak_With_Animals to true) ]
(if:$Level is > 4) [(set:$Moonbeam to true) (set:$Misty_Step to true) ]
(if:$Level is > 8) [(set:$Plant_Growth to true) (set:$Protection_From_Energy to true) ]
(if:$Level is > 12) [(set:$Ice_Storm to true) (set:$Stoneskin to true)]
(if:$Level is > 16) [(set:$Commune_With_Nature to true) (set:$Tree_Stride to true) ]
(set:$Subclass to true) (Set:$Secondary_Class to "Oath Of Love")Love is the foundation of all life, of which all civilization is built, and is the wellspring from which comes art and song. To have love is to know true beauty and serenity of a kind that every being seeks to achieve. As with all things of worth love takes work and a myriad of forces of discord and injustice align themselves against it. Love needs able-bodied defenders. Known as Knights of the Lilac Order or Rose Paladins, paladins who take the oath of love do so out of a desire to aid and protect all sentient beings particularly those whose affections have been placed in jeopardy through forces of disharmony that challenge the world. A Paladin takes this oath is always a defender of life and a champion of all the emotions that go with living. Paladins of Love are a well appreciated sight for any creature suffering the woes of the world.
Tenets of Love:
Held inscribed in murals and art decorating temples of gods of love infatuating and devotion such as Aphrodite, Ishtar, Shelyn, Myhriss, and Sune, the tenets of the Oath of Love exist to ensure the flourishing of both love and life for all who seek them.
Fight for Love: More precious than riches, fame, or glory true love is the font from which all that is good in the world springs. When you find love either your own or that of others do all that you can to preserve it, protect it, and enrich it.
Love is Love: Appreciate all forms of love so long as the expression of that love does not unjustly harm others. Love for land or ideals is just as valid as love for another person. Should you find that you disagree with a specific non harmful expression of love on a personal level, find it within yourself to respect its sentiments.
Life Begets Love, Love Begets Life: All life is born of love of one sort or another, whether weak or strong, good or evil, dedicated or of mere convenience and all life has the potential to bring more love into the world. Do not end the life without pressing reason, as an ended life cannot bring love.
Prove Love: Many doubt the power of love or even its existance of real, true love. To these and other people being, be as love itself. Inspire love in all things, of all things. Be the proof in love that they require.
Oath Spells:
3rd: Color Spray, Sanctuary
5th: Calm Emotions, Warding Bond
9th: Sending, Tongues
13th: Freedom of Movement, Moderkiaen’s Private Sanctum
17th: Dream, Passwall
Sense Ardor: Starting at the 3rd level you may expend one use of yoru Devine sense feature as an action to inherently know the general nature of the love life of a specific creature with an intelligence score of at least 8 within 60 ft of you. This knowledge includes details such as approximately how many years their recent relationship has lasted, how long since their last major relationship, their romantic Predilections, vague gossip, and other similar information.
Channel Divinity: When you take this oath at the 3rd level, you gain the following 2 Channel Divinity options.
Passions Prowess: As an action you can use your channel Divinity and produce your holy symbol which begins to radiate a sense of harmony and eternal love. All friendly creatures within 60 ft of you (including yourself) are bolstered by the powerful emotion gaining and amount of temp HP equal to twice your charisma modifier (Min 2). Temp HP gained from this feature last for up to a minute.
Heart’s Desire: Using your Channel Divinity and an action on your turn you may target a creature with an intelligence score of at least 8 within 120 ft of you and you reveal to them Knowledge of their single truest desire. The one thing they crave above all else. Many Creatures are not completely or exactly sure of their desires. The use of theis ability may be something of a revelation for them. When you use this ability you may decide to trick the creature into believe that it has achieved this desire. If you do the creature rolls an intelligence saving throw against your spell save DC. ON a fail the creature believes it has achieved their greatest desire, and hallucinating life under such conditions. This hallucination is convincing and fully involves any of the creatures senses pertinent to the experience. This typically fully distracts the creature and limits the awareness to the world around it, usually rendering it unable to take harmful actions or reactions. It can repeat the saving throw at the end of its turn, at which time the effect ends, or if it takes damage, or after a minute has passed. Creatures immune to charm effects may not be affected by this portion of this ability.
Aura of Affection: Beginning at the 7th level, the love you feel cascades out from you in waves, bringing comfort and vivacity to those around you. Any time a creature within 10 ft of you rolls at least one die to replenish its hit points (either their own or another creatures) increase the result of each die rolled by 2. At 18th level the range increases to 30 ft.
Radiant Empathy: at the 15th Level the compassion you carry within your heart is so powerful your foes find it difficult to do you harm. When a creature within 30 ft of you that is not immune to charm effects damages you with a spell or attack you may reduce that damage by your charisma modifier.
Endless devotion: Beginning at the 20th Level your love resonates in harmony with all creation, allowing you to tap directly into the empathic connection between all things. As an action you gain the following benefits for one minute.
You glow pink, violet, white or red dim light that extends in a 15 ft radius.
When an ally within 60 ft of you (other than yourself) takes damage you may use your reaction to reduce that damage by half.
Enemies that start their turn adjacent to you and are not immune to charm effects make a wisdom saving throw against your spell save DC. If the creature fails this save it drops any weapons it is holding in its hands, and the creature may not attack on its turn.
This effect ends early if you are incapacitated or if you die, once you use this feature you can’t use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Sense Ardor: Starting at the 3rd level you may expend one use of yoru Devine sense feature as an action to inherently know the general nature of the love life of a specific creature with an intelligence score of at least 8 within 60 ft of you. This knowledge includes details such as approximately how many years their recent relationship has lasted, how long since their last major relationship, their romantic Predilections, vague gossip, and other similar information.
Channel Divinity: When you take this oath at the 3rd level, you gain the following 2 Channel Divinity options.
Passions Prowess: As an action you can use your channel Divinity and produce your holy symbol which begins to radiate a sense of harmony and eternal love. All friendly creatures within 60 ft of you (including yourself) are bolstered by the powerful emotion gaining and amount of temp HP equal to twice your charisma modifier (Min 2). Temp HP gained from this feature last for up to a minute.
Heart’s Desire: Using your Channel Divinity and an action on your turn you may target a creature with an intelligence score of at least 8 within 120 ft of you and you reveal to them Knowledge of their single truest desire. The one thing they crave above all else. Many Creatures are not completely or exactly sure of their desires. The use of theis ability may be something of a revelation for them. When you use this ability you may decide to trick the creature into believe that it has achieved this desire. If you do the creature rolls an intelligence saving throw against your spell save DC. ON a fail the creature believes it has achieved their greatest desire, and hallucinating life under such conditions. This hallucination is convincing and fully involves any of the creatures senses pertinent to the experience. This typically fully distracts the creature and limits the awareness to the world around it, usually rendering it unable to take harmful actions or reactions. It can repeat the saving throw at the end of its turn, at which time the effect ends, or if it takes damage, or after a minute has passed. Creatures immune to charm effects may not be affected by this portion of this ability.
Spells: Color Spray, Sanctuary ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Calm Emotions, Warding Bond ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura of Affection: Beginning at the 7th level, the love you feel cascades out from you in waves, bringing comfort and vivacity to those around you. Any time a creature within 10 ft of you rolls at least one die to replenish its hit points (either their own or another creatures) increase the result of each die rolled by 2. At 18th level the range increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Sending, Tongues ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Freedom of Movement, Moderkiaen’s Private Sanctum ")(set:$Subclass_Features_For_Level_1 to true)
(set:$Subclass_Fifteenth_Level_Features to " Radiant Empathy: at the 15th Level the compassion you carry within your heart is so powerful your foes find it difficult to do you harm. When a creature within 30 ft of you that is not immune to charm effects damages you with a spell or attack you may reduce that damage by your charisma modifier. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Dream, Passwall")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Endless devotion: Beginning at the 20th Level your love resonates in harmony with all creation, allowing you to tap directly into the empathic connection between all things. As an action you gain the following benefits for one minute.
You glow pink, violet, white or red dim light that extends in a 15 ft radius.
When an ally within 60 ft of you (other than yourself) takes damage you may use your reaction to reduce that damage by half.
Enemies that start their turn adjacent to you and are not immune to charm effects make a wisdom saving throw against your spell save DC. If the creature fails this save it drops any weapons it is holding in its hands, and the creature may not attack on its turn.
This effect ends early if you are incapacitated or if you die, once you use this feature you can’t use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(Set:$Color_Spray to true) (set:$Sanctuary to true) ]
(if:$Level is > 4) [(set:$Calm_Emotions to true) (set:$Warding_Bond to true) ]
(if:$Level is > 8) [(set:$Sending to true) (Set:$Tongues to true)]
(if:$Level is > 12) [(Set:$Freedom_Of_Movement to true) (set:$Moderkiaens_Private_Sanctum to true)]
(if:$Level is > 16) [(Set:$Dream to true) (set:$Passwall to true) ]
(set:$Secondary_Class to "Oath Of Death") (Set:$Subclass to true)
The oath of death is a vow to preserve the natural flow of life. There comes a time when one simply must pass on and leave tis world for the next. Paladins who take this oath attempt to ensure those who extend their lives beyond proper can actually die and join others in the afterlife, while protecting others who have yet to reach that point. They specialize in killing the undead like vampires liches and ghosts, as well as those who make promises with fiends for eternal life. Depending on the person a paladin who takes this oath may be known as a savior, reaper, death, or assassin of the elderly.
Tenets of Death:
Some have different ideas on what constitutes as denying death, and what types of life should be protected but regardless the main ideas of the oath remain the same.
Pass the Torch: ease a soul’s passing into the afterlife and honor the memory of one of the lord’s creations.
Help Creation: Protect those who cannot yet fight or think for themselves and those who are helping nurse brining new life into the world.
Kill the Breathless: Let those who have denied death and prevented it be able to move into the next stages of their existence by sending them in to the afterlife.
Bear Fruits: Celebrate life with others and aid the creation of the next generation.
Oath Spells:
3rd: Cure Wounds, Inflict Wounds
5th: Gentle Repose, Warding Bond
9th: Lesser Restoration, Mass Healing Word
13th: Aura of Life, Ice Storm
17th: Cone of Cold, Greater Restoration
Channel Divinity:
When you take this oath at the 3rd Level you gain the following two channel divinity options.
Icy Death: You can use channel Divinity to make the target feel the chilling presence of death. As an action, cast chill touch using your spellcasting DC this damage cannot be reduced in any way.
Life’s Flame: As a bonus action you can use your channel divinity to imbue creatures within 30 ft with divine energy. Choose a number of creatures up to your charisma modifier. Attacks the creatures make that deal damage deal an additional 1d4 radiant damage.
Aura of Preservation: at the 7th level the air around you seems to be robbed of it’s warmth while your body feels pleasantly warm to the touch. You and friendly creatures within 10 ft of you have resistance to cold, fire, and necrotic damage. At the 18th level the range of the aura increases to 30 ft.
Birth and Demise: Starting at the 15th level when a friendly creature deals radiant or fire damage to a creature you can use your reaction to cast a spell you have prepared that deals necrotic or cold damage.
Deathly Presence: Starting at 20th level, as an action, you can emanate an aura of heavy shadows around yourself. For 1 minute, your aura flairs out around you, protecting you from harm while hampering other creatures. At the start of your turn, you gain temporary hit points equal to your paladin level. Also, any creature that starts their turn with 10 feet of you has disadvantage on Constitution saving throws from magic and has their movement speed reduced by half rounded down until the start of their next turn. You regain use of this feature after you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Channel Divinity:
When you take this oath at the 3rd Level you gain the following two channel divinity options.
Icy Death: You can use channel Divinity to make the target feel the chilling presence of death. As an action, cast chill touch using your spellcasting DC this damage cannot be reduced in any way.
Life’s Flame: As a bonus action you can use your channel divinity to imbue creatures within 30 ft with divine energy. Choose a number of creatures up to your charisma modifier. Attacks the creatures make that deal damage deal an additional 1d4 radiant damage.
Spells: Cure Wounds, Inflict Wounds")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Gentle Repose, Warding Bond")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura of Preservation: at the 7th level the air around you seems to be robbed of it’s warmth while your body feels pleasantly warm to the touch. You and friendly creatures within 10 ft of you have resistance to cold, fire, and necrotic damage. At the 18th level the range of the aura increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Lesser Restoration, Mass Healing Word")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Aura of Life, Ice Storm")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Birth and Demise: Starting at the 15th level when a friendly creature deals radiant or fire damage to a creature you can use your reaction to cast a spell you have prepared that deals necrotic or cold damage. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Cone of Cold, Greater Restoration")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Deathly Presence: Starting at 20th level, as an action, you can emanate an aura of heavy shadows around yourself. For 1 minute, your aura flairs out around you, protecting you from harm while hampering other creatures. At the start of your turn, you gain temporary hit points equal to your paladin level. Also, any creature that starts their turn with 10 feet of you has disadvantage on Constitution saving throws from magic and has their movement speed reduced by half rounded down until the start of their next turn. You regain use of this feature after you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 2) [(set:$Cure_Wounds to true) (set:$Inflict_Wounds to true) ]
(if:$Level is > 4) [(set:$Gentle Repose to true) (set:$Warding_Bond to true) ]
(if:$Level is > 8) [(set:$Lesser_Restoration to true) (Set:$Mass_Healing_Word to true)]
(if:$Level is > 12) [(set:$Aura_Of_Life to true) (Set:$Ice_Storm to true)]
(if:$Level is > 16) [(set:$Cone_Of_Cold to true) (set:$Greater_Restoration to true) ]
(set:$Secondary_Class to "Oath Of The Drowned") (set:$Subclass to true) The Oath of The Drowned is taken by the desperate, which may turn reluctant. When a person dies in the oceans, from drowning they may beg and plead to the gods for mercy. These people may be revived as drowned paladins. Their personalities shifted and their life restored now these paladins fight the monsters of the ocean and try to prevent others from the same fate as them. Despite this most of them adore water and especially the open sea.
Tenets of the Drowned
The tenets of the drowned are moral guides that are ingrained into a drowned paladin upon their reincarnation. They simply have strong feelings towards these things as the gods must have forced them into the person. Some say this is proof that the drowned paladins have given up free will for another life and as such will always die to the sea once more.
Save the Drowning: The worst death a person can experience I would never wish it upon the vilest of villains.
Allegiance to Friends: A crew is nothing without honesty and loyalty. I will place the wellbeing of my crew higer than even my own.
Never Stagnate: As the waters flow endless so too will I. To stop and never change is proof I will never improve.
Parlay: No person, however vile, should ne deprived the act of parlay. Conflicts can be resolved through words instead of weapons.
Never Maroon: To be left alone and abandoned is perhaps the most tragic of situations. To leave a person alone without any hopes is the worst action any person can do.
Oath Spells
3rd: Thunderous Smite, Heroism
5th: Gust of Wind, Misty Step
9th: Water Breathing, Aura of Vitality
13th: Control Water, Freedom of Movement
17th: Cone of Cold, Raise Dead
Channel Divinity
When you take this oath at the 3rd level you gain the following two channel divinity options:
Turn the Sea: As an action you present your holy symbol and speak a prayer censuring aquatic and amphibious creatures using your channel Divinity. Each aquatic or amphibious creature that can see or hear you within 30 ft must make a wisdom saving throw. IF the creature fails it is turned for one minute or until it takes damage. A turned creature spends its turns trying to move as far from you as possible and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. For it’s actions it can only use dash or try to escape from an effect that prevents it from moving. If there is no where to move the creature uses the dodge action.
Conquer the Water: As an action you can cause swirling water to launch out from your holy symbol and latch onto 4 creatures, which can include yourself. All creatures chosen can choose to gain a swim speed of 30. This lasts a number of hours equal to your charisma modifier.
Aura of Humidity: Beginning at the 7th Level you have an aura of humidity around you. The area within 10 ft of you is considered difficult terrain. You can choose to exclude specific creatures from this effect. In addition, you feel comfortable in temperatures as high as 125 degrees f, and you are unaffected by humidity. At the 18th level this aura increases to 30 ft.
Dancing Water Weapon: At the 15th level you can harvest water around you to extend your reach. As a bonus action you can have pillars of swirling water grab onto one or two melee weapons from your hands and carry them away. Your reach within those melee weapons is increased by 20 ft. IN addition to the exra reach the water carrying the weapon assists in the fight. When you make an attack with dancing water it deals an additional 1d6 bludgioning damage. As the water jets out at the creature. The weapons will dance for an amount of round equal to your charisma modifier, after which the weapons will return to your hands, if your hands are full they fall to your feet. You regain this feature with a long or short rest.
Stormy Waters: At the 20th level as an action you can cause the ground within 30 ft of you to bubble and flow with water. For 1 minute you gain the following benefits.
If a creature that moves within 30 ft of you, you can cause a geyser to erupt under their feet as a reaction. They make a dex saving throw and on a fail are tossed 30 ft into the air.
You can use your action to cause water weapons to attack all creatures of your choice within 30 ft. make separate melee attacks against all creatures in the area.
Once you use this feature you can’t use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at the 3rd level you gain the following two channel divinity options:
Turn the Sea: As an action you present your holy symbol and speak a prayer censuring aquatic and amphibious creatures using your channel Divinity. Each aquatic or amphibious creature that can see or hear you within 30 ft must make a wisdom saving throw. IF the creature fails it is turned for one minute or until it takes damage. A turned creature spends its turns trying to move as far from you as possible and it can’t willingly move to a space within 30 ft of you. It can’t take reactions. For it’s actions it can only use dash or try to escape from an effect that prevents it from moving. If there is no where to move the creature uses the dodge action.
Conquer the Water: As an action you can cause swirling water to launch out from your holy symbol and latch onto 4 creatures, which can include yourself. All creatures chosen can choose to gain a swim speed of 30. This lasts a number of hours equal to your charisma modifier.
Spells: Thunderous Smite, Heroism")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Gust of Wind, Misty Step")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura of Humidity: Beginning at the 7th Level you have an aura of humidity around you. The area within 10 ft of you is considered difficult terrain. You can choose to exclude specific creatures from this effect. In addition, you feel comfortable in temperatures as high as 125 degrees f, and you are unaffected by humidity. At the 18th level this aura increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to "Spells: Water Breathing, Aura of Vitality ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Control Water, Freedom of Movement ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Dancing Water Weapon: At the 15th level you can harvest water around you to extend your reach. As a bonus action you can have pillars of swirling water grab onto one or two melee weapons from your hands and carry them away. Your reach within those melee weapons is increased by 20 ft. IN addition to the exra reach the water carrying the weapon assists in the fight. When you make an attack with dancing water it deals an additional 1d6 bludgioning damage. As the water jets out at the creature. The weapons will dance for an amount of round equal to your charisma modifier, after which the weapons will return to your hands, if your hands are full they fall to your feet. You regain this feature with a long or short rest. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to "Spells: Cone of Cold, Raise Dead ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Stormy Waters: At the 20th level as an action you can cause the ground within 30 ft of you to bubble and flow with water. For 1 minute you gain the following benefits.
If a creature that moves within 30 ft of you, you can cause a geyser to erupt under their feet as a reaction. They make a dex saving throw and on a fail are tossed 30 ft into the air.
You can use your action to cause water weapons to attack all creatures of your choice within 30 ft. make separate melee attacks against all creatures in the area.
Once you use this feature you can’t use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 2) [(set:$Thunderous_Smite to true) (set:$Heroism to true) ]
(if:$Level is > 4) [(set:$Gust_Of_Wind to true) (Set:$Misty_Step to true) ]
(if:$Level is > 8) [(set:$Water_Breathing to true) (Set:$Aura_Of_Vitality to true)]
(if:$Level is > 12) [(Set:$Control_Water to true) (Set:$Freedom_Of_Movement to true)]
(if:$Level is > 16) [(set:$Cone_Of_Cold to true) (set:$Raise_Dead to true) ]
(set:$Secondary_Class to "Oath Of The Grave") (set:$Subclass to true) The oath of the grave is a seldom practiced tradition, sometimes called winter knights, or black knights. The oath emphasizes the passing between the warmth of the life to the everlasting cold of death. They struggle against the forces of undeath as they see them as the most unholy abominations that blight this land. They adorn themselves in the images of death and winter, skulls, ravens or similar symbols of their patron gods.
Tenets of the Grave:
The Tenets of the Grave have been passed down for generations. This oath emphasizes the passing between the warmth of life into the everlasting cold of death, and punishes those that defile this passing with the unholy raising of the undead.
Annihilate the Undead: The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they already have.
Preserve the Righteous: Death should not come early to those who have led a blessed life. Preserve the righteous so they may live without fear.
Let Souls Pass On: Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.
Accept Death: Death comes to all eventually. Accept it and you will find a place in the afterlife.
Oath of the Grave Spells.
3rd: Inflict wounds, Ice Knife
5th: Gentle Repost, Snilloc’s Snowball Swarm
9th: Sleet Storm, Speak with Dead
13th: Blight, Ice Storm
17th: Cone of Cold, Destructive Wave
Channel Divinity:
When you take this oath at the third level you gain the following two Channel Divinity Options:
Icy Repost: As an action you present your holy symbol and speak a prayer against undeath, using your channel divinity. Each undead that you can see or hear you within 30 ft of you must make a wisdom saving throw. On a fail the creature is frozen for 1 minute or until it takes damage. A frozen creature is affected by petrification until the effect ends, at which point the creature can move normally again.
Vow of Death: As a bonus action you can utter a vow of death against a creature you see within 10 ft of you, using your channel divinity. You deal an extra 1d6 necrotic damage to the creature whenever you hit it with an attack for 1 minute or until it drops to 0 HP or falls unconscious. If a creature under this effect dies it cannot become undead.
Aura of Preservation: At the 7th level you and friendly creatures within 10 ft of you have resistance to necrotic damage cannot be charmed or frightened or possessed by the undead. At the 18th level this increases to 30 ft.
Aura of Preservation: At the 7th level you and friendly creatures within 10 ft of you have resistance to necrotic damage cannot be charmed or frightened or possessed by the undead. At the 18th level this increases to 30 ft.
Soul of Demise: By the 15th level your vow of death has become far more persistent. When a creature under the effect of your vow of death dies, that creature cannot be raised from the dead for the next 30 days outside of using a wish spell. Additionally, you can use a bonuse action on a subsequent turn to mark a new creature.
Reaper of Winter: At the 20th level as an action you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 ft radius. Whenever an enemy creature starts their turn in this area the creature takes 10 cold damage and their movement speed is reduced by 10 ft. In addition, whenever a creature dies in this area you regain 20 HP. Once you use this feature you can’t use it again until completing a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Channel Divinity:
When you take this oath at the third level you gain the following two Channel Divinity Options:
Icy Repost: As an action you present your holy symbol and speak a prayer against undeath, using your channel divinity. Each undead that you can see or hear you within 30 ft of you must make a wisdom saving throw. On a fail the creature is frozen for 1 minute or until it takes damage. A frozen creature is affected by petrification until the effect ends, at which point the creature can move normally again.
Vow of Death: As a bonus action you can utter a vow of death against a creature you see within 10 ft of you, using your channel divinity. You deal an extra 1d6 necrotic damage to the creature whenever you hit it with an attack for 1 minute or until it drops to 0 HP or falls unconscious. If a creature under this effect dies it cannot become undead.
Spells: Inflict wounds, Ice Knife ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Gentle Repost, Snilloc’s Snowball Swarm ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to "Aura of Preservation: At the 7th level you and friendly creatures within 10 ft of you have resistance to necrotic damage cannot be charmed or frightened or possessed by the undead. At the 18th level this increases to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Sleet Storm, Speak with Dead")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Blight, Ice Storm ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Soul of Demise: By the 15th level your vow of death has become far more persistent. When a creature under the effect of your vow of death dies, that creature cannot be raised from the dead for the next 30 days outside of using a wish spell. Additionally, you can use a bonuse action on a subsequent turn to mark a new creature. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Cone of Cold, Destructive Wave ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Reaper of Winter: At the 20th level as an action you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 ft radius. Whenever an enemy creature starts their turn in this area the creature takes 10 cold damage and their movement speed is reduced by 10 ft. In addition, whenever a creature dies in this area you regain 20 HP. Once you use this feature you can’t use it again until completing a long rest. ")(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Inflict_Wounds to true) (set:$Ice_Knife to true)]
(if:$Level is > 4) [(set:$Gentle Repose to true) (Set:$Snillocs_Snowball_Swarm to true)]
(if:$Level is > 8) [(set:$Sleet_Storm to true) (set:$Speak_With_Dead to true)]
(if:$Level is > 12) [(set:$Blight to true) (Set:$Ice_Storm to true)]
(if:$Level is > 16) [(set:$Cone_Of_Cold to true)
(set:$Destructive_Wave to true) ]
(set:$Subclass to true) (Set:$Secondary_Class to "Oath Of Temperance")The oath of temperance is taken by those who wish to use their resources to help others without receiving benefits or rewards. They value themselves no higher than the common man. Those that follow this path believe all evil can be repented and only wish for the good of all of humanity.
Tenants of Temperance:
The tenants of those who follow this oath were created by some of the humblest knights. Those that follow them do so strictly seeming them as hard rules meant to be followed.
Always Show Restraint: Power used recklessly can cause more harm than good.
Give Mercy: Everything and Everyone has a shard of good in them, give it a chance to emerge.
Be Humble: Remember that your job is no more important than the farmer or the blacksmith.
Moderation of Ego: Understand that sometimes what you want is not what you need, or what needs to be done.
Oath Spells:
3rd: Bless, Heroism
5th: Calm Emotion, Hold Person
9th: Glyph of Warding, Leomund’s Tiny Hut
13th: Polymorph, Otiluke’s Resilient Sphere
17th: Hold Monster, Wall of Force
Channel Divinity
When you take this oath at the 3rd level you can use the two following channel divinity options.
Repenting Prayer: As an action you can pray for the soul of the creature you want to attack. For one minute every attack you make against that creature may have your wisdom modifier added to both the attack and damage rolls. Additionally, your divine smites, and spell based smites do extra 1d8 damage to that creature. You may not do lethal damage to this creature until the combat is over and the creature commits another evil act as per DM decision
Vow of Humanity: As an action when you see a frightened or charmed creature you may present your holy symbol and begin to prey for them. That creature is no longer charmed or frightened however you must make a wisdom saving throw equal to 8 + proficiency + wisdom modifier or suffer the effects yourself.
Life Saver: at the 7th level you produce a aura around you for 10 ft. When any creature is struck while inside the aura you can use your reaction to split the damage between you and the creature. At the 18th level the aura spreads to 30 ft.
Blessing of Mercy: at the 15th level when you see a creature hit 0 HP you have until the end of your turn (or one minute while not in combat) to cast spare the dying as a bonus action on the creature, keeping it stable and unconscious at 0 HP. A creature may only receive this blessing once.
Savior of Souls: When you reach the 20th level you can take the form of a savior of souls, you may gain a halo of radiant light, begin to exude a gentle aura, hush the sounds and levels of light around you, or some other peaceful effect signaling your transformation. Using your action, you may undergo this transformation for 1 minute you gain all of the following effects. You can roll a number of hit dice as an action losing that much health but resting it to all of the creatures within 10 ft of you. Creatures you strike must roll a hit die. When they fall out the amount of HP rolled or lower, they are incapacitated but blessed and cannot fall to 0 HP unless they commit another evil act. The play decides whether an act is evil, and the creature cannot be blessed more than once in a lifetime. Allied creatures within 10 ft of you automatically pass saving throws but you must make the same saving throws at disadvantage or suffer the effects. Once you use this feature you cannot use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Channel Divinity
When you take this oath at the 3rd level you can use the two following channel divinity options.
Repenting Prayer: As an action you can pray for the soul of the creature you want to attack. For one minute every attack you make against that creature may have your wisdom modifier added to both the attack and damage rolls. Additionally, your divine smites, and spell based smites do extra 1d8 damage to that creature. You may not do lethal damage to this creature until the combat is over and the creature commits another evil act as per DM decision
Vow of Humanity: As an action when you see a frightened or charmed creature you may present your holy symbol and begin to prey for them. That creature is no longer charmed or frightened however you must make a wisdom saving throw equal to 8 + proficiency + wisdom modifier or suffer the effects yourself.
Spells: Bless, Heroism ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Calm Emotion, Hold Person ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to "Life Saver: at the 7th level you produce a aura around you for 10 ft. When any creature is struck while inside the aura you can use your reaction to split the damage between you and the creature. At the 18th level the aura spreads to 30 ft. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Glyph of Warding, Leomund’s Tiny Hut ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Polymorph, Otiluke’s Resilient Sphere ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Blessing of Mercy: at the 15th level when you see a creature hit 0 HP you have until the end of your turn (or one minute while not in combat) to cast spare the dying as a bonus action on the creature, keeping it stable and unconscious at 0 HP. A creature may only receive this blessing once. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to "Spells: Hold Monster, Wall of Force ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Savior of Souls: When you reach the 20th level you can take the form of a savior of souls, you may gain a halo of radiant light, begin to exude a gentle aura, hush the sounds and levels of light around you, or some other peaceful effect signaling your transformation. Using your action, you may undergo this transformation for 1 minute you gain all of the following effects. You can roll a number of hit dice as an action losing that much health but resting it to all of the creatures within 10 ft of you. Creatures you strike must roll a hit die. When they fall out the amount of HP rolled or lower, they are incapacitated but blessed and cannot fall to 0 HP unless they commit another evil act. The play decides whether an act is evil, and the creature cannot be blessed more than once in a lifetime. Allied creatures within 10 ft of you automatically pass saving throws but you must make the same saving throws at disadvantage or suffer the effects. Once you use this feature you cannot use it again until you finish a long rest. ")(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Bless to true) (set:$Heroism to true)
]
(if:$Level is > 4) [(set:$Calm_Emotions to true)
, (set:$Hold_Person to true)]
(if:$Level is > 8) [(set:$Glyph_Of_Warding to true) (Set:$Leomunds_Tiny_Hut to true)]
(if:$Level is > 12) [(Set:$Polymorph to true) (set:$Otilukes_Resilient_Sphere to true)]
(if:$Level is > 16) [(set:$Hold_Monster to true) (Set:$Wall_Of_Force to true) ]
(set:$Subclass to True) (Set:$Secondary_Class to "Oath Of The Protector") A protector is a paladin who devotes themselves to others. Doing whatever is necessary to protect the lies of the people they surround themselves with. No sacrifice is too great, and they see it as a honor to give their lives so another may live. Most often swearing oaths to Vadis, the dragon.
Tenets of Protection: Through the exact words and strictures of the oath of protection vary, paladins of this oath share these tenets.
Leadership: If you take care of your team, they will take care of their mission. Trust them
Loyalty: Your comrades are what make you strong. Don’t let your belief in them falter
Truth: We are all fallible, rectify your mistakes, learn and grow from them. Do not judge one for the mistakes they have made.
Oath Spells:
3rd: Disguise Self, Sanctuary
5th: Alter Self, Flame Blade
9th: Fireball, Slow
13th: Fire Shield, Greater Invisibility
17th: Reincarnate, Wall of Force
Channel Divinity: When you take this oath at the 3rd level you gain the following 2 channel divinity options.
Dragon’s Breath: As a bonus action, speaking a prayer to Vadis, you become imbued with draconic power. A fire begins burning in your chest and you are able to exhale a destructive blast of fire on your foes. When you use this breath weapon each creature in a 30 ft cone must make a Dexterity saving throw. A creature takes 2d10 + paladin level on a failed save and half as much on a success.
Golden Protection: As an action you grasp your holy symbol you touch a creature and grant them the protection of Vais. For the next minute their skin becomes covered in golden dragon scales raising their ac by 2. They now have resistance to fire damage as well as all bludgeoning piercing and slashing damage from nonmagical weapons.
Leading the Charge: Starting at the 7th level so long as you are conscious any allies who start combat within 10 ft of you gain temp HP equal to your paladin level + your charisma modifier. The temp HP disappear as soon as you exit combat. At the 18th level you gain a +5 bonus to their initiative rolls.
Undying Devotion: At the 15th level your devotion to others gives you greater power to protect your allies. When an alley within 10 ft of you is attacked you can use your reaction to switch places with them. You occupy the space they were in and you shove them 5 ft in any direction from their original spot as long as it is not currently occupied by another creature. The attack made against your ally is now made against you with disadvantage. If the attack is unsuccessful you may attack the creature when taking the place of your ally you do not provoke attacks of opportunity.
Draconic Protector: At the 20th level you can assume the form of Vadis. Using your action you undergo a transformation that lasts for 1 minute. During this time you gain the following abilities. Golden wings sprout form your back you gain a flying speed of 60 ft. You gain a swimming speed of 30 ft. You emanate an aura of healing in a 30 ft radius. Each creature of your choice that starts their turn in this area recovers 5 HP and has a +2 bonus to their AC. This effect ends if they leave your aura, and it heals you a total of 10 HP each of your turns. As an action you exhale fire in a 30 ft cone (recharge 5-6) a creature in the area must make a dexterity saving throw taking 10d10 fire damage on a failed save and half as much on a successful one. You can use this
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Channel Divinity: When you take this oath at the 3rd level you gain the following 2 channel divinity options.
Dragon’s Breath: As a bonus action, speaking a prayer to Vadis, you become imbued with draconic power. A fire begins burning in your chest and you are able to exhale a destructive blast of fire on your foes. When you use this breath weapon each creature in a 30 ft cone must make a Dexterity saving throw. A creature takes 2d10 + paladin level on a failed save and half as much on a success.
Golden Protection: As an action you grasp your holy symbol you touch a creature and grant them the protection of Vais. For the next minute their skin becomes covered in golden dragon scales raising their ac by 2. They now have resistance to fire damage as well as all bludgeoning piercing and slashing damage from nonmagical weapons.
Spells: Disguise Self, Sanctuary ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to "Spells: Alter Self, Flame Blade ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Leading the Charge: Starting at the 7th level so long as you are conscious any allies who start combat within 10 ft of you gain temp HP equal to your paladin level + your charisma modifier. The temp HP disappear as soon as you exit combat. At the 18th level you gain a +5 bonus to their initiative rolls. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to "Spells: Fireball, Slow ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Fire Shield, Greater Invisibility ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Undying Devotion: At the 15th level your devotion to others gives you greater power to protect your allies. When an alley within 10 ft of you is attacked you can use your reaction to switch places with them. You occupy the space they were in and you shove them 5 ft in any direction from their original spot as long as it is not currently occupied by another creature. The attack made against your ally is now made against you with disadvantage. If the attack is unsuccessful you may attack the creature when taking the place of your ally you do not provoke attacks of opportunity. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Reincarnate, Wall of Force ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to "Draconic Protector: At the 20th level you can assume the form of Vadis. Using your action you undergo a transformation that lasts for 1 minute. During this time you gain the following abilities. Golden wings sprout form your back you gain a flying speed of 60 ft. You gain a swimming speed of 30 ft. You emanate an aura of healing in a 30 ft radius. Each creature of your choice that starts their turn in this area recovers 5 HP and has a +2 bonus to their AC. This effect ends if they leave your aura, and it heals you a total of 10 HP each of your turns. As an action you exhale fire in a 30 ft cone (recharge 5-6) a creature in the area must make a dexterity saving throw taking 10d10 fire damage on a failed save and half as much on a successful one. You can use this ")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 2) [(set:$Disguise_Self to true) (set:$Sanctuary to true)]
(if:$Level is > 4) [(set:$Alter_Self to true) (set:$Flame_Blade to true)]
(if:$Level is > 8) [(set:$Fireball to true) (set:$Slow to true)]
(if:$Level is > 12) [(Set:$Fire_Shield to true) (Set:$Greater_Invisibility to true)]
(if:$Level is > 16) [(set:$Reincarnate to true) (Set:$Wall_Of_Force to true) ]
Oath Of Attrition
The oath of attrition is taken by those who wish to truly vanquish evil from the multiverse. It is for those who are ready to dedicate their lives, or perhaps even more than their lives, to the endless struggle against the wicked. For a paladin to take this oath they must be one hundred percent certain they want to spend the rest of their existence in the pursuit of this ultimate goal.
Tenets of Attrition
Never stop battling evil, no matter the cost, no matter the challenge, overcome through sheer willpower.
Survival: Do not die. It is impossible to carry on the fight if you die.
Fearlessness: Simple courage is not enough face every problem head on.
Protection: The good in the world must be protected. Shield the light with your body, never let the darkness reach those who are good.
Conquest: Do all in your power to concur the darkness. Victory is meaningless while evil threatens the free world.
Oath spells:
3rd: Sanctuary, shield
5th: Barkskin, warding bond
9th: Magic Circle, protection from energy
13th: Death Ward, aura of life
17th: Antilife shell, greater restoration
Channel Divinity:
At the 3rd level you gain the following 2 channel divinity options.
Divine Ward: You call upon the divine powers that protect you to create a warding shield that lasts until you finish a long rest. As an action on your turn you can summon this ward. The ward has hit points equal to three times your paladin level. Whenever you take damage the ward takes damage instead. If the damage reduces the ward to 0 hp you take any remaining damage and the magic dissipates. This ward’s magic can be applied to you or any creature who can hear you. As a bonus action on your turn you can move the ward to a different target.
Expulsive Cry: As an action you let loose a roar of abjuring force pushing away encroaching foes every creature within a 30 ft cube originating from yourself is blown back a number of feet equal to 5x your charisma modifier. They make a wisdom saving throw or be frightened of you until the end of your next turn
Aura of Defense:
At the 7th level you and friendly creatures within 10 ft of you have advantage on saving throws against being restrained or paralyzed as long as you are conscious. At the 18th level this range increases to 30 ft
Ceaseless Conquest:
At the 15th level your determination to continue your fight against evil allows you to cheat death itself. If you ever fall in battle you come back with a vengeance and an undying urge to push forward. 10 days after dying you come back to life as if under the effects of a reincarnate spell, as long as the components are supplied, and your soul is free and willing as per terms of the spell. If you are unable to do so per the terms of the spell your soul is trapped in the ethereal plane until you are able or a similar resurrecting spell is cast upon you.
In addition when your HP Drops below 10% you gain resistance to all damage.
Stalwart Guardian:
At level 20 as an action you can assume the form of a mighty angelic warrior. Your body is enraptured in a brilliant golden armor ensuring you will survive whatever comes your way. For one minute you gain the following benefits.
Add your charisma modifier to your AC.
Gain temp HP equal to one quarter of your HP Max
Resistance to poison damage
Once you have used this feature you must finish a long rest before you can use it again.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Attrition")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath spells:
3rd: Sanctuary, shield
5th: Barkskin, warding bond
9th: Magic Circle, protection from energy
13th: Death Ward, aura of life
17th: Antilife shell, greater restoration
Channel Divinity:
At the 3rd level you gain the following 2 channel divinity options.
Divine Ward: You call upon the divine powers that protect you to create a warding shield that lasts until you finish a long rest. As an action on your turn you can summon this ward. The ward has hit points equal to three times your paladin level. Whenever you take damage the ward takes damage instead. If the damage reduces the ward to 0 hp you take any remaining damage and the magic dissipates. This ward’s magic can be applied to you or any creature who can hear you. As a bonus action on your turn you can move the ward to a different target.
Expulsive Cry: As an action you let loose a roar of abjuring force pushing away encroaching foes every creature within a 30 ft cube originating from yourself is blown back a number of feet equal to 5x your charisma modifier. They make a wisdom saving throw or be frightened of you until the end of your next turn.")
(set:$Subclass_Seventh_Level_Features to "Aura of Defense:
At the 7th level you and friendly creatures within 10 ft of you have advantage on saving throws against being restrained or paralyzed as long as you are conscious. At the 18th level this range increases to 30 ft.")
(set:$Subclass_Fifteenth_Level_Features to "Ceaseless Conquest:
At the 15th level your determination to continue your fight against evil allows you to cheat death itself. If you ever fall in battle you come back with a vengeance and an undying urge to push forward. 10 days after dying you come back to life as if under the effects of a reincarnate spell, as long as the components are supplied, and your soul is free and willing as per terms of the spell. If you are unable to do so per the terms of the spell your soul is trapped in the ethereal plane until you are able or a similar resurrecting spell is cast upon you.
In addition when your HP Drops below 10% you gain resistance to all damage. ")
(set:$Subclass_Twentieth_Level_Features to "Stalwart Guardian:
At level 20 as an action you can assume the form of a mighty angelic warrior. Your body is enraptured in a brilliant golden armor ensuring you will survive whatever comes your way. For one minute you gain the following benefits.
Add your charisma modifier to your AC.
Gain temp HP equal to one quarter of your HP Max
Resistance to poison damage
Once you have used this feature you must finish a long rest before you can use it again. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Sanctuary to true) (set:$Shield to true)]
(if:$Level is > 4) [(Set:$Barkskin to true) (set:$Warding_Bond to true)]
(if:$Level is > 8) [(set:$Magic_Circle to true) (set:$Protection_From_Energy to true)]
(if:$Level is > 12) [(Set:$Death_Ward to true) (set:$Aura_Of_Life to true)
]
(if:$Level is > 16) [(set:$Antilife_Shell to true) (set:$Greater_Restoration to true)
]
Oath Of Truth
Set on a path of finding all the false lies and righting them. Paladins who dedicate themselves to this oath believe that any person can be redeemed and the path of truthfulness is one that any creature can walk. Preferring to solve things through diplomacy, the paladin of truth carries a strong will and even stronger voice. Sometimes though the paladin must take up arms. Only the evilest creatures truly deserve to be destroyed by the light of truth.
Tenets of Truth
Holding the paladin to a high standard, requiring them to constantly take the high road and avoid conflict.
Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to finding the truth.
Righteous Truth: Knowing and speaking the truth are of upmost importance. Evil is born and lies and we must do all we can to suppress evil.
Bastion of Will: Lies are easy and truth is hard. Paladins of the truth must be a bastion of the will and truth for all those that would look upon her. Creating this atmosphere of truth will lay the groundwork for a better world.
Lies of the Unforgiven: The evils in this world tell many lies. It is our job to expose those lies and expose those evils no matter what, even if it means sacrificing our own lies
Oath spells:
You gain oath spells at the paladin level listed in the oath of truth spell table below. See the sacred oath class features for how oath spells work.
Oath Spells of Truth:
3rd: inhibit, comprehend languages
5th: Calm emotions, zone of truth
9th: dispel magic, tongues
13th: fabricate, otiluke’s resilient sphere
17th: Skill empowerment, wall of light
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Emissary of Truth: You can use your channel divinity to augment yoru voice with divine power. As a bonus action you grant yourself +5 bonus to wisdom insight checks for the next 10 minutes.
Destroy all Falsehoods: As a bonus action you can make a wisdom insight check against a creature you can see that isn’t incapacitated, contested by the targets charisma deception check. If you succeed all subsequent wisdom insight checks against the target have advantage plus whenever you strike the target with divine smite you deal an additional 1d8 radiant damage. This benefit lasts for 10 minutes or ends early if the target is killed/incapacitated.
Aura of Truth:
At the 7th level an aura of truth extends for 10 ft out from you at all times. Enemies within this arura cannot use spells abilities or magic items that either make them invisible or shapechange. However, an ally can cast polymorph on an enemy within the aura as an exception to this rule. At the 18th level this aura increases to 30 ft
Actuality Mastery:
Beginning at the 15th level you permanently have zone of truth cast on you. You can choose whether creatures entering the area for the first time are subjected to the saving throw or not.
Avatar of Truth:
At the 20th level the power of truth begins to course through your body and soul freely. You gain new permanent benefits: Truesight for 120 ft. A creature targeted by your destroy all falsehoods can no longer hide from you. No matter what you know its location and you know whether it has spoken a lie or not. It doesn’t have to be near you to know whether it lied or not. Whenever you use destroy all falsehoods you can use it against a number of creatures equal to your charisma modifier.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Truth")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath spells:
You gain oath spells at the paladin level listed in the oath of truth spell table below. See the sacred oath class features for how oath spells work.
Oath Spells of Truth:
3rd: inhibit, comprehend languages
5th: Calm emotions, zone of truth
9th: dispel magic, tongues
13th: fabricate, otiluke’s resilient sphere
17th: Skill empowerment, wall of light
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Emissary of Truth: You can use your channel divinity to augment yoru voice with divine power. As a bonus action you grant yourself +5 bonus to wisdom insight checks for the next 10 minutes.
Destroy all Falsehoods: As a bonus action you can make a wisdom insight check against a creature you can see that isn’t incapacitated, contested by the targets charisma deception check. If you succeed all subsequent wisdom insight checks against the target have advantage plus whenever you strike the target with divine smite you deal an additional 1d8 radiant damage. This benefit lasts for 10 minutes or ends early if the target is killed/incapacitated. ")
(set:$Subclass_Seventh_Level_Features to "Aura of Truth:
At the 7th level an aura of truth extends for 10 ft out from you at all times. Enemies within this arura cannot use spells abilities or magic items that either make them invisible or shapechange. However, an ally can cast polymorph on an enemy within the aura as an exception to this rule. At the 18th level this aura increases to 30 ft.")
(set:$Subclass_Fifteenth_Level_Features to "Actuality Mastery:
Beginning at the 15th level you permanently have zone of truth cast on you. You can choose whether creatures entering the area for the first time are subjected to the saving throw or not. ")
(set:$Subclass_Twentieth_Level_Features to "Avatar of Truth:
At the 20th level the power of truth begins to course through your body and soul freely. You gain new permanent benefits: Truesight for 120 ft. A creature targeted by your destroy all falsehoods can no longer hide from you. No matter what you know its location and you know whether it has spoken a lie or not. It doesn’t have to be near you to know whether it lied or not. Whenever you use destroy all falsehoods you can use it against a number of creatures equal to your charisma modifier. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(Set:$Inhibit to true) (Set:$Comprehend_Languages to true)]
(if:$Level is > 4) [(set:$Calm_Emotions to true)
(Set:$Zone_Of_Truth to true)]
(if:$Level is > 8) [(Set:$Dispel_Magic to true) (Set:$Tongues to true)]
(if:$Level is > 12) [(Set:$Fabricate to true) (set:$Otilukes_Resilient_Sphere to true)]
(if:$Level is > 16) [(set:$Skill_Empowerment to true) (Set:$Wall_Of_Light to true) ]
Oath Of The Hand
A promise to hold the interests of order above all things, even one’s own life and honor. Paladins who swear this oath do not simply stand guard protecting their domains from encroaching chaos from without. Instead they seek out all potential threats to the peace they keep in dens of inequity where they hide. These Paladins envelop themselves in the underworlds they fight against instead of living lives of nobility. An essential part of maintaining the peace is often keeping the public from knowing how that peace is kept. While other paladins often take their oaths in public and live life as symbols of honor to the people they protect, these paladins are often recruited and take their oaths in secret, and sometimes may sometimes live their lives without ever being publicly acknowledged for their work, in some cases even being known as simple criminals.
Tenets of the Hand:
They can vary depending on the mission but invariably encourage a devotion to the duty above all else.
Humility: Knowledge of my efforts can only serve to hinder my mission. I will not seek renown for the great deeds I have done.
Vigilance: I will always be alert, rout potential threats before they can disrupt the order I am sworn to maintain.
The Greater Good: My ultimate goal is order and prosperity, and if I must commit a smaller evil to uphold the greater good then and only then will it be done.
Work in the Dark to Serve the Light: I must be willing to work with the less righteous elements of society, so that I may better undermine their influence.
Secrecy: I should be deft in my work and leave no trace of my influence on events. When I do things right no one is sure I’ve done anything at all.
Oath spells:
You gain oath spells at the paladin levels listed.
3rd: Charm person, disguise self
5th: Spider Climb, Calm Emotions
9th: Blink, Sending
13th: Mordenkainen’s Private Sanctum, Confusion
17th: Seeming, Mislead
Channel Divinity:
At the 3rd Level you gain the following channel divinity options:
Judgement from on High: As a bonus action you can use your channel divinity to extend a fraction of your divine powers beyond yourself. For the next minute, your divine smite and smite spells are no longer restricted to melee weapon attacks, and can be activated on ranged weapons attacks to do only 1d4 damage per spell slot used.
The Invisible Hand: As an action you can hold your holy symbol aloft and attempt ot erase all trace of your presence using your channel divinity. Each creature you can see within 30 ft of you must make a wisdom saving throw. On a failed save the creature is blind and deaf until the start of your next turn or it takes damage. In addition the creature loses all memory of interacting with you from the last five minutes, rationalizing any results of your actions during that time with the most plausible explanation. When you take this action you can choose any number of creatures within range to automatically succeed on the save.
Aura Of Occlusion:
At the 7th level whenever a creature within 10 ft of you makes a wisdom insight or wisdom perception check you can choose to impose disadvantage on that check. At the 18th level the range increases to 30 ft.
Untraceable Influence:
At the 15th level you gain proficiency in the persuasion skill. If you already have proficiency in this skill your proficiency bonus is doubled.
Additionally, if a creature fails a saving throw against your enchantment spells they are unaware they have had a spell cast on them.
Whispered Warrior:
At the 20th level you are little more than an urban legend. A bogeyman lurking just out of sight inspiring paranoid thoughts with sinister whispers. Your form becomes hazy and creatures find it difficult to maintain focus on you and your voice becomes displaced and seems to come from everywhere at once. You can use your action to mask your presence for 30 minutes. For the duration you gain the following benefits:
You are invisible even to creatures with truesight and blindsight.
You can cast your paladin spells without the verbal components.
Creatures have disadvantage on saves to resist your enchantment spells if they are not engaged in combat and unaware of your presence.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of The Hand")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath spells:
You gain oath spells at the paladin levels listed.
3rd: Charm person, disguise self
5th: Spider Climb, Calm Emotions
9th: Blink, Sending
13th: Mordenkainen’s Private Sanctum, Confusion
17th: Seeming, Mislead
Channel Divinity:
At the 3rd Level you gain the following channel divinity options:
Judgement from on High: As a bonus action you can use your channel divinity to extend a fraction of your divine powers beyond yourself. For the next minute, your divine smite and smite spells are no longer restricted to melee weapon attacks, and can be activated on ranged weapons attacks to do only 1d4 damage per spell slot used.
The Invisible Hand: As an action you can hold your holy symbol aloft and attempt ot erase all trace of your presence using your channel divinity. Each creature you can see within 30 ft of you must make a wisdom saving throw. On a failed save the creature is blind and deaf until the start of your next turn or it takes damage. In addition the creature loses all memory of interacting with you from the last five minutes, rationalizing any results of your actions during that time with the most plausible explanation. When you take this action you can choose any number of creatures within range to automatically succeed on the save. ")
(set:$Subclass_Seventh_Level_Features to "Aura Of Occlusion:
At the 7th level whenever a creature within 10 ft of you makes a wisdom insight or wisdom perception check you can choose to impose disadvantage on that check. At the 18th level the range increases to 30 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "Untraceable Influence:
At the 15th level you gain proficiency in the persuasion skill. If you already have proficiency in this skill your proficiency bonus is doubled.
Additionally, if a creature fails a saving throw against your enchantment spells they are unaware they have had a spell cast on them. ")
(set:$Subclass_Twentieth_Level_Features to "Whispered Warrior:
At the 20th level you are little more than an urban legend. A bogeyman lurking just out of sight inspiring paranoid thoughts with sinister whispers. Your form becomes hazy and creatures find it difficult to maintain focus on you and your voice becomes displaced and seems to come from everywhere at once. You can use your action to mask your presence for 30 minutes. For the duration you gain the following benefits:
You are invisible even to creatures with truesight and blindsight.
You can cast your paladin spells without the verbal components.
Creatures have disadvantage on saves to resist your enchantment spells if they are not engaged in combat and unaware of your presence.")
(if:$Level is > 2) [(Set:$Charm_Person to true) (set:$Disguise_Self to true)]
(if:$Level is > 4) [(set:$Spider_Climb to true) (set:$Calm_Emotions to true) ]
(if:$Level is > 8) [(set:$Blink to true) (set:$Sending to true)]
(if:$Level is > 12) [(set:$Moderkiaens_Private_Sanctum to true) (set:$Confusion to true)]
(if:$Level is > 16) [(set:$Seeming to true) (Set:$Mislead to true) ]
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Oath Of the Valkyrie
Legends speak of fierce celestial warriors charging into battlefields, cutting down swaths of foes before them these warriors were not just fierce combatants. Stories tell of them saving the lives of their chosen comrades, bulwarks of radiant steel and light in the middle of battle. There are those who can call forth abilities evocative of the ancient war angels. These paladins engage in combat with a furious joy rivalled by few. These are the Valkyr, paladins who swear to live by the ideals of these legendary celestials.
Tenets of the Valkyr
Reaper of the Unworthy: Slay all those who stand against you. Those that surrender are to be granted quarter if possible.
Protect the Worthy: Those that have proven their mettle, or who do not deserve the fate of death should be allowed to continue on.
Fly to Battle: You’ve been given the wonderous power in battle. You should be in the front lines if possible, to strike terror into the hearts of your foes and inspire your allies.
Honorable Death: To die in combat is the greatest honor a Valkyr can achieve. This does not mean to be reckless, rather seek your end when it may serve the most purpose. .
Oath of the Valkyrie Spells:
3rd: Thunderwave, Shield of Faith
5th: Enlarge/Reduce, Spiritual Weapon
9th: Haste, Revivify
13th: Death Ward, Guardian of Faith
17th: Mass Cure Wounds, Raise Dead
Channel Divinity:
At the 3rd level you gain the following 2 Channel Divinity options.
Thunderous Blade: As an action you can imbue your weapon with thunderous energy. For 1 minute when you strike an enemy with your weapon you can deal extra thunder damage equal to your charisma modifier (minimum of 1). You can end this effect on your turn as part of any other action. IF you are no longer holding or carrying the weapon this effect ends.
Word of Protection: As a reaction you can utter a word of protection for a creature you can see within 10 ft of you. The target is resistant to all damage until the beginning of your next turn.
Wings of Battle:
At the 7th level you can channel the celestial beings you represent. As an action you may sprout golden wings granting you a fly speed of 30 ft. These wings last for 1 minute. Once you use this ability you may not use it again until you have completed a long rest
Charging Blow:
At the 15th level you gain the ability to make a thunderous entrance into battle. When you or a mount you ride moves at least 60 ft in a single turn you may make a melee weapon attack against a single foe as a bonus action. If this attack hits in addition to dealing normal weapon damage, creatures in a 30 ft cube in front of you must make a strength saving throw. Creatures that fail take 4d6 force damage and are knocked prone. Creatures that succeed the saving throw take half damage and are not knocked prone.
Avatar of the Valkyrie
At the 20th level you gain the ability to partially transform yourself temporarily into a celestial being of battle. You gain the following benefits for one minute:
Fly speed of 40 ft.
Resistant to all damage
Allies within 20 ft cannot die. They can be rendered unconscious by damage but cannot die until this ability ends.
Once you have used this feature you cannot use it again until you have finished a long rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of The Valkyrie")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath of the Valkyrie Spells:
3rd: Thunderwave, Shield of Faith
5th: Enlarge/Reduce, Spiritual Weapon
9th: Haste, Revivify
13th: Death Ward, Guardian of Faith
17th: Mass Cure Wounds, Raise Dead
Channel Divinity:
At the 3rd level you gain the following 2 Channel Divinity options.
Thunderous Blade: As an action you can imbue your weapon with thunderous energy. For 1 minute when you strike an enemy with your weapon you can deal extra thunder damage equal to your charisma modifier (minimum of 1). You can end this effect on your turn as part of any other action. IF you are no longer holding or carrying the weapon this effect ends.
Word of Protection: As a reaction you can utter a word of protection for a creature you can see within 10 ft of you. The target is resistant to all damage until the beginning of your next turn. ")
(set:$Subclass_Seventh_Level_Features to "Wings of Battle:
At the 7th level you can channel the celestial beings you represent. As an action you may sprout golden wings granting you a fly speed of 30 ft. These wings last for 1 minute. Once you use this ability you may not use it again until you have completed a long rest.")
(set:$Subclass_Fifteenth_Level_Features to "Charging Blow:
At the 15th level you gain the ability to make a thunderous entrance into battle. When you or a mount you ride moves at least 60 ft in a single turn you may make a melee weapon attack against a single foe as a bonus action. If this attack hits in addition to dealing normal weapon damage, creatures in a 30 ft cube in front of you must make a strength saving throw. Creatures that fail take 4d6 force damage and are knocked prone. Creatures that succeed the saving throw take half damage and are not knocked prone. ")
(set:$Subclass_Twentieth_Level_Features to "Avatar of the Valkyrie
At the 20th level you gain the ability to partially transform yourself temporarily into a celestial being of battle. You gain the following benefits for one minute:
Fly speed of 40 ft.
Resistant to all damage
Allies within 20 ft cannot die. They can be rendered unconscious by damage but cannot die until this ability ends.
Once you have used this feature you cannot use it again until you have finished a long rest.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)(if:$Level is > 2) [(Set:$Thunderwave to true) (Set:$Shield_Of_Faith to true)]
(if:$Level is > 4) [(set:$Enlarge_Reduce to true) (Set:$Spiritual_Weapon to true)]
(if:$Level is > 8) [(set:$Haste to true) (set:$Revivify to true)]
(if:$Level is > 12) [(Set:$Death_Ward to true) (set:$Guardian_Of_Faith to true)]
(if:$Level is > 16) [(Set:$Mass_Healing_Word to true) (set:$Raise_Dead to true) ]
(set:$Subclass_Features_For_Level_20 to true)
Oath of Heroism
Paladins who take the oath of heroism hold themselves to a high standard and are known for their exemplary virtues. They acknowledge their importance in the world while maintaining a humble attitude. They have come to a realization that het best way to fight evil is by spreading goodness.
Tenants of Heroism
Mercy: Nearly everything and everyone has a shard of goodness in them. Do your best to bring int out.
Be humble: Know that you are equally as important as any civilian or adventurer you encounter.
Self-Forgiveness: You area allowed to make mistakes. You must learn how to forgive yourself for your faults and use them to grow.
Teamwork: Lead your team, but remember with power used recklessly does more harm than good. Work with your team and aid them whenever possible.
Oath Spells:
3rd: Bless, Sanctuary
5th: Calm Emotion, Hold Person
9th: Glyph of Warding. Tint hut
13th: Polymorph, Resilient Sphere
17th: Hold Monster, wall of force
Channel divinity:
At the 3rd level you gain the following channel divinity options.
Hero’s Harmony: As an action you unleash a message of unity in a loud booming voice calling the sprits of heroes that died doing good and helping others to come to your aid. For a number of rounds equal to your charisma modifier (min of 1) your actions are considered to be aided by the Help action from an unseen or indistinct spirit.
Vow of Humanity: As an action when you see a frightened or charmed creature you may silently pray and touch them to create a momentary mental connection. That creature is no longer charmed or frightened but you must make a successful wisdom saving throw against a DC equal to 8 + your proficiency bonus + your wisdom modifier to suffer no effect, on a failed save you suffer the effect yourself.
Life Saver:
At the 7th level you produce a 10 ft aura around you, any creature inside your aura is struck you can use your reaction to split the damage in half between you and the creature (Rounding up). At the 18th level this aura increases to 30 ft.
Heroic Spirit:
At the 15th level you may take the help action as a bonus action on each of your turns. In addition you have advantage on all charisma checks involving interactions with heroic individuals.
Guardian:
At the 20th level you can take the form of the Guardian, an ancient power that makes itself available to good hearted heroes in need. You gain a halo of radiant light, begin to exude a soft light, hush the sound levels or light levels around you, signaling your transformation. As an action you may transform for 1 minute, gaining the following effects.
You may roll a number of hit dice up to the max hit dice you have, as an action losing the number of HP equal to the result and restoring it to all creatures of your choice within 10 ft of you.
Creatures you strike must roll a hit dice. When they fall to the amount of HP rolled or lower, they are incapacitated but blessed and cannot fall to 0 until they commit another evil act. The player decides whether the act is evil and the creature cannot be blessed more than once in their lifetime.
Allied creatures within 10 ft of you automatically pass saving throws but you must make the saving throws instead at disadvantage or suffer the effects.
Once you use this feature you cannot use it again until you finish a long rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Heroism")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath Spells:
3rd: Bless, Sanctuary
5th: Calm Emotion, Hold Person
9th: Glyph of Warding. Tint hut
13th: Polymorph, Resilient Sphere
17th: Hold Monster, wall of force
Channel divinity:
At the 3rd level you gain the following channel divinity options.
Hero’s Harmony: As an action you unleash a message of unity in a loud booming voice calling the sprits of heroes that died doing good and helping others to come to your aid. For a number of rounds equal to your charisma modifier (min of 1) your actions are considered to be aided by the Help action from an unseen or indistinct spirit.
Vow of Humanity: As an action when you see a frightened or charmed creature you may silently pray and touch them to create a momentary mental connection. That creature is no longer charmed or frightened but you must make a successful wisdom saving throw against a DC equal to 8 + your proficiency bonus + your wisdom modifier to suffer no effect, on a failed save you suffer the effect yourself. ")
(set:$Subclass_Seventh_Level_Features to "Life Saver:
At the 7th level you produce a 10 ft aura around you, any creature inside your aura is struck you can use your reaction to split the damage in half between you and the creature (Rounding up). At the 18th level this aura increases to 30 ft.")
(set:$Subclass_Fifteenth_Level_Features to "Heroic Spirit:
At the 15th level you may take the help action as a bonus action on each of your turns. In addition you have advantage on all charisma checks involving interactions with heroic individuals. ")
(set:$Subclass_Twentieth_Level_Features to "Guardian:
At the 20th level you can take the form of the Guardian, an ancient power that makes itself available to good hearted heroes in need. You gain a halo of radiant light, begin to exude a soft light, hush the sound levels or light levels around you, signaling your transformation. As an action you may transform for 1 minute, gaining the following effects.
You may roll a number of hit dice up to the max hit dice you have, as an action losing the number of HP equal to the result and restoring it to all creatures of your choice within 10 ft of you.
Creatures you strike must roll a hit dice. When they fall to the amount of HP rolled or lower, they are incapacitated but blessed and cannot fall to 0 until they commit another evil act. The player decides whether the act is evil and the creature cannot be blessed more than once in their lifetime.
Allied creatures within 10 ft of you automatically pass saving throws but you must make the saving throws instead at disadvantage or suffer the effects.
Once you use this feature you cannot use it again until you finish a long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Bless to true) (set:$Sanctuary to true)]
(if:$Level is > 4) [(set:$Calm_Emotions to true) (set:$Hold_Person to true)]
(if:$Level is > 8) [(set:$Glyph_Of_Warding to true) (Set:$Leomunds_Tiny_Hut to true)]
(if:$Level is > 12) [(Set:$Polymorph to true) (set:$Otilukes_Resilient_Sphere to true)]
(if:$Level is > 16) [(set:$Hold_Monster to true)(Set:$Wall_Of_Force to true) ]
Oath Of Purification
A steadfast commitment to truth regardless of what others including those in positions of authority view as right and just. Paladins who dedicate themselves to this oath believe in revealing the truth by any means necessary. Purging the world of those who would obscure it.
Those that swear this oath seek first to offer their foes a chance at redemption, via fiery penance
Tenets of Purification:
Bring the truth to light: Be not clouded by the laws and expectations of others. You seek truth, no matter how challenging.
Purify the Wicked: Rehabilitation is preferred. A fiery death for the unrepented is still an acceptable alternative.
Defend the Undefiled: Those who remain clean from the toxic path of evil are worthy of your protection, safeguard their purity.
Oath Spells:
3rd: Burning Hands, Faerie Fire
5th: Calm Emotions, Moonbeam
9th: Clairvoyance, Fireball
13th: Fire shield, wall of fire.
17th: Dawn, flame strike
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Trial by Fire: As an action, you present your holy symbol and censure your foe using your channel divinity. Choose a creature you can see within 60 ft of you, that creature must make a dexterity saving throw. Good aligned creatures have advantage on this saving throw. The target takes fire damage equal to 2d10 + paladin level and burns for 1 minute, shedding a bright light in a 20 ft radius, dim light for an additional 20 ft, this overcomes resistance to fire or radiant damge resistances, and deals fire damage equal to your charisma modifier until it successfully saves, on a failed save. The creature takes half as much on a successful one and isn’t burned.
Oculus of Truth: enhance your intuition and discerning eye. As an action you grant yourself a +5 bonus to intelligence investigation checks and wisdom insight checks for the next 10 minutes.
Aura of Cleansing:
At the 7th level, while you are conscious, you radiate a purifying aura within 10 ft of you, extending the range of your lay on hands feature to 10 ft.
Agonizing Retribution:
At the 15th level when a creature hits you or an ally within your aura of cleansing with an attack you can use your reaction to conjure a brief mote of flame, dealing damage to half your paladin level rounded down to that creature.
Paragon of Purification:
At the 20th level you gain resistance to fire damage, and as an action you become a avatar of sanctifying fire, gaining the following benefits for one minute:
Immune to fire and radiant damage.
As a bonus action you can purge all diseases and poisons from a creature you can see within 60 ft.
Once on each of your turns you can deal extra fire damage to one target when you damage it with an attack or spell, the damage is equal to your paladin level.
When you deal fire or radiant damage you ignore resistance or immunity to those damage types.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Purification")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath Spells:
3rd: Burning Hands, Faerie Fire
5th: Calm Emotions, Moonbeam
9th: Clairvoyance, Fireball
13th: Fire shield, wall of fire.
17th: Dawn, flame strike
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Trial by Fire: As an action, you present your holy symbol and censure your foe using your channel divinity. Choose a creature you can see within 60 ft of you, that creature must make a dexterity saving throw. Good aligned creatures have advantage on this saving throw. The target takes fire damage equal to 2d10 + paladin level and burns for 1 minute, shedding a bright light in a 20 ft radius, dim light for an additional 20 ft, this overcomes resistance to fire or radiant damge resistances, and deals fire damage equal to your charisma modifier until it successfully saves, on a failed save. The creature takes half as much on a successful one and isn’t burned.
Oculus of Truth: enhance your intuition and discerning eye. As an action you grant yourself a +5 bonus to intelligence investigation checks and wisdom insight checks for the next 10 minutes.")
(set:$Subclass_Seventh_Level_Features to "Aura of Cleansing:
At the 7th level, while you are conscious, you radiate a purifying aura within 10 ft of you, extending the range of your lay on hands feature to 10 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "Agonizing Retribution:
At the 15th level when a creature hits you or an ally within your aura of cleansing with an attack you can use your reaction to conjure a brief mote of flame, dealing damage to half your paladin level rounded down to that creature. ")
(set:$Subclass_Twentieth_Level_Features to "Paragon of Purification:
At the 20th level you gain resistance to fire damage, and as an action you become a avatar of sanctifying fire, gaining the following benefits for one minute:
Immune to fire and radiant damage.
As a bonus action you can purge all diseases and poisons from a creature you can see within 60 ft.
Once on each of your turns you can deal extra fire damage to one target when you damage it with an attack or spell, the damage is equal to your paladin level.
When you deal fire or radiant damage you ignore resistance or immunity to those damage types. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Burning_Hands to true) (Set:$Faerie_Fire to true)]
(if:$Level is > 4) [(set:$Calm_Emotions to true) (Set:$Moonbeam to true)]
(if:$Level is > 8) [(set:$Clairvoyance to true) (set:$Fireball to true)]
(if:$Level is > 12) [(Set:$Fire_Shield to true) (set:$Wall_Of_Fire to true)]
(if:$Level is > 16) [(set:$Dawn to true) (Set:$Flame_Strike to true) ]
Oath of the Shield
Paladins who protect life and seek justice for the downtrodden. They act as a shield for those in need of protection without regard to personal gain.
Tenets of the Shield:
Righteousness of Heart: act with a just heart and judge with an honest mind.
Sanctity of Life: All life is sacred. Take a life only in defense of another and protect those under threat.
Pursuit of Truth: Suffer no lie in concealment, let the truth be revealed.
Bastion Of Steadfastness: Remain unyielding through challenge, relentless in defeat and honorable in victory.
Oath Spells:
3rd: Compelled Duel, Sanctuary
5th: Warding Bond, Zone Of Truth
9th: Spirit Guardians, Counterspell
13th: Guardian of Faith, Banishment
17th: Hold Monster, Mass Cure Wounds
Channel Divinity:
At the 3rd level you gain the following 2 channel divinity options:
Divine Challenge: The paladin presents their holy symbol and speaks words imbued with power. All enemies within 20 ft who can hear the paladin must make a wisdom saving throw or be drawn towards the paladin on a failed save, attempting to move within melee range. This movement incurs attacks of opportunity. The effect lasts one minute any damage breaks the spell targets make an additional wisdom saving throw at the start of each of their turns.
Divine Protection: When a creature within 10 ft of the paladin moves to attack one of the paladin’s allies, the paladin may use their reaction to impose a radiant shield between the creature and the target. The creature must make a wisdom saving throw vs the paladins Spell DC if the creature fails no damage is dealt, on a successful save the creature takes half damage.
Shield of the Sentinel:
At the 7th level as long as the paladin is not incapacitated all allies within 10 ft add +2 to their AC.
Resilient Protector:
At the 15th level guardians lean to shrug off all but the most damaging spells. Any save that would result in half damage instead result in zero damage. Failed saves deal half damage. The paladin is also proficient in constitution saving throws.
Guardian’s Resolve:
At the 20th level when the paladin drops to 0 HP you can instead drop to 1 HP as long as you are not killed outright. Once this ability is triggered the paladin cannot be reduced below 1 hp as long as an ally is within 10 ft and is not incapacitated. This ability lasts 1 minute, and cannot be used again until finishing a long rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of The Shield")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath Spells:
3rd: Compelled Duel, Sanctuary
5th: Warding Bond, Zone Of Truth
9th: Spirit Guardians, Counterspell
13th: Guardian of Faith, Banishment
17th: Hold Monster, Mass Cure Wounds
Channel Divinity:
At the 3rd level you gain the following 2 channel divinity options:
Divine Challenge: The paladin presents their holy symbol and speaks words imbued with power. All enemies within 20 ft who can hear the paladin must make a wisdom saving throw or be drawn towards the paladin on a failed save, attempting to move within melee range. This movement incurs attacks of opportunity. The effect lasts one minute any damage breaks the spell targets make an additional wisdom saving throw at the start of each of their turns.
Divine Protection: When a creature within 10 ft of the paladin moves to attack one of the paladin’s allies, the paladin may use their reaction to impose a radiant shield between the creature and the target. The creature must make a wisdom saving throw vs the paladins Spell DC if the creature fails no damage is dealt, on a successful save the creature takes half damage. ")
(set:$Subclass_Seventh_Level_Features to "Shield of the Sentinel:
At the 7th level as long as the paladin is not incapacitated all allies within 10 ft add +2 to their AC. ")
(set:$Subclass_Fifteenth_Level_Features to "Resilient Protector:
At the 15th level guardians lean to shrug off all but the most damaging spells. Any save that would result in half damage instead result in zero damage. Failed saves deal half damage. The paladin is also proficient in constitution saving throws. ")
(set:$Subclass_Twentieth_Level_Features to "Guardian’s Resolve:
At the 20th level when the paladin drops to 0 HP you can instead drop to 1 HP as long as you are not killed outright. Once this ability is triggered the paladin cannot be reduced below 1 hp as long as an ally is within 10 ft and is not incapacitated. This ability lasts 1 minute, and cannot be used again until finishing a long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)(if:$Level is > 2) [(set:$Compelled_Duel to true) (set:$Sanctuary to true)]
(if:$Level is > 4) [(set:$Warding_Bond to true) (Set:$Zone_Of_Truth to true)]
(if:$Level is > 8) [(set:$Spirit_Guardians to true) (Set:$Counterspell to true)]
(if:$Level is > 12) [(set:$Guardian_Of_Faith to true) (Set:$Banishment to true)]
(if:$Level is > 16) [(set:$Hold_Monster to true) (set:$Mass_Cure_Wounds to true)]
Oath Of Stone
From protectors of tombs, to protectors of the dwarven race, to protectors of all.
Tenants of stone:
The stone protects: Stand by the weak, protect them, shield them from danger.
The mountain endures: You stand where others have fallen, you are the last and only line of defense.
Vigilance prevails: Be ever watchful the enemies are numerous and devious.
Beware the grains of sand: Even small enemies can cause you to fail, do not dismiss even the weakest of evil.
Oath spells:
3rd: Absorb elements, Earth’s Tremor
5th: Earth Bind, Maximillian’s Earthen Grasp
9th: Erupting Earth, Meld Into Stone
13th: Stone Shape, Stone Skin
17th: Wall of stone, Transmute Rock
Channel Divinity: Shatter earth:
You imbue your weapon with destructive primal forces of the earth. For 1 minute you add your charisma modifier to the damage on attacks that use bludgeoning or heavy weapons min of +1. When you expend a spell slot using your divine smite feature while this channel divinity lasts the force of the impact shatters the ground beneath your target. The creature must succeed a Dexterity saving throw or be knocked prone. Additionally that 5 ft area becomes difficult terrain until cleared away.
Channel Divinity: Spitting earth:
You command the earth to rise up and hamper your enemies progress. Choose a point you can see within 30 ft. Great spikes of rock shoot skyward in a 20 ft radius of that point. Any creature within the radius must make a strength saving throw or be restrained and take 4d6 piercing damage. On a success the target takes half damage and is not restrained.
Stone Shield:
At the 7th level when you or an allied creature is within 10 ft of you is hit with a melee or ranged attack you may use your reaction to give the creature of your choice within 10 ft resistance to nonmagical physical damage for the remainder of the current turn. At the 18th level this increases to 30 ft.
Stoneheart:
At the 15th level you permanently become one with the stone. Your flesh transforms into rock and hardens your body. You gain resistance to poison damage, and immunity to the poison effect.
Scion of the Stone Lords:
At the 20th level you call upon the power of the ancient stone itself. Channeling its energy making you an unstoppable force. Using your action you undergo the following changes for 1 minute:
You may use shatter the earth or spitting earth without spending the use of your channel divinity.
Your skin changes to a reflective polishes surface, when targeted by magic missile, a line spell, or a spell that requires an attack roll. Roll a d20 on a 15 + you are unaffected by the spell. On a 20 the spell is reflected back at the caster.
Your stoneshield provides resistance against magical weapons.
You must complete a long rest before you can use this feature again.
(Set:$Subclass to true)
(set:$Secondary_Class to "Oath Of Stone")
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to "Oath spells:
3rd: Absorb elements, Earth’s Tremor
5th: Earth Bind, Maximillian’s Earthen Grasp
9th: Erupting Earth, Meld Into Stone
13th: Stone Shape, Stone Skin
17th: Wall of stone, Transmute Rock
Channel Divinity: Shatter earth:
You imbue your weapon with destructive primal forces of the earth. For 1 minute you add your charisma modifier to the damage on attacks that use bludgeoning or heavy weapons min of +1. When you expend a spell slot using your divine smite feature while this channel divinity lasts the force of the impact shatters the ground beneath your target. The creature must succeed a Dexterity saving throw or be knocked prone. Additionally that 5 ft area becomes difficult terrain until cleared away.
Channel Divinity: Spitting earth:
You command the earth to rise up and hamper your enemies progress. Choose a point you can see within 30 ft. Great spikes of rock shoot skyward in a 20 ft radius of that point. Any creature within the radius must make a strength saving throw or be restrained and take 4d6 piercing damage. On a success the target takes half damage and is not restrained. ")
(set:$Subclass_Seventh_Level_Features to "Stone Shield:
At the 7th level when you or an allied creature is within 10 ft of you is hit with a melee or ranged attack you may use your reaction to give the creature of your choice within 10 ft resistance to nonmagical physical damage for the remainder of the current turn. At the 18th level this increases to 30 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "Stoneheart:
At the 15th level you permanently become one with the stone. Your flesh transforms into rock and hardens your body. You gain resistance to poison damage, and immunity to the poison effect. ")
(set:$Subclass_Twentieth_Level_Features to "Scion of the Stone Lords:
At the 20th level you call upon the power of the ancient stone itself. Channeling its energy making you an unstoppable force. Using your action you undergo the following changes for 1 minute:
You may use shatter the earth or spitting earth without spending the use of your channel divinity.
Your skin changes to a reflective polishes surface, when targeted by magic missile, a line spell, or a spell that requires an attack roll. Roll a d20 on a 15 + you are unaffected by the spell. On a 20 the spell is reflected back at the caster.
Your stoneshield provides resistance against magical weapons.
You must complete a long rest before you can use this feature again. ")
(if:$Level is > 2) [(set:$Absorb_Elements to true) (Set:$Earth_Tremor to true)]
(if:$Level is > 4) [(set:$Earth_Bind to true) (Set:$Maximillians_Earthen_Grasp to true)]
(if:$Level is > 8) [(Set:$Erupting_Earth to true) (Set:$Meld_Into_Stone to true)]
(if:$Level is > 12) [(Set:$Stone_Shape to true)(set:$Stoneskin to true)]
(if:$Level is > 16) [(Set:$Wall_Of_Stone to true) (Set:$Transmute_Rock to true)]
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Features_For_Level_20 to true)
Oath Of The Grim Hunt
A calling that requires its followers to seek out and destroy the many evils that stalk the mortal realms. These hunters dedicate themselves, body and soul to hunting down monsters, the wicked, the mutated, destroying them with a merciless prejudice.
Tenets of the Grim Hunt
Kill the Monster, Burn the Cult: Seek and destroy the monsters that seek to feast on the woes of mortals and end the lives of their mortal followers.
Defy The Dark Ones: Evil Persists because it lays seeds. Destroy the foundations of the dark gods power and wipe their names from history.
Be ever prepared: Your enemy never rests, and you must be ever ready to answer the call. Abstain from drink and gluttony. Keep your body strong and your will unbreakable.
No mercy for the wicked: Your enemies lack empathy and mercy. Show them none in return.
Oath of the Grim Hunt Spells:
3rd: Hunter’s Mark, Faerie Fire
5th: See Invisibility, Hold Person
9th: Dispel Magic, Magic Circle
13th: Locate Creature, Elemental Bane
17th: Hold Monster, Scrying
Channel Divinity
When you take this oath at the 3rd level you gain the following two channel divinity options
Hunt’s end: When you hit a creature with a melee attack and use your divine smite feature you can use your channel divinity to increase the damage of the die of the smite to a d10. If the target is an aberration, fiend, undead, or monstrosity the dice becomes a d12
Merciless Crippling: As an action you can use your channel divinity to hobble a creature. Choose a creature within 60 ft of you, they must succeed a wisdom saving throw or have their flying, burrow speeds reduced to 0 and their movement speed halved for 1 minute.
Beacon of Defiance:
At the 7th Level whenever you or a friendly creature within 10 ft of you in under the effect of a spell or other effect that allows it to repeat a saving throw at the end of each of their turns, it can repeat the saving throw at the start of its turn, ending the effect early. At the 18th level the range of this aura is increased to 30 ft.
The Living Inevitable:
At the 15th level you can no longer be charmed or paralyzed, you can’t be sensed or scryed upon by divination magics unless you want to be.
Champion Of The Grim Hunt:
At the 20th level you learn to summon the divine magic necessary to assume a monstrous form of your own. As an action you can gain the following benefits for one minute.
Your size increases by 1 category, your strength increases by 4.
Your weapon attacks score a critical on a roll of 10-20 if the target is an aberration, fiend, undead, or monstrosity.
A hostile creature that starts its turn within 10 ft of you has disadvantage on any attack roll that isn’t against you.
Once you do this you cannot use this feature again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Secondary_Class to "Oath Of The Grim Hunt") (set:$Subclass to true)
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at the 3rd level you gain the following two channel divinity options
Hunt’s end: When you hit a creature with a melee attack and use your divine smite feature you can use your channel divinity to increase the damage of the die of the smite to a d10. If the target is an aberration, fiend, undead, or monstrosity the dice becomes a d12
Merciless Crippling: As an action you can use your channel divinity to hobble a creature. Choose a creature within 60 ft of you, they must succeed a wisdom saving throw or have their flying, burrow speeds reduced to 0 and their movement speed halved for 1 minute.
Spells: Hunter’s Mark, Faerie Fire
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: See Invisibility, Hold Person
")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Beacon of Defiance:
At the 7th Level whenever you or a friendly creature within 10 ft of you in under the effect of a spell or other effect that allows it to repeat a saving throw at the end of each of their turns, it can repeat the saving throw at the start of its turn, ending the effect early. At the 18th level the range of this aura is increased to 30 ft.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Dispel Magic, Magic Circle")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Locate Creature, Elemental Bane
")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " The Living Inevitable:
At the 15th level you can no longer be charmed or paralyzed, you can’t be sensed or scryed upon by divination magics unless you want to be.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Hold Monster, Scrying ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Champion Of The Grim Hunt:
At the 20th level you learn to summon the divine magic necessary to assume a monstrous form of your own. As an action you can gain the following benefits for one minute.
Your size increases by 1 category, your strength increases by 4.
Your weapon attacks score a critical on a roll of 10-20 if the target is an aberration, fiend, undead, or monstrosity.
A hostile creature that starts its turn within 10 ft of you has disadvantage on any attack roll that isn’t against you.
Once you do this you cannot use this feature again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 2) [(set:$Hunters_Mark to true) (set:$Faerie_Fire to true)]
(if:$Level is > 4) [(set:$See_Invisibility to true) (set:$Hold_Person to true)]
(if:$Level is > 8) [(Set:$Dispel_Magic to true) (set:$Magic_Circle to true)]
(if:$Level is > 12) [(Set:$Locate_Creature to true) (set:$Elemental_Bane to true)]
(if:$Level is > 16) [(set:$Hold_Monster to true), (set:$Scrying to true)]
Oath Of the Unbreakable
In times of war many people retreat into castles and fortresses in to survive the fires that ravage the countryside. Sometimes it is not possible for people to leave and such a fortress must come to them. Unbreakable paladins are soldiers who dedicate themselves to defending the common folk from the ravages of war. These soldiers stride into battle with defensive magics alight, making them mobile fortresses that can hold back a tide of enemies until the innocent have time to escape.
Tenets of the Unbreakable
Defend The Weak: You must challenge the strong with your own strength so that the weak might prepare or flee.
Kindle Hope: When there is doubt you must be the anchor for courage and will for those around you.
Never Back Down: You are unbreakable, show no fear, and take little caution you must be where others cannot.
Oath Spells:
3rd: Thunderwave, Sanctuary
5th: Barkskin, Find Trap
9th: Major Image, Protection From Energy
13th: Resilient Sphere, Stone Skin
17th Passwall, Wall of stone
Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Adamantine Bulwark: Any time you take damage from an attack or spell you may channel divinity to reduce all damage dealt to you by an amount equal to 3 times your paladin level.
Unstoppable Tilt: You may spend an action to use your channel divinity in order to make an unstoppable charge. You may move up to twice your speed in a straight line. You can move through enemy creatures you come in contact with they must make a strength saving throw equal to 8 + proficiency + your strength modifier or take 2d8 bludgeoning damage and are forcefully moved with you until you finish your charge or take no damage and are knocked prone. All other creatures you or the creatures you are carrying pass through after the first must also make a saving throw or be knocked prone.
Aura Of Iron
At the 7th level you emanate so many protective magics that it is almost palpable. You and creature you choose within your aura reduce all damage they take by an amount equal to your charisma modifier (min of 1) At the 18th level this aura increases to 30.
Living Bulwark
At the 15th level you have become as tough as the mightiest fortress and embody many of it’s qualities. You can no longer be restrained or forcefully moved. Allies may use you to gain the benefits of ¾’s cover.
Armor Of The Gods:
At the 20th level you may spend an action to create an additional second layer of legendary armor of solidified arcane energy. For the next minute you gain the following benefits.
If an attack or spell does less than 15 damage to you, you ignore it.
Anytime a creature makes a ranged attack against a creature in your aura roll a d6 on a 4-6 the attack is made against you instead.
Creatures you chose in your aura always have the benefits of half cover.
Once you use this feature you cannot use it again until you finish a long rest.
(set:$Secondary_Class to "Oath Of The Unbreakable") (set:$Subclass to true)
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Channel Divinity:
At the 3rd level you gain the following two channel divinity options.
Adamantine Bulwark: Any time you take damage from an attack or spell you may channel divinity to reduce all damage dealt to you by an amount equal to 3 times your paladin level.
Unstoppable Tilt: You may spend an action to use your channel divinity in order to make an unstoppable charge. You may move up to twice your speed in a straight line. You can move through enemy creatures you come in contact with they must make a strength saving throw equal to 8 + proficiency + your strength modifier or take 2d8 bludgeoning damage and are forcefully moved with you until you finish your charge or take no damage and are knocked prone. All other creatures you or the creatures you are carrying pass through after the first must also make a saving throw or be knocked prone.
Spells: Thunderwave, Sanctuary ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Barkskin, Find Trap ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Aura Of Iron
At the 7th level you emanate so many protective magics that it is almost palpable. You and creature you choose within your aura reduce all damage they take by an amount equal to your charisma modifier (min of 1) At the 18th level this aura increases to 30.
")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Major Image, Protection From Energy ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to " Spells: Resilient Sphere, Stone Skin ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Living Bulwark
At the 15th level you have become as tough as the mightiest fortress and embody many of it’s qualities. You can no longer be restrained or forcefully moved. Allies may use you to gain the benefits of ¾’s cover.
")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to " Spells: Passwall, Wall of stone ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to " Armor Of The Gods:
At the 20th level you may spend an action to create an additional second layer of legendary armor of solidified arcane energy. For the next minute you gain the following benefits.
If an attack or spell does less than 15 damage to you, you ignore it.
Anytime a creature makes a ranged attack against a creature in your aura roll a d6 on a 4-6 the attack is made against you instead.
Creatures you chose in your aura always have the benefits of half cover.
Once you use this feature you cannot use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 2) [(Set:$Thunderwave to true) (set:$Sanctuary to true)]
(if:$Level is > 4) [(Set:$Barkskin to true) (Set:$Find_Traps to true)]
(if:$Level is > 8) [(set:$Major_Image to true) (set:$Protection_From_Energy to true)]
(if:$Level is > 12) [(set:$Otilukes_Resilient_Sphere to true) (set:$Stoneskin to true)]
(if:$Level is > 16) [(Set:$Passwall to true) (set:$Wall_Of_Stone to true)]
Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
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.
[[Ranger|Ranger 2]]
(set:$Subclass to true)
(set:$Secondary_Class to "Hunter")
(set:$Subclass_Third_Level_Features to "Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.")(set:$Subclass_Features_For_Level_3 to true) (set:$Subclass_Seventh_Level_Features to "Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened.")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to "Multiattack
At 11th level, you gain one of the following features of your choice.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to "Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
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.
")(set:$Subclass_Features_For_Level_15 to true)
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action
required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
Bestial Fury
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
(set:$Subclass to true) (Set:$Secondary_Class to "Beast Master")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to "Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action
required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to "Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. ")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to "Bestial Fury
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to "Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. ")(set:$Subclass_Features_For_Level_15 to true)
Death Stalker
Archetype Spells:
You gain archetype spells at the ranger levels listed. Once you have access to an archetype spells you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day. All spells on this list are Ranger spells for you, even if they originate on another list.
3rd: Detect Evil and Good, Protection from Evil and Good
5th: Magic Weapon, See Invisibility
9th: Magic Circle, Speak With Dead
13th: Banishment, Death Ward
17th: Dispel Evil and good, Hallow
Exorcism:
Starting at the 3rd Level when you hit a creature with a weapon attack, the creature takes an extra 1d6 radiant damage. The damage increases by 1d6 if the target is undead. You deal this extra damage only once per turn. Additionally if the target undead is under the command of another creature within 60 ft of it the creature also takes this damage.
Hallowed Ground:
At the 7th level where other find fear you find strength that have been interred with the bodies of the dead. You now considerer crypts, graveyards, cemeteries, and other such environments Favored Terrain for the purposes of your Natural Explorer freature.
Inured to the Unholy
At the 7th Level you add your wisdom modifier to saving throws that are not spell effects if it is imposed by an undead such as a ghoul’s paralysis, a ghost’s possession, or a vampire’s charm. In addition to this you gain resistance to necrotic damage.
Righteous Hunter:
At the 11th level, the damage die from exorcism increases to a d8 and you can deal the damage from the feature on all of your attacks instead of only one. Also you can no longer be raised from death as an undead creature.
Protection from the Profane: At the 15th Level you are always under the effects of the protection from evil and good spell.
(Set:$Subclass to true)
(set:$Secondary_Class to "Death Stalker")
A bastion against the undead and unholy threat that often threaten civilizations.
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to "Archetype Spells:
You gain archetype spells at the ranger levels listed. Once you have access to an archetype spells you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day. All spells on this list are Ranger spells for you, even if they originate on another list.
3rd: Detect Evil and Good, Protection from Evil and Good
5th: Magic Weapon, See Invisibility
9th: Magic Circle, Speak With Dead
13th: Banishment, Death Ward
17th: Dispel Evil and good, Hallow
Exorcism:
Starting at the 3rd Level when you hit a creature with a weapon attack, the creature takes an extra 1d6 radiant damage. The damage increases by 1d6 if the target is undead. You deal this extra damage only once per turn. Additionally if the target undead is under the command of another creature within 60 ft of it the creature also takes this damage. ")
(set:$Subclass_Seventh_Level_Features to "Hallowed Ground:
At the 7th level where other find fear you find strength that have been interred with the bodies of the dead. You now considerer crypts, graveyards, cemeteries, and other such environments Favored Terrain for the purposes of your Natural Explorer freature.
Inured to the Unholy
At the 7th Level you add your wisdom modifier to saving throws that are not spell effects if it is imposed by an undead such as a ghoul’s paralysis, a ghost’s possession, or a vampire’s charm. In addition to this you gain resistance to necrotic damage. ")
(set:$Subclass_Eleventh_Level_Features to "Righteous Hunter:
At the 11th level, the damage die from exorcism increases to a d8 and you can deal the damage from the feature on all of your attacks instead of only one. Also you can no longer be raised from death as an undead creature. ")
(set:$Subclass_Fifteenth_Level_Features to "Protection from the Profane: At the 15th Level you are always under the effects of the protection from evil and good spell. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Marksman
Focusing on ranged attacks and getting the perfect shot.
Exceptional Range:
At the 3rd Level the distance of your weapons normal and long range is doubled, for example the longbow range becomes 300/1200ft
Aimed Shot:
At the 3rd Level if you haven’t moved you can drop to a knee and take a moment to ensure a true shot. When you make your first attack on your turn, you can decide to make an Aimed Shot. Doing so gives you advantage on ranged weapon attacks during this turn, but gives disadvantage on Dexterity saving throws and reduces your speed to 0 until your next turn.
Hit the Mark:
At the 7th Level, even if you don’t always bypass your enemy’s armor, you still make the shot. When you fail an attack roll you still deal half your weapons damage die roll rounded down. You don’t add your ability modifier to the damage of this attack. As the blow does not surpass the targets armor it is insufficient for the purposes of dealing additional damage from features like steak attack or Hunter’s mark.
Head Shot:
At the 11th Level, once per long rest you can use a bonus action to declare a headshot. When you do the next ranged attack you make is a critical hit.
Spotter:
At the 15th level you can choose a number of creatures with hunter’s mark equal to the level of the spell slot you cast it with. If more than one of the targets drops to 0 HP before the spell ends you can use a bonus action on a subsequent turn of yours to mark new creatures.
(Set:$Subclass to true)
(set:$Secondary_Class to "Marksman")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to "Exceptional Range:
At the 3rd Level the distance of your weapons normal and long range is doubled, for example the longbow range becomes 300/1200ft
Aimed Shot:
At the 3rd Level if you haven’t moved you can drop to a knee and take a moment to ensure a true shot. When you make your first attack on your turn, you can decide to make an Aimed Shot. Doing so gives you advantage on ranged weapon attacks during this turn, but gives disadvantage on Dexterity saving throws and reduces your speed to 0 until your next turn. ")
(set:$Subclass_Seventh_Level_Features to "Hit the Mark:
At the 7th Level, even if you don’t always bypass your enemy’s armor, you still make the shot. When you fail an attack roll you still deal half your weapons damage die roll rounded down. You don’t add your ability modifier to the damage of this attack. As the blow does not surpass the targets armor it is insufficient for the purposes of dealing additional damage from features like steak attack or Hunter’s mark. ")
(set:$Subclass_Eleventh_Level_Features to "Head Shot:
At the 11th Level, once per long rest you can use a bonus action to declare a headshot. When you do the next ranged attack you make is a critical hit. ")
(set:$Subclass_Fifteenth_Level_Features to "Spotter:
At the 15th level you can choose a number of creatures with hunter’s mark equal to the level of the spell slot you cast it with. If more than one of the targets drops to 0 HP before the spell ends you can use a bonus action on a subsequent turn of yours to mark new creatures. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Commando
Specialized operatives given high priority tasks, when you want something done right you send a commando.
Special Operations:
At the 3rd Level you gain proficiency with stealth skill and thieves tools. Additionally you gain all the benefits of your natural explorer feature in urban settings such as villages, cities, sewers, and castles.
Danger Sense
At the 3rd Level you have an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge away from danger. You 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.
Swift Fingers:
At the 7th Level, you can use your bonus action to preform one of the following.
Reload a ranged weapon with the loading quality. Doing so allows you to fire the weapon more than once.
Draw or stow a weapon, shield, or item.
Take the use an object action
Quick Work:
At the 11th level whenever you score a critical hit, reduce a creature to 0 HP with a weapon attack or knock a creature unconscious you may immediately move up to half you speed and take the hide action. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Dex Modifier (min of 1 time) You regain all uses of this feature upon completing a long or short rest.
Specialized Tactics:
At the 15th level when you complete a long rest you may choose one fighting style option from the fighting style feature that you do not already know. You are treated as having that fighting style until you start a long rest. In addition to the fighting style listed in the ranger calss features you can choose any of the following options.
Close Quarter Shooter: You are trained in making ranged attacks at close quarters. When making ranged attacks you are within 5 ft of hostile creature you do not have disadvantage on the attack roll. Your ranged attacks ignore half and three quarters cover against targets within 30 ft of you.
Defense: While wearing armor you gain a +1 bonus to AC.
Mariner: As long as you are not wearing heavy armor or using a shield you have swimming speed and a climbing speed equal to your normal walking speed.
(Set:$Subclass to true)
(set:$Secondary_Class to "Commando")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to "Special Operations:
At the 3rd Level you gain proficiency with stealth skill and thieves tools. Additionally you gain all the benefits of your natural explorer feature in urban settings such as villages, cities, sewers, and castles.
Danger Sense
At the 3rd Level you have an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge away from danger. You 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. ")
(set:$Subclass_Seventh_Level_Features to "Swift Fingers:
At the 7th Level, you can use your bonus action to preform one of the following.
Reload a ranged weapon with the loading quality. Doing so allows you to fire the weapon more than once.
Draw or stow a weapon, shield, or item.
Take the use an object action.")
(set:$Subclass_Eleventh_Level_Features to "Quick Work:
At the 11th level whenever you score a critical hit, reduce a creature to 0 HP with a weapon attack or knock a creature unconscious you may immediately move up to half you speed and take the hide action. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Dex Modifier (min of 1 time) You regain all uses of this feature upon completing a long or short rest. ")
(set:$Subclass_Fifteenth_Level_Features to "Specialized Tactics:
At the 15th level when you complete a long rest you may choose one fighting style option from the fighting style feature that you do not already know. You are treated as having that fighting style until you start a long rest. In addition to the fighting style listed in the ranger calss features you can choose any of the following options.
Close Quarter Shooter: You are trained in making ranged attacks at close quarters. When making ranged attacks you are within 5 ft of hostile creature you do not have disadvantage on the attack roll. Your ranged attacks ignore half and three quarters cover against targets within 30 ft of you.
Defense: While wearing armor you gain a +1 bonus to AC.
Mariner: As long as you are not wearing heavy armor or using a shield you have swimming speed and a climbing speed equal to your normal walking speed. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Bladeslinger
Bladeslingers depend on quick reflexes, good planning, and of course deadly aim to survive in a world that values brute force over clever tactics. Bladeslingers like to frequent cities and towns where they can demonstrate their skills and pick up new tricks. Since such demonstrations can be done on inanimate objects or in sport hunting bladeslingers are often welcome at fairs and celebrations where they entertain. Some Bladeslingers find service as city or personal guards of the very rich.
Thrown weapon fighting style:
At the 3rd level you have chosen your ammunition to be anything you can throw. Any weapon with the thrown property counts as a ranged weapon for the purpose of functioning with the other class features and feats. For example you may take archery fighting style at the second level and gain plus two bonus to attack rolls with your thrown weapons.
Thrown Weapon Trick:
At the 3rd level you choose three of the thrown weapon tricks detailed below. You gain another at the 7th, 11th, and 15th level. Each time you learn a new trick you may replace one trick you know with a different one. You cannot choose the same trick more than once and you may only use on trick per attack.
Deadeye shot: When you acquire this trick your thrown weapon deals triple the amount of damage on a critical instead of a double.
Defensive Throw: Choose to suffer -4 to a hit on an attack roll to gain a +2 to your AC until the beginning of your next turn.
Doubletoss: you can throw 2 thrown weapons at one or two targets within range as part of one attack, normal penalties for two weapon fighting still apply.
Palm Throw: throw 2 thrown weapons that fit in your palm with one attack roll, but do not add your ability modifier to the damage.
Sneaky Shot: You can make a slight of hand check against a target’s perception. If you win you gain advantage on the attack roll.
Trip Shot: You attack as normal, but the target must succeed an athletics or acrobatics check (DC 8+dexterity modifier + proficiency bonus) or be tripped and fall prone.
Tumbling Toss: Attempt to tumble through a hostile creature’s space as an action or bonus action. Make a Dexterity Acrobatics check against the opposing creature’s dexterity acrobatics check. If you succeed you move through that creature’s space for this movement only. If you succeed by 5 or more, you can continue your momentum to make a singe ranged attack against any target within range.
Two with One Blow: Attack two opponents adjacent to each other in an attempt to hit them both but the attack roll is at disadvantage. The attack my hit either, both or none, depending on the AC of the creatures and the roll. Damage for each opponent is resolved separately. If the attack roll results in a critical hit, roll each crit separately.
Weak Spot: Gain +5 to hit a target that is your size or larger but you do not add your modifier to this damage.
Evasion:
At the 7th level you can nimbly dodge out of the way of certain area effects, such as a red dragons fire 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 as much if you fail.
Missile Snaring:
At the 11th level when a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your dexterity modifier, provided you have a free hand. If you reduce the damage to 0 you catch the missile if it is small enough for you to hold in that hand.
Critical Throw:
At the 15th level your thrown weapon attacks score a critical hit on a roll of 18-20.
(Set:$Subclass to true)
(set:$Secondary_Class to "Bladeslinger")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to "Thrown weapon fighting style:
At the 3rd level you have chosen your ammunition to be anything you can throw. Any weapon with the thrown property counts as a ranged weapon for the purpose of functioning with the other class features and feats. For example you may take archery fighting style at the second level and gain plus two bonus to attack rolls with your thrown weapons.
Thrown Weapon Trick:
At the 3rd level you choose three of the thrown weapon tricks detailed below. You gain another at the 7th, 11th, and 15th level. Each time you learn a new trick you may replace one trick you know with a different one. You cannot choose the same trick more than once and you may only use on trick per attack.
Deadeye shot: When you acquire this trick your thrown weapon deals triple the amount of damage on a critical instead of a double.
Defensive Throw: Choose to suffer -4 to a hit on an attack roll to gain a +2 to your AC until the beginning of your next turn.
Doubletoss: you can throw 2 thrown weapons at one or two targets within range as part of one attack, normal penalties for two weapon fighting still apply.
Palm Throw: throw 2 thrown weapons that fit in your palm with one attack roll, but do not add your ability modifier to the damage.
Sneaky Shot: You can make a slight of hand check against a target’s perception. If you win you gain advantage on the attack roll.
Trip Shot: You attack as normal, but the target must succeed an athletics or acrobatics check (DC 8+dexterity modifier + proficiency bonus) or be tripped and fall prone.
Tumbling Toss: Attempt to tumble through a hostile creature’s space as an action or bonus action. Make a Dexterity Acrobatics check against the opposing creature’s dexterity acrobatics check. If you succeed you move through that creature’s space for this movement only. If you succeed by 5 or more, you can continue your momentum to make a singe ranged attack against any target within range.
Two with One Blow: Attack two opponents adjacent to each other in an attempt to hit them both but the attack roll is at disadvantage. The attack my hit either, both or none, depending on the AC of the creatures and the roll. Damage for each opponent is resolved separately. If the attack roll results in a critical hit, roll each crit separately.
Weak Spot: Gain +5 to hit a target that is your size or larger but you do not add your modifier to this damage. ")
(set:$Subclass_Seventh_Level_Features to "Evasion:
At the 7th level you can nimbly dodge out of the way of certain area effects, such as a red dragons fire breath or an ice storm spell. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage you instead take no damage if you succeed on the saving throw and only half as much if you fail. ")
(set:$Subclass_Eleventh_Level_Features to "Missile Snaring:
At the 11th level when a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your dexterity modifier, provided you have a free hand. If you reduce the damage to 0 you catch the missile if it is small enough for you to hold in that hand. ")
(set:$Subclass_Fifteenth_Level_Features to "Critical Throw:
At the 15th level your thrown weapon attacks score a critical hit on a roll of 18-20. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Winter Stalker
Winter Stalker lives in cold places that have tempered their mind and body. They are at home in the high mountains or frozen steppes and wolves and other creatures of these lands are familiar to them. Animals aren’t the only enemies, cold winters, snow storms teach them to survive.
Artic Survivor:
At the 3rd level your affinity with artic places guarentees you easy survival against strong winds and cold effects. You gain advantage on strength and dexterity saving throws from cold and windy effects.
Wind Affinity:
At the 3rd level when you hit a creature with your first ranged weapon attack you can reduce the creatures speed by 10 ft until the end of your next turn. You learn how to take advantage of wind trails, if you are in a favorable wind position your ranged weapon attack deals an extra 1d4 damage.
Winter’s mark:
At the 7th level you can suffuse your weapon with a frost patina. You learn the hunters mark spell that don’t count against the number of spells you know. Your hunter’s mark deals cold damage instead of its weapon type.
Wintermute:
At the 11th level you have honed your ability to resist the cold and windy effects of artic zones. You gain proficiency in constitution saving throws. In heavy obscured areas of wind, fog, or other cold effects instead of being blinded you can see for up to 20 ft.
One with the wind:
At the 15th level when you are in areas obscured by fog or other cold effects or inside cold winds you can use your bonus action to become wind and teleport up to 20 ft to an unoccupied space you can see without provoking opportunity attacks. Your next ranged weapon attack is a frost arrow or bolt deals an extra 1d8 cold damage. If the target is inside the same area it must make a dexterity saving throw against your spell save dc or be blocked in ice. That creature has 0 speed, but can attack or do other actions that do not require movement. A creature blocked in ice can use its action to break out. You can use this trait a number of times equal to your wisdom modifier per long rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Winter Stalker")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to "Artic Survivor:
At the 3rd level your affinity with artic places guarentees you easy survival against strong winds and cold effects. You gain advantage on strength and dexterity saving throws from cold and windy effects.
Wind Affinity:
At the 3rd level when you hit a creature with your first ranged weapon attack you can reduce the creatures speed by 10 ft until the end of your next turn. You learn how to take advantage of wind trails, if you are in a favorable wind position your ranged weapon attack deals an extra 1d4 damage. ")
(set:$Subclass_Seventh_Level_Features to "Winter’s mark:
At the 7th level you can suffuse your weapon with a frost patina. You learn the hunters mark spell that don’t count against the number of spells you know. Your hunter’s mark deals cold damage instead of its weapon type. ")
(set:$Subclass_Eleventh_Level_Features to "Wintermute:
At the 11th level you have honed your ability to resist the cold and windy effects of artic zones. You gain proficiency in constitution saving throws. In heavy obscured areas of wind, fog, or other cold effects instead of being blinded you can see for up to 20 ft. ")
(set:$Subclass_Fifteenth_Level_Features to "One with the wind:
At the 15th level when you are in areas obscured by fog or other cold effects or inside cold winds you can use your bonus action to become wind and teleport up to 20 ft to an unoccupied space you can see without provoking opportunity attacks. Your next ranged weapon attack is a frost arrow or bolt deals an extra 1d8 cold damage. If the target is inside the same area it must make a dexterity saving throw against your spell save dc or be blocked in ice. That creature has 0 speed, but can attack or do other actions that do not require movement. A creature blocked in ice can use its action to break out. You can use this trait a number of times equal to your wisdom modifier per long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Features_For_Level_11 to true)
(set:$Subclass_Features_For_Level_15 to true)
Strider
Rangers that roam the wilds with only their steeds as a companion. They are adepts at both mounted travel and combat in the wilds, capable of surmounting odds alone that others could not.
Mounted Training:
At the 3rd level you gain mounted training that allows you to effectively control a mount in the chaos of battle. You gain proficiency in animal handling. You may purchase one mount in the standard mounts list for half its base price. If you need to buy a second steed for whatever reason, it will be full price. Your steed answers your commands, you can use your action to command it to use any of its actions. Your steeds max HP equals its base HP + half your max HP. Conjured mounts also count as your steed.
Wild Steed:
At the 3rd level you are capable of taming a wild mount from the standard mount list instead of purchasing one. If you steed is wild you must make a DC 16 Animal handling check to tame it.
Mounted Fighting Style:
At the 7th level you gain additional bonuses based on your chosen fighting style.
Archery: You can make an extra ranged weapon attack at disadvantage against a target within 15 ft of you when you take the attack action on your turn while mounted.
Defense: While you are wearing armor you gain resistance against slashing damage from nonmagical weapons. While your steed is wearing barding, it gains +1 bonus to AC and is resistance against slashing damage from nonmagical weapons.
Dueling: While mounted and wielding a melee weapon and no other weapons you gain +1 bonus to damage rolls with that weapon.
Two weapon fighting: While mounted when you land a critical hit you can use your reaction to make another weapon attack.
Survivalist Tactics:
At the 11th level You gain one of the following features of your choice.
Lone Wolf: When there are no allies other than your steed within 45 ft you gain a bonus 1d4 to attack rolls.
Against All Odds: When there are 3 or more enemies within 30 ft of you, you gain +2 to AC.
Perseverance: You and your steed gain proficiency in two saving throws of your choice.
Expert Survival:
Beginning at the 15th level once per day you can cast commune with nature as an action. You also gain advantage on survival and nature checks.
(set:$Subclass to true) (Set:$Secondary_Class to "Strider")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to " Mounted Training:
At the 3rd level you gain mounted training that allows you to effectively control a mount in the chaos of battle. You gain proficiency in animal handling. You may purchase one mount in the standard mounts list for half its base price. If you need to buy a second steed for whatever reason, it will be full price. Your steed answers your commands, you can use your action to command it to use any of its actions. Your steeds max HP equals its base HP + half your max HP. Conjured mounts also count as your steed.
Wild Steed:
At the 3rd level you are capable of taming a wild mount from the standard mount list instead of purchasing one. If you steed is wild you must make a DC 16 Animal handling check to tame it.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to " Mounted Fighting Style:
At the 7th level you gain additional bonuses based on your chosen fighting style.
Archery: You can make an extra ranged weapon attack at disadvantage against a target within 15 ft of you when you take the attack action on your turn while mounted.
Defense: While you are wearing armor you gain resistance against slashing damage from nonmagical weapons. While your steed is wearing barding, it gains +1 bonus to AC and is resistance against slashing damage from nonmagical weapons.
Dueling: While mounted and wielding a melee weapon and no other weapons you gain +1 bonus to damage rolls with that weapon.
Two weapon fighting: While mounted when you land a critical hit you can use your reaction to make another weapon attack.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Survivalist Tactics:
At the 11th level You gain one of the following features of your choice.
Lone Wolf: When there are no allies other than your steed within 45 ft you gain a bonus 1d4 to attack rolls.
Against All Odds: When there are 3 or more enemies within 30 ft of you, you gain +2 to AC.
Perseverance: You and your steed gain proficiency in two saving throws of your choice.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Expert Survival:
Beginning at the 15th level once per day you can cast commune with nature as an action. You also gain advantage on survival and nature checks.
")(set:$Subclass_Features_For_Level_15 to true)
Shadow Walker
Rangers following the Shadow Walker thrive on the chaos of battle. Running through the fight, their enemies aren’t sure whether the ranger is wreaking havoc from a distance or behind them. A ranger who follows in the steps of the Shadow Walker can manipulate the battlefield, a proverbial one man army.
Shadow Image
At the 3rd level you can summon a ghostly image of yourself within 5 ft of yourself as a bonus action. It looks exactly like you the moment you summon it, but it is obviously ethereal, a ghost who barely obstructs vision. All attacks aimed at the shadow go through the ethereal being. You must remain within 100 ft of your shadow or it vanishes. The shadow lasts for 1 minute or until dispelled. You can only have one shadow at a time. Although stationary the shadow will mimic your actions. When you attack your shadow will attack the same target, or nearest target if not in range. You must roll an attack for the shadow, it rolls full damage dice and adds relevant modifiers, only half the damage rolled is dealt to the enemy. It is necrotic damage. The shadow can only attack once per turn, and cannot take any reactions or contribute to flanking or helping.
Disappear into Shadow.
At the 7th level you can use your bonus action to take the place of your shadow. By using this ability, you take the place of your closest shadow, if there is no obstruction in your space the shadow takes your palace. Once you use this feature you can use it again after a short or long rest.
Duplicity:
At the 11th level you gain the ability to summon two shadows, each behaves the same as shadow image.
Shadow Assault:
At the 15th level as an action you can have a shadow explode in a mass of dark energy, dealing 6d10 necrotic damage to all enemies within a 5 ft radius of the shadow’s position.
Once you use this feature you cannot use it again until you finish a long or short rest.
(set:$Subclass to true) (Set:$Secondary_Class to "Shadow Walker")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to " Shadow Image
At the 3rd level you can summon a ghostly image of yourself within 5 ft of yourself as a bonus action. It looks exactly like you the moment you summon it, but it is obviously ethereal, a ghost who barely obstructs vision. All attacks aimed at the shadow go through the ethereal being. You must remain within 100 ft of your shadow or it vanishes. The shadow lasts for 1 minute or until dispelled. You can only have one shadow at a time. Although stationary the shadow will mimic your actions. When you attack your shadow will attack the same target, or nearest target if not in range. You must roll an attack for the shadow, it rolls full damage dice and adds relevant modifiers, only half the damage rolled is dealt to the enemy. It is necrotic damage. The shadow can only attack once per turn, and cannot take any reactions or contribute to flanking or helping.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to "
Disappear into Shadow.
At the 7th level you can use your bonus action to take the place of your shadow. By using this ability, you take the place of your closest shadow, if there is no obstruction in your space the shadow takes your palace. Once you use this feature you can use it again after a short or long rest.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Duplicity:
At the 11th level you gain the ability to summon two shadows, each behaves the same as shadow image.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Shadow Assault:
At the 15th level as an action you can have a shadow explode in a mass of dark energy, dealing 6d10 necrotic damage to all enemies within a 5 ft radius of the shadow’s position.
Once you use this feature you cannot use it again until you finish a long or short rest.
")(set:$Subclass_Features_For_Level_15 to true)
Deepwood Sniper
A Deepwood Sniper is patient, careful, quiet, and accurate. Stealthy archers who’s deadly arrows sail from extreme rangers, trained to lie in wait for their targets and strike without warning or retaliation.
Deepwood Sniper Magic
At the 3rd level you learn an additional spell when you reach certain levels, these count as ranger spells for you and do not count against the number of spells you know.
3rd: Expeditious Retreat
5th: Misty Step
9th: Clairvoyance
13th: Greater Invisibility
17th: Dimension Door
Flawless Aim:
At 3rd level your sight is keen enough to peer through the thickest woods and pick out targets with the slightest light. You ignore disadvantage on wisdom perception checks based on sight.
As a bonus action, or when you cast hunter’s mark, or move hunter’s mark to a new target, you can give yourself advantage on the next attack roll this turn. You can do this if you haven’t moved this turn and your speed becomes 0.
Called Shot:
At the 7th level you excel in targeting vulnerabilities. If you make a ranged weapon attack with advantage and both rolls would hit you can roll one additional weapon die and add the results to the damage.
Rapid Target Acquisition:
At the 11th level when you reduce a creature to 0 HP with a ranged attack, you can immediately designate a new target within 30 ft without using an action which becomes the new target of your hunter’s mark (if possible), you can use your bonus action to make a single ranged attack against the new target, your weapons damage dice for this quick shot is 1d4.
Covering Fire:
At the 15th level you can use your reaction to make a ranged weapon attack with disadvantage, in response to a creature you can see making an attack against a creature other than yourself. If this special attack hits the creature takes 1d8 piercing damage and has disadvantage on the attack roll. You must choose to use this ability before the creature makes the attack roll.
(set:$Subclass to true) (Set:$Secondary_Class to "Deepwood Sniper")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to " Deepwood Sniper Magic
At the 3rd level you learn an additional spell when you reach certain levels, these count as ranger spells for you and do not count against the number of spells you know.
3rd: Expeditious Retreat
5th: Misty Step
9th: Clairvoyance
13th: Greater Invisibility
17th: Dimension Door
Flawless Aim:
At 3rd level your sight is keen enough to peer through the thickest woods and pick out targets with the slightest light. You ignore disadvantage on wisdom perception checks based on sight.
As a bonus action, or when you cast hunter’s mark, or move hunter’s mark to a new target, you can give yourself advantage on the next attack roll this turn. You can do this if you haven’t moved this turn and your speed becomes 0.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to " Called Shot:
At the 7th level you excel in targeting vulnerabilities. If you make a ranged weapon attack with advantage and both rolls would hit you can roll one additional weapon die and add the results to the damage.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Rapid Target Acquisition:
At the 11th level when you reduce a creature to 0 HP with a ranged attack, you can immediately designate a new target within 30 ft without using an action which becomes the new target of your hunter’s mark (if possible), you can use your bonus action to make a single ranged attack against the new target, your weapons damage dice for this quick shot is 1d4.
")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Covering Fire:
At the 15th level you can use your reaction to make a ranged weapon attack with disadvantage, in response to a creature you can see making an attack against a creature other than yourself. If this special attack hits the creature takes 1d8 piercing damage and has disadvantage on the attack roll. You must choose to use this ability before the creature makes the attack roll.
")(set:$Subclass_Features_For_Level_15 to true)
Spell Seeker
Some rangers hunt beasts, monstrosities, or undead, but you hunt spellcasters, especially those who abuse their powers and pervert reality to their own selfish ideals.
Spell Seeker:
At the 3rd level your commitment to learning of those who would abuse magic allows you to find them and hunt them. Whenever a spell is cast within 30 ft of you, you are aware of it. If the casting isn’t obvious you are unable to detect where the casting took place, only that it happened.
Spell Breaker:
At the 3rd level whenever you see someone casting a spell within 30 ft of you, you may use your reaction to make a weapon attack against them, on a hit the caster must succeed a concentration check, on a failure their casting doesn’t go off, and their action and the spell slot is wasted.
Warded Hunter:
At the 7th level you have advantage on saving throws against magical effects.
Seeker’s Mark
At the 11th level once per turn when you hit with an attack you can infuse the magic of a spell slot into your attack. The creature takes 1d8 force damage per slot level expended, and the creature is marked by you. While marked you are keenly aware of the creature’s exact location therefore they can never gain the benefit of being unseen by you. Additionally, you are aware of anytime the creature casts a spell while marked. This mark lasts until the creature dies, or the creature is targeted by a remove curse or greater restoration, or you mark another creature with this attack.
Bound Spell:
At the 15th level whenever a caster fails the concentration check of your spell breaker feature the slot is expended and they are unable to cast that spell again until they take a long rest, or are targeted by a remove curse or greater restoration spell.
(set:$Subclass to true) (Set:$Secondary_Class to "Spell Seeker")
[[Ranger|Ranger 2]]
(set:$Subclass_Third_Level_Features to " Spell Seeker:
At the 3rd level your commitment to learning of those who would abuse magic allows you to find them and hunt them. Whenever a spell is cast within 30 ft of you, you are aware of it. If the casting isn’t obvious you are unable to detect where the casting took place, only that it happened.
Spell Breaker:
At the 3rd level whenever you see someone casting a spell within 30 ft of you, you may use your reaction to make a weapon attack against them, on a hit the caster must succeed a concentration check, on a failure their casting doesn’t go off, and their action and the spell slot is wasted.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Seventh_Level_Features to "
Warded Hunter:
At the 7th level you have advantage on saving throws against magical effects.
")(set:$Subclass_Features_For_Level_7 to true)(set:$Subclass_Eleventh_Level_Features to " Seeker’s Mark
At the 11th level once per turn when you hit with an attack you can infuse the magic of a spell slot into your attack. The creature takes 1d8 force damage per slot level expended, and the creature is marked by you. While marked you are keenly aware of the creature’s exact location therefore they can never gain the benefit of being unseen by you. Additionally, you are aware of anytime the creature casts a spell while marked. This mark lasts until the creature dies, or the creature is targeted by a remove curse or greater restoration, or you mark another creature with this attack. ")(set:$Subclass_Features_For_Level_11 to true)(set:$Subclass_Fifteenth_Level_Features to " Bound Spell:
At the 15th level whenever a caster fails the concentration check of your spell breaker feature the slot is expended and they are unable to cast that spell again until they take a long rest, or are targeted by a remove curse or greater restoration spell. ")(set:$Subclass_Features_For_Level_15 to true)
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second Story Work: When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak: Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief’s Reflexes: When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised
[[Rogue|Rogue 2]]
(Set:$Subclass to true)(set:$Secondary_Class to "Theif")(set:$Subclass_Third_Level_Features to "Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second Story Work: When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to "Supreme Sneak: Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "Thief’s Reflexes: When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass to true)(Set:$Secondary_Class to "Assassin")You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to "Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.")
(set:$Subclass_Features_For_Level_17 to true)
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks o f enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the w izard spell list. Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Arcane Trickster 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the w izard spell list. The spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice and must be o f a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must b e o f a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves’ tools to pick locks and disarm traps at range.
Arcane Trickster Spellcasting
— Spell Slots per Spell Level—
3rd (cantrips known) 3 (Spells Known)3 (Spell Slots 1st level) 2 (2nd)—(3rd) — (4th) —
4th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)— (3rd) — (4th) —
5th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)—(3rd) — (4th) —
6th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)— (3rd) — (4th) —
7th (cantrips known) 3 (Spells Known)5 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
8th (cantrips known) 3 (Spells Known)6 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
9th (cantrips known) 3 (Spells Known)6 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
10th (cantrips known)4 (Spells Known)7 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
11th (cantrips known)4 (Spells Known)8 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
12th (cantrips known)4 (Spells Known)8 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
13th (cantrips known)4 (Spells Known)9 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
14th (cantrips known)4 (Spells Known)10 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
15th (cantrips known)4 (Spells Known)10 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
16th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
17th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
18th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
19th (cantrips known)4 (Spells Known)12 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) 1
20th (cantrips known)4 (Spells Known)13 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) 1
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight o f Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from
another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.
[[Rogue|Rogue 2]]
(Set:$Subclass to true)(Set:$Secondary_Class to "Arcane Trickster")(set:$Subclass_Third_Level_Features to "Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the w izard spell list. Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Arcane Trickster 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the w izard spell list. The spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice and must be o f a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must b e o f a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves’ tools to pick locks and disarm traps at range.
Arcane Trickster Spellcasting
— Spell Slots per Spell Level—
3rd (cantrips known) 3 (Spells Known)3 (Spell Slots 1st level) 2 (2nd)—(3rd) — (4th) —
4th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)— (3rd) — (4th) —
5th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)—(3rd) — (4th) —
6th (cantrips known) 3 (Spells Known)4 (Spell Slots 1st level) 3 (2nd)— (3rd) — (4th) —
7th (cantrips known) 3 (Spells Known)5 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
8th (cantrips known) 3 (Spells Known)6 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
9th (cantrips known) 3 (Spells Known)6 (Spell Slots 1st level) 4 (2nd)2 (3rd) — (4th) —
10th (cantrips known)4 (Spells Known)7 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
11th (cantrips known)4 (Spells Known)8 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
12th (cantrips known)4 (Spells Known)8 (Spell Slots 1st level) 4 (2nd)3 (3rd) — (4th) —
13th (cantrips known)4 (Spells Known)9 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
14th (cantrips known)4 (Spells Known)10 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
15th (cantrips known)4 (Spells Known)10 (Spell Slots 1st level) 4 (2nd)3 (3rd) 2 (4th) —
16th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
17th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
18th (cantrips known)4 (Spells Known)11 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) —
19th (cantrips known)4 (Spells Known)12 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) 1
20th (cantrips known)4 (Spells Known)13 (Spell Slots 1st level) 4 (2nd)3 (3rd) 3 (4th) 1
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight o f Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to "Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "Versatile Trickster
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from
another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.")(set:$Subclass_Features_For_Level_17 to true)
Marksman:
(Set:$Subclass to true)
(set:$Secondary_Class to "Marksman")
Focusing on getting the perfect shot in the most critical places.
Deadeye Shot:
When you choose this archetype at the 3rd level you can take careful aim at a creature ensuring a solid hit. As a bonus action choose a creature or object you can see while wielding a ranged weapon until you move, stow, or drop that weapon, the target becomes hidden, or you use this feature again you have advantage on wisdom perception checks against the target and ranged attacks made against it with that weapon gain the following benefits.
They ignore non-total cover.
They don’t suffer disadvantage on attacks roll at long range.
They don’t need advantage on attack rolls to use your sneak attack dice if your Deadeye target hasn’t changed this turn.
In my sights:
Starting at the 3rd Level you have trained yourself to pick up on the clues that might provide a target. You don’t suffer disadvantage from lightly obscured areas when making Wisdom Perception checks that rely on sight and can use the search action as a bonus action. You gain proficiency with the perception skill if you don’t have it already, if you already have proficiency with the perception skill you double it.
Lie In Wait:
At the 9th level you gain the ability to convincingly blend into your surroundings and conceal your presence. If you haven’t moved since the beginning of your last turn you gain a +10 bonus to Dexterity Stealth checks and can attempt to hide even when only lightly concealed. While hidden missing doesn’t reveal your location and when you make an attack roll with advantage that benefits from your Deadeye Short Feature you can reroll one of it’s attack dice once.
With Extreme Prejudice:
At the 13th level your expert aim gains the ability to land devastating hits on your foe’s vitals. Once per turn when you have advantage on the attack roll or an attack that benefits from your Deadeye Shot feature you can forgo that advantage. If you do and the attack hits the target and deals damage the target must make a Constitution saving throw (8+dex mod + prof) on a failure it’s a critical hit
In The Zone:
At the 17th Level ending a life comes as naturally to you as breathing, once frought instance of sighting and targeting an enemy is now second nature. Once per turn after you reduce a creature to 0 HP with a ranged weapon that benefits from your Deadeye Shot feature you can use your Deadeye Shot feature on another creature you can see and immediately make a ranged weapon attack against it. This attack can use your sneak attack without needing advantage on it’s attack roll even if you’ve already used it this turn.
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Deadeye Shot:
When you choose this archetype at the 3rd level you can take careful aim at a creature ensuring a solid hit. As a bonus action choose a creature or object you can see while wielding a ranged weapon until you move, stow, or drop that weapon, the target becomes hidden, or you use this feature again you have advantage on wisdom perception checks against the target and ranged attacks made against it with that weapon gain the following benefits.
They ignore non-total cover.
They don’t suffer disadvantage on attacks roll at long range.
They don’t need advantage on attack rolls to use your sneak attack dice if your Deadeye target hasn’t changed this turn.
In my sights:
Starting at the 3rd Level you have trained yourself to pick up on the clues that might provide a target. You don’t suffer disadvantage from lightly obscured areas when making Wisdom Perception checks that rely on sight and can use the search action as a bonus action. You gain proficiency with the perception skill if you don’t have it already, if you already have proficiency with the perception skill you double it. ")
(set:$Subclass_Ninth_Level_Features to "Lie In Wait:
At the 9th level you gain the ability to convincingly blend into your surroundings and conceal your presence. If you haven’t moved since the beginning of your last turn you gain a +10 bonus to Dexterity Stealth checks and can attempt to hide even when only lightly concealed. While hidden missing doesn’t reveal your location and when you make an attack roll with advantage that benefits from your Deadeye Short Feature you can reroll one of it’s attack dice once. ")
(set:$Subclass_Thirteenth_Level_Features to "With Extreme Prejudice:
At the 13th level your expert aim gains the ability to land devastating hits on your foe’s vitals. Once per turn when you have advantage on the attack roll or an attack that benefits from your Deadeye Shot feature you can forgo that advantage. If you do and the attack hits the target and deals damage the target must make a Constitution saving throw (8+dex mod + prof) on a failure it’s a critical hit. ")
(set:$Subclass_Seventeenth_Level_Features to "In The Zone:
At the 17th Level ending a life comes as naturally to you as breathing, once frought instance of sighting and targeting an enemy is now second nature. Once per turn after you reduce a creature to 0 HP with a ranged weapon that benefits from your Deadeye Shot feature you can use your Deadeye Shot feature on another creature you can see and immediately make a ranged weapon attack against it. This attack can use your sneak attack without needing advantage on it’s attack roll even if you’ve already used it this turn. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Sniper
The aim of your training has been to deliver death from a distance. Snipers are as diverse as they are dangerous. They are tinkerers who create new inventions guardians of nature who defend ancient woods and scouts who stalk the far edges of a battlefield. Snipers are more than their tools, patience, preparedness, and strategy are key to every successful operation. .
Bonus Proficiencies:
When you choose this archetype at the 3rd level you gain proficiency with tinkerers tools heavy crossbows and firearms (if they exist). You also learn how to use tinkerers tools to produce gunpower and ammunitions and to repair firearms.
Careful Aim:
At the 3rd level your ranged weapon attacks with crossbows and firearms no longer suffer disadvantage due to long range. You gain an additional way to use your sneak attack, you don’t need advantage on the attack roll to use it if you move 0 ft during your turn, no enemies are within 5 ft of you, and you don’t have disadvantage on the attack roll. All other rules of sneak attack still apply.
Low Profile:
At the 9th level your ranged weapon attacks with crossbows and firearms od not suffer disadvantage while you are prone. You also have ½ cover against all ranged attacks while you are prone and standing up only costs 5 ft of movement.
Sniper’s Nest:
At the 13th level you make a ranged weapon attack while hidden you make a dexterity stealth check contested by your opponent’s wisdom perception, if you win the contest your position is not revealed.
If you spend 10 minutes you can set up a defensive firing position. While in this position you have ½ cover against ranged attacks. If you are prone you have ¾ cover.
Overwatch:
Starting at the 17th level while you are at a higher elevation than your enemy your attacks have advantage and you can use your reaction to make a ranged weapon attack against an enemy that moves within 5 ft of an ally.
(Set:$Subclass to true)
(set:$Secondary_Class to "Sniper")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies:
When you choose this archetype at the 3rd level you gain proficiency with tinkerers tools heavy crossbows and firearms (if they exist). You also learn how to use tinkerers tools to produce gunpower and ammunitions and to repair firearms.
Careful Aim:
At the 3rd level your ranged weapon attacks with crossbows and firearms no longer suffer disadvantage due to long range. You gain an additional way to use your sneak attack, you don’t need advantage on the attack roll to use it if you move 0 ft during your turn, no enemies are within 5 ft of you, and you don’t have disadvantage on the attack roll. All other rules of sneak attack still apply.")
(set:$Subclass_Ninth_Level_Features to "Low Profile:
At the 9th level your ranged weapon attacks with crossbows and firearms od not suffer disadvantage while you are prone. You also have ½ cover against all ranged attacks while you are prone and standing up only costs 5 ft of movement. ")
(set:$Subclass_Thirteenth_Level_Features to "Sniper’s Nest:
At the 13th level you make a ranged weapon attack while hidden you make a dexterity stealth check contested by your opponent’s wisdom perception, if you win the contest your position is not revealed.
If you spend 10 minutes you can set up a defensive firing position. While in this position you have ½ cover against ranged attacks. If you are prone you have ¾ cover. ")
(set:$Subclass_Seventeenth_Level_Features to "Overwatch:
Starting at the 17th level while you are at a higher elevation than your enemy your attacks have advantage and you can use your reaction to make a ranged weapon attack against an enemy that moves within 5 ft of an ally.") (set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Steeplejack
You focus your training on operating at dizzying heights. You’re at home when you’re high above the ground in the spires of a cathedral, the towers of a castle, or the clustered rooftops of a city.
Skills of the Trade:
At the 3rd level you excel at scaling structures. You gain a climbing speed equal to your walking speed, this movement doesn’t provoke opportunity attacks. You have advantage on ability checks you make to climb, hang, or grab on vertical surfaces. You have proficiency with carpenter’s tools, masons tools and your proficiency bonus is doubled for any ability check you make that uses those proficiencies. You count as one size larger when determining your carrying capacity and weight you can push drag or lift.
Controlled Falls:
At the 3rd level you learn to control your falls. When you fall at least 20 ft you can adjust yourself mid air and shift up to 10 ft horizontally without expending movement. You can use your reaction to direct your force at a creature or object that occupies a space on the ground directly below you. The target takes fall damage equal to the amount normally applied at the end of a fall. If the target is more than one size smaller than you, you also use it to soften your fall as part of the same reaction. IF the fall distance is no more than 20 ft you take no fall damage. If the fall distance is more than 20 ft you take half as much fall damage and land on your feet. Once you use your reaction you are shunted to the nearest unoccupied space that you can occupy.
Falling Strike:
At 9th level you drop from above with deadly precision if you fall at least 20 ft and make a melee weapon attack against the target of your controlled falls feature at the end of your fall you have advantage on the attack roll. You can then move away from the target without provoking an opportunity attack from it as you tumble out of reach.
Trained Resilience:
At the 13th level you toughen against occupational hazards such as soot and cleaners. You have advantage on saving throws against poison and have resistance to poison and acid damage.
Incredible Heights:
At the 17th level you can leap extradentary distances. Your jump distance is tripled, and you can use your dexterity instead of strength for your jump distance. Additionally, your sneak attack damage against the target of your falling strike feature increases by 1d6.
(Set:$Subclass to true)
(set:$Secondary_Class to "Steeplejack")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Skills of the Trade:
At the 3rd level you excel at scaling structures. You gain a climbing speed equal to your walking speed, this movement doesn’t provoke opportunity attacks. You have advantage on ability checks you make to climb, hang, or grab on vertical surfaces. You have proficiency with carpenter’s tools, masons tools and your proficiency bonus is doubled for any ability check you make that uses those proficiencies. You count as one size larger when determining your carrying capacity and weight you can push drag or lift.
Controlled Falls:
At the 3rd level you learn to control your falls. When you fall at least 20 ft you can adjust yourself mid air and shift up to 10 ft horizontally without expending movement. You can use your reaction to direct your force at a creature or object that occupies a space on the ground directly below you. The target takes fall damage equal to the amount normally applied at the end of a fall. If the target is more than one size smaller than you, you also use it to soften your fall as part of the same reaction. IF the fall distance is no more than 20 ft you take no fall damage. If the fall distance is more than 20 ft you take half as much fall damage and land on your feet. Once you use your reaction you are shunted to the nearest unoccupied space that you can occupy. ")
(set:$Subclass_Ninth_Level_Features to "Falling Strike:
At 9th level you drop from above with deadly precision if you fall at least 20 ft and make a melee weapon attack against the target of your controlled falls feature at the end of your fall you have advantage on the attack roll. You can then move away from the target without provoking an opportunity attack from it as you tumble out of reach. ")
(set:$Subclass_Thirteenth_Level_Features to "Trained Resilience:
At the 13th level you toughen against occupational hazards such as soot and cleaners. You have advantage on saving throws against poison and have resistance to poison and acid damage. ")
(set:$Subclass_Seventeenth_Level_Features to "Incredible Heights:
At the 17th level you can leap extradentary distances. Your jump distance is tripled, and you can use your dexterity instead of strength for your jump distance. Additionally, your sneak attack damage against the target of your falling strike feature increases by 1d6.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Mistwalker
You have spent your life hiding in the mists. Swirling clouds of fog are your friends a protective covering that hides you from prying eyes. You become well versed in navigating without relying on sight and striking foes you cannot see while remaining hidden from view.
Misweaver:
At the 3rd level you can summon mists at any time. You gain the ability to cast fog cloud with the target being self. Once you use this feature a number of times equal to your intelligence modifier you must complete a long rest before you can use it again.
One With Shadows:
At the 3rd level you are comfortable when surrounded by fog. When surrounded by mists you gain advantage on Dexterity stealth checks. In addition to moving through nonmagically difficult terrain costs no extra movement if you are under the cover of mist.
MistSense:
At the 9th level you have learned the nuance of mist. Once in mist you gain mistsense, allowing you to use your bonus action to make a DC 15 perception check, on a success you can tell the location of any creature within 20 ft within the mist.
Mistblade:
At the 13th level you create a weapon out of mist. While in the mist you gain access to a mistknife, a weapon made entirely out of mist. It has all the properties of a shortsword except that its made out of mist, leaves no visible wounds, deals damage internally, and causes an additional 1d4 damage at the beginning of each of the targets next three rounds.
One With Mists:
At the 17th level you are so familiar with the mists you can melt into them yourself. You can cast the spell Gaseous Form on yourself at will.
(Set:$Subclass to true)
(set:$Secondary_Class to "Mistwalker")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Misweaver:
At the 3rd level you can summon mists at any time. You gain the ability to cast fog cloud with the target being self. Once you use this feature a number of times equal to your intelligence modifier you must complete a long rest before you can use it again.
One With Shadows:
At the 3rd level you are comfortable when surrounded by fog. When surrounded by mists you gain advantage on Dexterity stealth checks. In addition to moving through nonmagically difficult terrain costs no extra movement if you are under the cover of mist. ")
(set:$Subclass_Ninth_Level_Features to "MistSense:
At the 9th level you have learned the nuance of mist. Once in mist you gain mistsense, allowing you to use your bonus action to make a DC 15 perception check, on a success you can tell the location of any creature within 20 ft within the mist. ")
(set:$Subclass_Thirteenth_Level_Features to "Mistblade:
At the 13th level you create a weapon out of mist. While in the mist you gain access to a mistknife, a weapon made entirely out of mist. It has all the properties of a shortsword except that its made out of mist, leaves no visible wounds, deals damage internally, and causes an additional 1d4 damage at the beginning of each of the targets next three rounds. ")
(set:$Subclass_Seventeenth_Level_Features to "One With Mists:
At the 17th level you are so familiar with the mists you can melt into them yourself. You can cast the spell Gaseous Form on yourself at will.")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Shadow
Some rogues choose to delve into the intricacies of shadow magic, using it’s powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to highly trained bounty hunters. Learning how to separate their shadow from their bodies, shadow rogues are difficult to catch and hard to kill.
Severed Shadow:
At the 3rd level you can use your bonus action granted by you cunning action to separate your shadow from your body turning it to a shadowy replica of yourself and then moving up to 30 ft as the same action. On subsequent turns until you reunite with your shadow you may use your cunning action to move it another 30 ft up to a max of 120 ft away from you. While your shadow is separated you no longer cast a shadow. As a bonus action on each of your turns you may choose to teleport to the location of your shadow reuniting with it. Once you use this feature you can’t use it again until you complete a long or short rest.
Deceiving Darkness:
At the 9th level you have advantage on dexterity stealth checks if you are in dim light or darkness.
Shadow Simulacrum:
At the 13th level you gain greater control over your shadow when your shadow is separated from you. You can also have it preform the help action as part of the bonus action required to move it, your shadow can also manipulate objects weighing up to 25 lbs.
Master of Shadows:
At the 17th level you have gained ultimate control over your shadow. When you sever your shadow, it can be separated from your location by 500 ft. You can use this feature a number of times equal to your intelligence modifier, regaining all expended uses with a short or long rest.
(Set:$Subclass to true)
(set:$Secondary_Class to "Shadow")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Severed Shadow:
At the 3rd level you can use your bonus action granted by you cunning action to separate your shadow from your body turning it to a shadowy replica of yourself and then moving up to 30 ft as the same action. On subsequent turns until you reunite with your shadow you may use your cunning action to move it another 30 ft up to a max of 120 ft away from you. While your shadow is separated you no longer cast a shadow. As a bonus action on each of your turns you may choose to teleport to the location of your shadow reuniting with it. Once you use this feature you can’t use it again until you complete a long or short rest. ")
(set:$Subclass_Ninth_Level_Features to "Deceiving Darkness:
At the 9th level you have advantage on dexterity stealth checks if you are in dim light or darkness. ")
(set:$Subclass_Thirteenth_Level_Features to "Shadow Simulacrum:
At the 13th level you gain greater control over your shadow when your shadow is separated from you. You can also have it preform the help action as part of the bonus action required to move it, your shadow can also manipulate objects weighing up to 25 lbs. ")
(set:$Subclass_Seventeenth_Level_Features to "Master of Shadows:
At the 17th level you have gained ultimate control over your shadow. When you sever your shadow, it can be separated from your location by 500 ft. You can use this feature a number of times equal to your intelligence modifier, regaining all expended uses with a short or long rest. ")
(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Invisible Blade
Deadly fighters who prefer to use daggers in combat. Their training and techniques with these weapons make them just as lethal as any armed fighter. Invisible blades enjoy cultivating misconceptions about the level of danger present and relish any chance to demonstrate that the most unimposing weapons can be the most lethal. They are rarely impressed by how mighty their opponents appear.
Bonus Proficiencies:
At the 3rd level you gain proficiency in the deception skill. If you already have proficiency you gain double proficiency in the deception skill.
Bleeding Wound:
At the 3rd level while wielding a melee weapon whenever you deal damage with your sneak attack feature you may choose to deal a bleeding wound sacrificing any number of sneak attack dice to a max of your intelligence modifier (min of 1). If at the end of their turn a creature ahs a bleeding wound they take 1d4 damage for each dice sacrificed in this way. A target may have more than one bleeding wound at a time. On their turn the creature must make a constitution saving throw to stop the bleeding. The DC is 8 + your intelligence modifier + your proficiency bonus. If successful the creatures stops all bleeding, but still takes half damage on their turn. Constructs, elementals, and undead are immune to the effects of Bleeding Wound.
Distraction:
At the 9th level as a bonus action you may attempt a deception skill contest to feint at an opponent within 10 ft. This contest is opposed by their insight skill check. If you succeed you may move the target up to 10 ft in any direction. This movement may not move a creature through difficult terrain or into direct harm.
Feint:
At the 13th level, when you use your distraction instead of moving the target, you may choose to grant advantage to the next attack on the target.
Sanguinary Breach:
At the 17th level you become a master of pinpointing an enemy’s arteries and weak points. When you perform sneak attack at a target that has a bleeding wound you can designate this attack as a sanguinary breach. If the attack hits the creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your intelligence modifier. On a failed save the creature takes twice the amount of bleeding damage this turn, and all bleeding wounds stop.
(Set:$Subclass to true)
(set:$Secondary_Class to "Invisible Blade")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Bonus Proficiencies:
At the 3rd level you gain proficiency in the deception skill. If you already have proficiency you gain double proficiency in the deception skill.
Bleeding Wound:
At the 3rd level while wielding a melee weapon whenever you deal damage with your sneak attack feature you may choose to deal a bleeding wound sacrificing any number of sneak attack dice to a max of your intelligence modifier (min of 1). If at the end of their turn a creature ahs a bleeding wound they take 1d4 damage for each dice sacrificed in this way. A target may have more than one bleeding wound at a time. On their turn the creature must make a constitution saving throw to stop the bleeding. The DC is 8 + your intelligence modifier + your proficiency bonus. If successful the creatures stops all bleeding, but still takes half damage on their turn. Constructs, elementals, and undead are immune to the effects of Bleeding Wound. ")
(set:$Subclass_Ninth_Level_Features to "Distraction:
At the 9th level as a bonus action you may attempt a deception skill contest to feint at an opponent within 10 ft. This contest is opposed by their insight skill check. If you succeed you may move the target up to 10 ft in any direction. This movement may not move a creature through difficult terrain or into direct harm. ")
(set:$Subclass_Thirteenth_Level_Features to "Feint:
At the 13th level, when you use your distraction instead of moving the target, you may choose to grant advantage to the next attack on the target. ")
(set:$Subclass_Seventeenth_Level_Features to "Sanguinary Breach:
At the 17th level you become a master of pinpointing an enemy’s arteries and weak points. When you perform sneak attack at a target that has a bleeding wound you can designate this attack as a sanguinary breach. If the attack hits the creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your intelligence modifier. On a failed save the creature takes twice the amount of bleeding damage this turn, and all bleeding wounds stop. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Archeologist
A deep knowledge of ancient civilizations and languages combine with acrobatic skills to successfully explore ruins and retrieve historical artifacts.
Archeological Expertise:
At the 3rd level you gain proficiency with two skills of your choice: Arcana, History, Investigation, or Religion. You also learn two languages of your choice. Additonally whenever you make an intelligence history check related to magical items or historical artifacts you can double your proficiency bonus, instead of your normal proficiency bonus. You can attempt an intelligence history check to decipher any written dead language you don’t already know.
Whip Mastery:
At the 3rd level you gain proficiency with the whip. As an action you can use this weapon like a third hand, to preform feats like push a button, retrieve an unattended object and firmly wrap the end around a pole. You can also disarm at range, trip a creature (functioning like shoving making an attack roll instead of a strength athletics check, and you can only knock a creature prone or pull it 5 ft closer)
Grappling Whip:
At the 9th level you can preform a grapple at range using your whip. It works like a normal grapple except that you must make an attack roll with your whip instead of a strength athletics check. If you succeed you immediately drag the grappled creature within 5 ft of you.
Use Magic Device:
At the 13th level you have such a deep knowledge of the mystical artifacts and ancient magic that you can improvise the use of items even when they ar not intended for you. You ignore all race calls and level requirements on magic items
Spell Resistance:
At the 17th level you have advantage on saving throws against spells, and resistance against the damage of spells.
(Set:$Subclass to true)
(set:$Secondary_Class to "Archeologist")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to "Archeological Expertise:
At the 3rd level you gain proficiency with two skills of your choice: Arcana, History, Investigation, or Religion. You also learn two languages of your choice. Additonally whenever you make an intelligence history check related to magical items or historical artifacts you can double your proficiency bonus, instead of your normal proficiency bonus. You can attempt an intelligence history check to decipher any written dead language you don’t already know.
Whip Mastery:
At the 3rd level you gain proficiency with the whip. As an action you can use this weapon like a third hand, to preform feats like push a button, retrieve an unattended object and firmly wrap the end around a pole. You can also disarm at range, trip a creature (functioning like shoving making an attack roll instead of a strength athletics check, and you can only knock a creature prone or pull it 5 ft closer) ")
(set:$Subclass_Ninth_Level_Features to "Grappling Whip:
At the 9th level you can preform a grapple at range using your whip. It works like a normal grapple except that you must make an attack roll with your whip instead of a strength athletics check. If you succeed you immediately drag the grappled creature within 5 ft of you. ")
(set:$Subclass_Thirteenth_Level_Features to "Use Magic Device:
At the 13th level you have such a deep knowledge of the mystical artifacts and ancient magic that you can improvise the use of items even when they ar not intended for you. You ignore all race calls and level requirements on magic items. ")
(set:$Subclass_Seventeenth_Level_Features to "Spell Resistance:
At the 17th level you have advantage on saving throws against spells, and resistance against the damage of spells. ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Features_For_Level_17 to true)
Quickster
Rumors about you being blessed by the god of travelers, a wizard experimented on your body, you were born near a planar portal and more abound whenever you unleash your tremendious speed. All you know is that you are a creature of speed. You can run alongside cheetahs, catch fleeing horses, and become a flash of blades for enemies. You train to harness the power inside you, however you acquired it.
Blood Of Mercury:
At the 3rd level you learn how to tap into your quickened spirit. Enemies have disadvantage on opportunity attacks they make against you. Additionally, your speed increases by 10 ft when you aren’t wearing heavy armor or wielding a shield.
Afterimage:
At the 9th level you learn how to leave an afterimage as you move. At the end of your turn you can create up to 2 perfect illusions of yourself in any space that you occupied this turn. The illusions are indistinguishable from you until they or you are physically interacted with. The illusions last until the start of your next turn.
Untethered:
At the 13th level you are always under the effects of the freedom of movement spell. Additionally, you can move along vertical surfaces and liquids without falling during the move.
Quicksilver Flurry:
At the 17th level you gain the ability to focus and unleash the full potential of your stored momentum. At the start of your turn you can use an action to reduce your speed to 0 until the end of the turn, and choose up to 5 creatures within 60 ft of you. You make a single melee weapon attack against each target. You deal your sneak attack damage any number of times this turn. Once you have used this feature you cannot do so again until you finish a long or short rest.
[[Rogue|Rogue 2]]
(Set:$Subclass to true)(set:$Secondary_Class to "Quickster")(set:$Subclass_Third_Level_Features to " Blood Of Mercury:
At the 3rd level you learn how to tap into your quickened spirit. Enemies have disadvantage on opportunity attacks they make against you. Additionally, your speed increases by 10 ft when you aren’t wearing heavy armor or wielding a shield..")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to " Afterimage:
At the 9th level you learn how to leave an afterimage as you move. At the end of your turn you can create up to 2 perfect illusions of yourself in any space that you occupied this turn. The illusions are indistinguishable from you until they or you are physically interacted with. The illusions last until the start of your next turn.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Untethered:
At the 13th level you are always under the effects of the freedom of movement spell. Additionally, you can move along vertical surfaces and liquids without falling during the move.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Quicksilver Flurry:
At the 17th level you gain the ability to focus and unleash the full potential of your stored momentum. At the start of your turn you can use an action to reduce your speed to 0 until the end of the turn, and choose up to 5 creatures within 60 ft of you. You make a single melee weapon attack against each target. You deal your sneak attack damage any number of times this turn. Once you have used this feature you cannot do so again until you finish a long or short rest.")(set:$Subclass_Features_For_Level_17 to true)
The Mystical Psion
There are plenty of beings who use the shadows as a means of hiding others use it to prey on the weak, but there are the few who use it as a tool for honing their mental awareness and tap into new and fierce powers. These rogues have trained in isolation and harnessed psionic powers of a mystical nature. Their willpower manifests in the form of a blade that is both the result of thier training and a promise of a swift end to any who would cross them.
Psi Blade
At the 3rd level as a bonus action you can cause your psionic energy to pool together and form a blade in your hand, it counts as a simple melee weapon which you are proficient with. It deals 1d6 psychic damage on a hit and has the finesse, light and thrown properties (20/60). Damage dealt by sneak attack with this blade is also psychic damage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter you can use your bonus action to make the blade reappear in your hand.
Telepathic Whisperer
At the 3rd level your psionic awareness gives you the ability to touch the minds of another creature. You can telepathically speak to any creature you can see within 30 ft of you. You and the creature must share a language for them to understand you.
Psychic Blind Spot
At the 9th level you can sense the focus of those around you and use your psionic prowess to maneuver around them. Wisdom Perception checks made to see you have disadvantage if you move no more than half your speed that turn.
Telekinetic Step:
At the 13th level you gain the ability to traverse the terrain around you by using your Psi Blade as a conduit. Whenever your Psi Blade is thrown but before it hits you can choose to teleport to wherever the blade impacts returning it to your hand a preventing it from disappearing. If the creature you emerge adjacent to the target in a space of your choice. If you miss the attack the DM determines where you teleport to accordingly. You can only do this once per turn.
Phasing Strike
At the 17th level your Psi Blade can pass through the unnatural defenses of your target. Once per turn when you make an attack using your psi blade against a target using an armor to argument their AC you treat their ac as if it wasn’t wearing armor. The new Ac is calculated by 10 + the targets dexterity modifier + any magical or feature augments. Magic items other than armor, or features that belong to the creature that alter its ac still apply.
[[Rogue|Rogue 2]]
(Set:$Subclass to true)(set:$Secondary_Class to "Mystical Psion")(set:$Subclass_Third_Level_Features to "
Psi Blade
At the 3rd level as a bonus action you can cause your psionic energy to pool together and form a blade in your hand, it counts as a simple melee weapon which you are proficient with. It deals 1d6 psychic damage on a hit and has the finesse, light and thrown properties (20/60). Damage dealt by sneak attack with this blade is also psychic damage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter you can use your bonus action to make the blade reappear in your hand.
Telepathic Whisperer
At the 3rd level your psionic awareness gives you the ability to touch the minds of another creature. You can telepathically speak to any creature you can see within 30 ft of you. You and the creature must share a language for them to understand you.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Ninth_Level_Features to "
Psychic Blind Spot
At the 9th level you can sense the focus of those around you and use your psionic prowess to maneuver around them. Wisdom Perception checks made to see you have disadvantage if you move no more than half your speed that turn.
")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Telekinetic Step:
At the 13th level you gain the ability to traverse the terrain around you by using your Psi Blade as a conduit. Whenever your Psi Blade is thrown but before it hits you can choose to teleport to wherever the blade impacts returning it to your hand a preventing it from disappearing. If the creature you emerge adjacent to the target in a space of your choice. If you miss the attack the DM determines where you teleport to accordingly. You can only do this once per turn.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "
Phasing Strike
At the 17th level your Psi Blade can pass through the unnatural defenses of your target. Once per turn when you make an attack using your psi blade against a target using an armor to argument their AC you treat their ac as if it wasn’t wearing armor. The new Ac is calculated by 10 + the targets dexterity modifier + any magical or feature augments. Magic items other than armor, or features that belong to the creature that alter its ac still apply.
")(set:$Subclass_Features_For_Level_17 to true)
Phantom
Met with a terrible fate or gifted with occult powers phantoms emulate the ethereal and terrifying qualities of ghosts and specters. A whirl of ectoplasm as much as living beings, phantoms leave unbroken locks and closed doors behind them leaving not trace, apart from bloody remains.
Phantom Save DC
Some phantom features require a saving throw. The DC is 8 + proficiency bonus + your charisma modifier.
Phase:
At the 3rd level you can become intangible to slip through obstacles and past enemies. You can use a bonus action to make yourself and everything your wearing/carrying semitransparent and partially incorporeal until the end of your next turn. While incorporeal you can move through other creatures, objects, structures, though their attacks and spells still affect you. For every foot you move through a creature or object you must spend three feet of movement. If you end your turn inside an object you are shunted into the nearest open space and take force damage equal to twice the number of feet you are moved.
Ghostly Blade:
At the 9th level when you inflict sneak attack damage with a melee attack while phased you can deal necrotic, force, or psychic damage instead of the attack’s normal type. The target must succeed a wisdom saving throw or be frightened until the end of your next turn. It has disadvantage on this saving throw if it did not see you until you attacked it.
Phantom Thief:
At the 13th level you learn magics that help you move in deathly quiet. You learn silence and can cast it a number of times equal to your charisma modifier. You regain expended uses after you finish a long rest. You are also under the effects of nondetection always.
Possession:
At the 17th level you can steal another creature’s will outright. When you deal necrotic, force, or psychic damage you can force the creature to make a charisma saving throw. Creatures that cannot be charmed or frightened automatically succeed and a frightened creature has disadvantage on the save. On a failed save, you possess the creature and enter its body. You determine its actions and movements on each of its turns. It only takes the actions you chose and doesn’t do anything you don’t allow it to do. During this time, you can also cause it to use a reaction, but this uses your reaction as well. In this state you have full cover, occupy the creature’s space and move wherever it moves. You can end this effect at any time requiring no action. You have total cover inside the creature but whenever the possessed creature takes damage you take half the amount. You must use your action each turn to maintain control over the creature and each time it takes damage it makes a charisma saving throw again, ending the possession on a success. The possession ends if the creature dies. You can successfully possess a creature once per long rest.
(set:$Subclass to true)(Set:$Secondary_Class to "Phantom")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to " Phantom Save DC
Some phantom features require a saving throw. The DC is 8 + proficiency bonus + your charisma modifier.
Phase:
At the 3rd level you can become intangible to slip through obstacles and past enemies. You can use a bonus action to make yourself and everything your wearing/carrying semitransparent and partially incorporeal until the end of your next turn. While incorporeal you can move through other creatures, objects, structures, though their attacks and spells still affect you. For every foot you move through a creature or object you must spend three feet of movement. If you end your turn inside an object you are shunted into the nearest open space and take force damage equal to twice the number of feet you are moved.
")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Ninth_Level_Features to "
Ghostly Blade:
At the 9th level when you inflict sneak attack damage with a melee attack while phased you can deal necrotic, force, or psychic damage instead of the attack’s normal type. The target must succeed a wisdom saving throw or be frightened until the end of your next turn. It has disadvantage on this saving throw if it did not see you until you attacked it.
")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Phantom Thief:
At the 13th level you learn magics that help you move in deathly quiet. You learn silence and can cast it a number of times equal to your charisma modifier. You regain expended uses after you finish a long rest. You are also under the effects of nondetection always.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Possession:
At the 17th level you can steal another creature’s will outright. When you deal necrotic, force, or psychic damage you can force the creature to make a charisma saving throw. Creatures that cannot be charmed or frightened automatically succeed and a frightened creature has disadvantage on the save. On a failed save, you possess the creature and enter its body. You determine its actions and movements on each of its turns. It only takes the actions you chose and doesn’t do anything you don’t allow it to do. During this time, you can also cause it to use a reaction, but this uses your reaction as well. In this state you have full cover, occupy the creature’s space and move wherever it moves. You can end this effect at any time requiring no action. You have total cover inside the creature but whenever the possessed creature takes damage you take half the amount. You must use your action each turn to maintain control over the creature and each time it takes damage it makes a charisma saving throw again, ending the possession on a success. The possession ends if the creature dies. You can successfully possess a creature once per long rest.
")
(set:$Subclass_Features_For_Level_17 to true)
Raven’s Shadow
Armed with stealth and radiant power, they act as holy assassins, shining blades in the dark that strike quickly leaving only a smoldering pile of ash of undead and demons. A Raven’s shadow may be unworthy of a paladin’s oath, or the call of the gods to become a cleric, but despise evil that threatens all of mortality.
Eyes in the Dark
At the 3rd level, the darkness becomes no obstacle to you but every bit as one to your enemies. You can see normally in darkness, magical and non-magical, for a distance of 120 ft. Creatures with Darkvision have disadvantage on perception checks to see you while you are in darkness.
Smiting Edge
At the 3rd level when you deal sneak attack damage to a creature you can choose to have the damage dealt in radiant damage instead of normal weapon damage. You deal d10’s of damage to fiends, aberrations, and undead instead of normal d6’s associated with your sneak attack.
Without Fear
At the 9th level you can no longer be frightened.
Unerring Stalker
At the 13th level you gain gifts necessary to stalk evil through the darkest of nights. You can cast detect good and evil a number of times equal to your charisma modifier (minimum of once) You can use your blood, your very life force, imbued with magical energies, to cast spells.
You regain expended uses of this when you finish a long rest.
Banishing Backstab
At the 17th level when you deal radiant sneak attack damage to any aberration, fiend, or undead of Cr 5 or lower they are reduced to 0 Hp.
(set:$Subclass to true)(Set:$Secondary_Class to "Raven’s Shadow")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to " Eyes in the Dark
At the 3rd level, the darkness becomes no obstacle to you but every bit as one to your enemies. You can see normally in darkness, magical and non-magical, for a distance of 120 ft. Creatures with Darkvision have disadvantage on perception checks to see you while you are in darkness.
Smiting Edge
At the 3rd level when you deal sneak attack damage to a creature you can choose to have the damage dealt in radiant damage instead of normal weapon damage. You deal d10’s of damage to fiends, aberrations, and undead instead of normal d6’s associated with your sneak attack.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to " Without Fear
At the 9th level you can no longer be frightened. ")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to "
Unerring Stalker
At the 13th level you gain gifts necessary to stalk evil through the darkest of nights. You can cast detect good and evil a number of times equal to your charisma modifier (minimum of once) You can use your blood, your very life force, imbued with magical energies, to cast spells.
You regain expended uses of this when you finish a long rest.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to "
Banishing Backstab
At the 17th level when you deal radiant sneak attack damage to any aberration, fiend, or undead of Cr 5 or lower they are reduced to 0 Hp.
")
(set:$Subclass_Features_For_Level_17 to true)
You know you are likely to be attacked no matter where you are, and likewise you know you can also attack from anywhere. Fighting in many different environments and positions with great efficiency.
Free Motion
At the 3rd level you can travel anywhere. You gain the ability to climb, crawl, and swim faster than normal. Climbing, crawling, or swimming no longer cost you extra movement.
Upper Ground
AT the 3rd level you have a natural inclination towards heights, if you are at least 10 ft higher than a creature you can attempt to hide from that creature.
Slippery
At the 9th level whenever you take the disengage action you can freely move through any other creatures space without becoming impeded. You have advantage on saving throws against being grappled and restrained.
Lingering Observer
At the 13th level you are able to gain knowledge and information from just being able to observe another creature’s actions. If you are able to see a creatures mouth moving you can understand what they are saying as long as you are capable of understanding the language being spoke. If you spend one minute observing a creature and doing nothing else you gain knowledge of the creature’s behavior and situational awareness. That creature has disadvantage on wisdom perception checks to contest your dexterity stealth checks
Seize the Moment
At the 17th level you can identify an opportunity when you see one. At the beginning of your turn you can choose to take advantage of the current battle state and seize the moment. If you choose to seize the moment you gain a second action that you can take this turn and can only be used for the attack action in addition to this you can use sneak attack twice instead of once on this turn. Once you use this feature you cannot use it again until you finish a short or long rest.
(set:$Subclass to true)(Set:$Secondary_Class to "Ambusher")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to " Free Motion
At the 3rd level you can travel anywhere. You gain the ability to climb, crawl, and swim faster than normal. Climbing, crawling, or swimming no longer cost you extra movement.
Upper Ground
AT the 3rd level you have a natural inclination towards heights, if you are at least 10 ft higher than a creature you can attempt to hide from that creature.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to " Slippery
At the 9th level whenever you take the disengage action you can freely move through any other creatures space without becoming impeded. You have advantage on saving throws against being grappled and restrained.
.")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Lingering Observer
At the 13th level you are able to gain knowledge and information from just being able to observe another creature’s actions. If you are able to see a creatures mouth moving you can understand what they are saying as long as you are capable of understanding the language being spoke. If you spend one minute observing a creature and doing nothing else you gain knowledge of the creature’s behavior and situational awareness. That creature has disadvantage on wisdom perception checks to contest your dexterity stealth checks.")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Seize the Moment
At the 17th level you can identify an opportunity when you see one. At the beginning of your turn you can choose to take advantage of the current battle state and seize the moment. If you choose to seize the moment you gain a second action that you can take this turn and can only be used for the attack action in addition to this you can use sneak attack twice instead of once on this turn. Once you use this feature you cannot use it again until you finish a short or long rest.
")
(set:$Subclass_Features_For_Level_17 to true)
Thieving Magpie
You learned how to conjure an otherworldly entity in the form of an animal by your side. You and your companions work in tandem to help you accomplish your goal.
Mugger:
At the 3rd level when you deal sneak attack damage with a melee weapon attack that you were granted on by your familiar preforming the help action you steal a number of coins/small objects from the creature equal to your sneak attack damage roll dealt. The Dm has final say on what you steal. You cannot use this feature unless you have a free hand.
Partner In Crime
At the 3rd level you can cast the find familiar spells as a ritual. When you cast find familiar you can choose from the following forms for you familiar (Cat, any corvid/raven, ferret, monkey, rat, spider, squirrel, weasel) Your familiar gains proficiency in slight of hand and stealth in addition to its normal traits. Your familiar uses your proficiency bonus for slight of hand and stealth rather than its own.
Slippery as a Snake:
At the 9th level you can sue your bonus action to command your familiar to use the dash, disengage, or hide action. Also whenever your familiar is attacked or forced to make a saving throw you can use your reaction to dismiss it (as described in the find familiar spell). When dismissed in this manner it is no longer effected by the triggering action. In addition you use your uncanny dodge feature to succeed on a dex saving throw that evasion effects you can move 5 ft without provoking opportunity attacks.
Grow Together:
At the 13th level your familiar gains additional hit dice equal to your proficiency modifier and hit points as benefits the hit dice type. It gains further hit dice whenever your proficiency modifier increases.
Act As One:
At the 17th level whenever your familiar uses the help action to assist you, you gain advantage as usual but also add your proficiency modifier to all ability checks and weapon damage rolls you make until the start of your next turn as long as your familiar is within 5 ft of you.
(set:$Subclass to true)(Set:$Secondary_Class to "Thieving Magpie")
[[Rogue|Rogue 2]]
(set:$Subclass_Third_Level_Features to " Mugger:
At the 3rd level when you deal sneak attack damage with a melee weapon attack that you were granted on by your familiar preforming the help action you steal a number of coins/small objects from the creature equal to your sneak attack damage roll dealt. The Dm has final say on what you steal. You cannot use this feature unless you have a free hand.
Partner In Crime
At the 3rd level you can cast the find familiar spells as a ritual. When you cast find familiar you can choose from the following forms for you familiar (Cat, any corvid/raven, ferret, monkey, rat, spider, squirrel, weasel) Your familiar gains proficiency in slight of hand and stealth in addition to its normal traits. Your familiar uses your proficiency bonus for slight of hand and stealth rather than its own.
")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Nineth_Level_Features to " Slippery as a Snake:
At the 9th level you can sue your bonus action to command your familiar to use the dash, disengage, or hide action. Also whenever your familiar is attacked or forced to make a saving throw you can use your reaction to dismiss it (as described in the find familiar spell). When dismissed in this manner it is no longer effected by the triggering action. In addition you use your uncanny dodge feature to succeed on a dex saving throw that evasion effects you can move 5 ft without provoking opportunity attacks.
")(set:$Subclass_Features_For_Level_9 to true)(set:$Subclass_Thirteenth_Level_Features to " Grow Together:
At the 13th level your familiar gains additional hit dice equal to your proficiency modifier and hit points as benefits the hit dice type. It gains further hit dice whenever your proficiency modifier increases.
")(set:$Subclass_Features_For_Level_13 to true)(set:$Subclass_Seventeenth_Level_Features to " Act As One:
At the 17th level whenever your familiar uses the help action to assist you, you gain advantage as usual but also add your proficiency modifier to all ability checks and weapon damage rolls you make until the start of your next turn as long as your familiar is within 5 ft of you.
")
(set:$Subclass_Features_For_Level_17 to true)
Trail Of The Gunsmith
A gunsmith is an eccentric tinkerer unafraid of taking risks and trying out ways to modify their firearms. They learn by improving their existing creatures and building new ones. Each new creation is a step towards something greater. Those following this trail use their intelligence to forge weapons and ammunitions. Some gunsmith features require targets to make a saving throw to resist the effects this is different than your Grit DC. Gunsmith DC is 8 + Proficiency bonus + intelligence modifier.
Walking Artificer
When you choose this trail at the 3rd level you craft a mechanism that allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.
Apprentice Guncrafting
When you choose this at the 3rd level you can craft new firearms and modify your current ones. One handed guns are based on the pistol, two handed guns are based on the musket and cone guns on the scatter gun. Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one.
Maintenance: Modifications require constant tuning and maintenance to remain in working order. During a long rest you may maintain a number of modified firearms up to your intelligence modifier. If a modified firearm is not maintained during a long rest any attack rolls made with that firearm have disadvantage.
Limited Modification: You may modify a firearm a number of times up to your intelligence modifier, in addition every modification falls into a category. You may only place a singe modification from each category on a given firearm.
Modifications
3rd: Long Barrel: make attacks up to its long range without disadvantage.
3rd: Snubnose Barrel: Only make attacks up to its short range, but on a hit knocks the target back 5 ft.
3rd: Elemental Barrel: Damage dealt with this firearm is considered acid, cold, fire or lighting for the purpose of overcoming resistance and immunity. You choose the damage type when you make the modification.
4th: Dampening Alloy: This firearm is treated as silenced.
4th: Light Alloy: This firearm is light.
6th: Nonporous Alloy: Firearm and ammo are no longer affected by being wet or submerged, you can make weapon attacks normally while submerged up to the short range.
10th: Auto-Loader (Reloading mechanism): If you do not use the firearm to make an attack during your turn the firearm is reloaded to full capacity without requiring any actions.
10th: Vampiric Weapon (Reloading Mechanism): When the ammo count reaches 0 you may choose to make an additional attack without reloading if you choose to make an additional attack in this manner Vampiric weapon activates. While active each additional attack deals 5 necrotic damage to you. If you reduce a creature to 0 HP when Vampiric Weapon is active you gain 10 HP. Vampiric Weapon deactivates whenever Ammo count is above 0.
10th: Mechanical Reloader (reloading mechanism): This gun automatically reloads itself when your ammo count drops to 0. After it reloads itself in this manner the mechanical reloader must be reset before it is usable again. Resetting the mechanical reloader requires an action. You may still manually reload the gun.
14th: Piercing Ammo: Ignore half cover, 3 quarters cover, and resistance to piercing damage for calculating damage.
14th: Ricochet Ammo: Attacks may Ricochet, hitting a second target within 10 ft of the original target. If the attack hits its intended target you may choose a singe additional target within 10 ft to deal damage to the second target equal to half the original damage.
14th: Corrosive Ammo: Cause the opponent to take additional die of weapon damage as Acid damage on a hit. You cannot apply this effect to the same target more than once until the start of your next turn.
17th: Underslung Flamethrower (Personal Touches): As an action you may make a single attack roll and send forth a wave of fire from the flamethrower in a 30 ft cone. Each creature caught in the cone must make a dexterity saving throw. A target takes 6d6 fire damage on a failed save and half as much on a success. It ignites flammable objects in the area that aren’t being worn or carried. You must reload the flamethrower separately from the weapon before using it again.
17th: Tactical Sniper Scope (Personal Touches): As an action you may aim through the scope and make a single attack with advantage.
17th: Stun Coils: As an action you may make a single attack roll to deliver an electric shock to a creature within the firearms short range. On a hit the creature takes 6d6 lightning damage and must succeed a constitution saving throw or lose its reaction and fall prone and take full damage. You must reload stun coils before using them again. Stun coils are reloaded separately from the firearm.
Journeyman Guncrafting:
When you reach the 6th level your skill at modifying and creating weapons have noticeably grown, you gain expertise with tinkerers tools (doubling your proficiency bonus with checks you make involving them). Additionally, you’ve learned to modify your guns to pull barest magic from the world around them. From now on any attack made with a gun you’ve modified is treated as magical for the purpose of overcoming resistance and immunity.
Blast Packs:
At the 10th level your experiences with different types of ammo led you to an explosive yet useful discovery. When a creature moves within 5 ft of you, you can use your reaction for detonate a shaped explosive charge between you and the creature. The creature loses its reaction and must make a Dexterity saving throw or be knocked prone by the blast. While you ride the shockwave 15 ft away form the creature you cannot use this feature while prone.
Specialty Ammo:
Beginning at the 14th level you can craft special ammo for your firearms with certain effects. Each round of special ammo must be crafter during a long rest and only retains its special effects until your next long rest. You can craft and carry a number of specialty rounds equal to intelligence modifier (min of 1 round). You cannot have more rounds than your intelligence modifier at any time, unless indicated otherwise. Upon loading a gun, you must declare which specialty round if any you are loading into the gun. Once a piece of ammo has been loading into the gun you may expend it as part of any attack you make with that gun.
Freeze Rounds: Its subdivided chemical core shatters on impact, releasing chemicals that mix and create a burst of ice spreading from point of impact trapping objects within 5 ft. Creatures hit with a freeze round must make a constitution saving throw or become chilled taking 3d8 additional frost damage and become restrained until the end of your next turn. On a successful save they take half frost damage and are not restrained. (increasing by 2d8 at the 17th and 20th levels)
Explosive Rounds: A large bullet packed with an explosive charge that detonates on impact dealing fire damage in a 10 ft radius sphere. Creatures in this area must make a dexterity saving throw or take an additional 3d8 fire damage of half as much on a successful one. (increasing by 2d8 at level 17 and 20.)
Heavy Rounds: Bullet crafted from dense alloy, blasts though half and three quarters cover ignoring it and dealing an additional 3d6 damage. This damage increases by 2d6 at the 17th and 20th levels.
Flash Round: A magnesium charge, doesn’t deal damage, blinding creatures in a 30 ft cone from the barrel of the gun. Any creature within this cone must make a constitution saving throw or be blinded until the end of your next turn.
Tranquilizer Dart: A thin metal syringe modified to inject nonlethal sedative when piercing an organic target. A creature must make a Constitution saving throw when hit with the dart becoming stunned until the end of your next turn on a fail.
Masterful Guncrafteing:
Starting at the 17th level you long years laboring over a workbench and in the field have paid off giving you a master’s grasp of tinkering and guncrafting. Whenever you would suffer a misfire you may choose to ignore it. You must complete a short rest before using this ability again.
(Set:$Subclass to true)
(set:$Secondary_Class to "Trail Of The Gunsmith")
[[Gunslinger|Gunslinger 2]]
(set:$Subclass_Third_Level_Features to "Walking Artificer
When you choose this trail at the 3rd level you craft a mechanism that allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.
Apprentice Guncrafting
When you choose this at the 3rd level you can craft new firearms and modify your current ones. One handed guns are based on the pistol, two handed guns are based on the musket and cone guns on the scatter gun. Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one.
Maintenance: Modifications require constant tuning and maintenance to remain in working order. During a long rest you may maintain a number of modified firearms up to your intelligence modifier. If a modified firearm is not maintained during a long rest any attack rolls made with that firearm have disadvantage.
Limited Modification: You may modify a firearm a number of times up to your intelligence modifier, in addition every modification falls into a category. You may only place a singe modification from each category on a given firearm.
Modifications
3rd: Long Barrel: make attacks up to its long range without disadvantage.
3rd: Snubnose Barrel: Only make attacks up to its short range, but on a hit knocks the target back 5 ft.
3rd: Elemental Barrel: Damage dealt with this firearm is considered acid, cold, fire or lighting for the purpose of overcoming resistance and immunity. You choose the damage type when you make the modification.
4th: Dampening Alloy: This firearm is treated as silenced.
4th: Light Alloy: This firearm is light.
6th: Nonporous Alloy: Firearm and ammo are no longer affected by being wet or submerged, you can make weapon attacks normally while submerged up to the short range.
10th: Auto-Loader (Reloading mechanism): If you do not use the firearm to make an attack during your turn the firearm is reloaded to full capacity without requiring any actions.
10th: Vampiric Weapon (Reloading Mechanism): When the ammo count reaches 0 you may choose to make an additional attack without reloading if you choose to make an additional attack in this manner Vampiric weapon activates. While active each additional attack deals 5 necrotic damage to you. If you reduce a creature to 0 HP when Vampiric Weapon is active you gain 10 HP. Vampiric Weapon deactivates whenever Ammo count is above 0.
10th: Mechanical Reloader (reloading mechanism): This gun automatically reloads itself when your ammo count drops to 0. After it reloads itself in this manner the mechanical reloader must be reset before it is usable again. Resetting the mechanical reloader requires an action. You may still manually reload the gun.
14th: Piercing Ammo: Ignore half cover, 3 quarters cover, and resistance to piercing damage for calculating damage.
14th: Ricochet Ammo: Attacks may Ricochet, hitting a second target within 10 ft of the original target. If the attack hits its intended target you may choose a singe additional target within 10 ft to deal damage to the second target equal to half the original damage.
14th: Corrosive Ammo: Cause the opponent to take additional die of weapon damage as Acid damage on a hit. You cannot apply this effect to the same target more than once until the start of your next turn.
17th: Underslung Flamethrower (Personal Touches): As an action you may make a single attack roll and send forth a wave of fire from the flamethrower in a 30 ft cone. Each creature caught in the cone must make a dexterity saving throw. A target takes 6d6 fire damage on a failed save and half as much on a success. It ignites flammable objects in the area that aren’t being worn or carried. You must reload the flamethrower separately from the weapon before using it again.
17th: Tactical Sniper Scope (Personal Touches): As an action you may aim through the scope and make a single attack with advantage.
17th: Stun Coils: As an action you may make a single attack roll to deliver an electric shock to a creature within the firearms short range. On a hit the creature takes 6d6 lightning damage and must succeed a constitution saving throw or lose its reaction and fall prone and take full damage. You must reload stun coils before using them again. Stun coils are reloaded separately from the firearm. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Journeyman Guncrafting:
When you reach the 6th level your skill at modifying and creating weapons have noticeably grown, you gain expertise with tinkerers tools (doubling your proficiency bonus with checks you make involving them). Additionally, you’ve learned to modify your guns to pull barest magic from the world around them. From now on any attack made with a gun you’ve modified is treated as magical for the purpose of overcoming resistance and immunity. ")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Blast Packs:
At the 10th level your experiences with different types of ammo led you to an explosive yet useful discovery. When a creature moves within 5 ft of you, you can use your reaction for detonate a shaped explosive charge between you and the creature. The creature loses its reaction and must make a Dexterity saving throw or be knocked prone by the blast. While you ride the shockwave 15 ft away form the creature you cannot use this feature while prone. ")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Specialty Ammo:
Beginning at the 14th level you can craft special ammo for your firearms with certain effects. Each round of special ammo must be crafter during a long rest and only retains its special effects until your next long rest. You can craft and carry a number of specialty rounds equal to intelligence modifier (min of 1 round). You cannot have more rounds than your intelligence modifier at any time, unless indicated otherwise. Upon loading a gun, you must declare which specialty round if any you are loading into the gun. Once a piece of ammo has been loading into the gun you may expend it as part of any attack you make with that gun.
Freeze Rounds: Its subdivided chemical core shatters on impact, releasing chemicals that mix and create a burst of ice spreading from point of impact trapping objects within 5 ft. Creatures hit with a freeze round must make a constitution saving throw or become chilled taking 3d8 additional frost damage and become restrained until the end of your next turn. On a successful save they take half frost damage and are not restrained. (increasing by 2d8 at the 17th and 20th levels)
Explosive Rounds: A large bullet packed with an explosive charge that detonates on impact dealing fire damage in a 10 ft radius sphere. Creatures in this area must make a dexterity saving throw or take an additional 3d8 fire damage of half as much on a successful one. (increasing by 2d8 at level 17 and 20.)
Heavy Rounds: Bullet crafted from dense alloy, blasts though half and three quarters cover ignoring it and dealing an additional 3d6 damage. This damage increases by 2d6 at the 17th and 20th levels.
Flash Round: A magnesium charge, doesn’t deal damage, blinding creatures in a 30 ft cone from the barrel of the gun. Any creature within this cone must make a constitution saving throw or be blinded until the end of your next turn.
Tranquilizer Dart: A thin metal syringe modified to inject nonlethal sedative when piercing an organic target. A creature must make a Constitution saving throw when hit with the dart becoming stunned until the end of your next turn on a fail. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Seventeenth_Level_Features to "Masterful Guncrafteing:
Starting at the 17th level you long years laboring over a workbench and in the field have paid off giving you a master’s grasp of tinkering and guncrafting. Whenever you would suffer a misfire you may choose to ignore it. You must complete a short rest before using this ability again.") (set:$Subclass_Features_For_Level_17 to true)
Trail Of The Desperado
The desperado fights with skill, reflex, and a quick trigger finger. Her movements are crisp and sharp and faster than the average person can track. Those following this path drill their motions until they surpass normal mortal limits
Fast Reflexes:
When you choose this trail at the 3rd level your speed improves by 10 ft while you aren’t wearing heavy armor.
In addition, you my use your bonus action to either repair or reload a weapon in your possession. If you choose to repair a weapon in this manner you automatically succeed on the required tinkerer’s tool ability check. You may use this feature a number of times equal to your wisdom modifier. When you finish a long rest, you regain expended uses.
Quick Draw:
At the 6th level you’ve learned how to keep an eye on your surroundings and a close hand on your gun. You add your Wisdom modifier to any initiative check. Furthermore, during the first round of combat in which you would act you can spend a grit point to make a single attack with a one-handed firearm before the top of the initiative order. After, initiative proceeds as normal.
Dodge Roll:
Starting at the 10th level you’ve learned to tumble away from attacks. After taking damage you may use your reaction to dodge out of the way of further assaults, moving a distance up to half your movement speed and reducing the initial damage taken by an amount equal to your Wisdom modifier. While moving in this manner enemies have disadvantage on opportunity attacks made against you.
Fan Fire:
Starting at the 14th level you can attack 3 times instead of twice whenever you use your attack action on your turn.
Improved Quick Draw:
At the 17th level ad both your wisdom modifier and proficiency bonus to your initiative check, you act even when surprised. In addition, when you use quick draw to attacks at the top of initiative order you may do so with any firearm as long as the firearm is within reach. Quick Draw no longer consumes grit.
(Set:$Subclass to true)
(set:$Secondary_Class to "Trail Of The Desperado")
[[Gunslinger|Gunslinger 2]]
(set:$Subclass_Third_Level_Features to "Fast Reflexes:
When you choose this trail at the 3rd level your speed improves by 10 ft while you aren’t wearing heavy armor.
In addition, you my use your bonus action to either repair or reload a weapon in your possession. If you choose to repair a weapon in this manner you automatically succeed on the required tinkerer’s tool ability check. You may use this feature a number of times equal to your wisdom modifier. When you finish a long rest, you regain expended uses. ")(set:$Subclass_Features_For_Level_3 to true)(set:$Subclass_Sixth_Level_Features to "Quick Draw:
At the 6th level you’ve learned how to keep an eye on your surroundings and a close hand on your gun. You add your Wisdom modifier to any initiative check. Furthermore, during the first round of combat in which you would act you can spend a grit point to make a single attack with a one-handed firearm before the top of the initiative order. After, initiative proceeds as normal. ")(set:$Subclass_Features_For_Level_6 to true)
(set:$Subclass_Tenth_Level_Features to "Dodge Roll:
Starting at the 10th level you’ve learned to tumble away from attacks. After taking damage you may use your reaction to dodge out of the way of further assaults, moving a distance up to half your movement speed and reducing the initial damage taken by an amount equal to your Wisdom modifier. While moving in this manner enemies have disadvantage on opportunity attacks made against you. ")(set:$Subclass_Features_For_Level_10 to true)
(set:$Subclass_Fourteenth_Level_Features to "Fan Fire:
Starting at the 14th level you can attack 3 times instead of twice whenever you use your attack action on your turn. ")(set:$Subclass_Features_For_Level_14 to true)(set:$Subclass_Seventeenth_Level_Features to "Improved Quick Draw:
At the 17th level ad both your wisdom modifier and proficiency bonus to your initiative check, you act even when surprised. In addition, when you use quick draw to attacks at the top of initiative order you may do so with any firearm as long as the firearm is within reach. Quick Draw no longer consumes grit.")(set:$Subclass_Features_For_Level_17 to true)
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Improved Abjuration: Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check
Spell Resistance: Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells
[[Wizard|Wizard 2]]
(set:$Subclass to true)(Set:$Secondary_Class to "School Of Abjuration")
(set:$Subclass_Second_Level_Features to "Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your w izard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Improved Abjuration: Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Spell Resistance: Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.")(set:$Subclass_Features_For_Level_14 to true)
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
Conjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration: Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Benign Transposition: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Focused Conjuration: Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage
Double Summons: Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
[[Wizard|Wizard 2]]
(set:$Subclass to true) (Set:Secondary_Class to "School Of Conjuration")
(set:$Subclass_Second_Level_Features to "Conjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration: Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Benign Transposition: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Focused Conjuration: Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Double Summons: Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.")(set:$Subclass_Features_For_Level_14 to true)
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Divination Savant: Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.
Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level
The Third Eye: Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Grater Portent: Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
[[Wizard|Wizard 2]]
(set:$Secondary_Class to "School Of Divination")(set:$Subclass to true)
(set:$Subclass_Second_Level_Features to "Divination Savant: Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.
Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "The Third Eye: Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Grater Portent: Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.")(set:$Subclass_Features_For_Level_14 to true)
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Enchantment Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
Hypnotic Gaze: Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. A s an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest
Instinctive Charm: Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect
Split Enchantment: Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature
Alter Memories: At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
[[Wizard|Wizard 2]]
(set:$Subclass to true) (Set:$Secondary_Class to "School Of Enchantment")
(set:$Subclass_Second_Level_Features to "Enchantment Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
Hypnotic Gaze: Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. A s an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Instinctive Charm: Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Split Enchantment: Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Alter Memories: At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.")(set:$Subclass_Features_For_Level_14 to true)
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Evocation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculp Spells: Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip
Empowered Evocation: Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.
Overchannel: Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d 12. This damage ignores resistance and immunity.
[[Wizard|Wizard 2]]
(set:$Subclass to true) (Set:$Secondary_Class to "School Of Evocation")
(set:$Subclass_Second_Level_Features to "Evocation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculp Spells: Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Potent Cantrip: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Empowered Evocation: Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Overchannel: Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d 12. This damage ignores resistance and immunity.")(set:$Subclass_Features_For_Level_14 to true)
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
Illusion Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion: When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Malleable Illusions: Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Illusory Self: Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.
Illusory Reality: By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
[[Wizard|Wizard 2]]
(set:$Subclass to true) (Set:$Secondary_Class to "School Of Illusion")
(set:$Subclass_Second_Level_Features to "Illusion Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion: When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Malleable Illusions: Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Illusory Self: Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Illusory Reality: By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.")(set:$Subclass_Features_For_Level_14 to true)
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead
Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.
Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
[[Wizard|Wizard 2]]
(set:$Subclass_Second_Level_Features to "Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.")(set:$Subclass_Features_For_Level_6 to true)(set:$Secondary_Class to "School Of Necromancy") (set:$Subclass to true)(set:$Subclass_Tenth_Level_Features to "Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.")(set:$Subclass_Features_For_Level_14 to true)
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Transmuter’s Stone: Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet, as described in chapter 8
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function
Shapechanger: At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot
Master Transmuter: Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.
Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons
affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3 d 10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
[[Wizard|Wizard 2]]
(set:$Secondary_Class to "School Of Transmutation")(Set:$Subclass to true)
(set:$Subclass_Second_Level_Features to "Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.")(set:$Subclass_Features_For_Level_2 to true)(set:$Subclass_Sixth_Level_Features to "Transmuter’s Stone: Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet, as described in chapter 8
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.")(set:$Subclass_Features_For_Level_6 to true)(set:$Subclass_Tenth_Level_Features to "Shapechanger: At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.")(set:$Subclass_Features_For_Level_10 to true)(set:$Subclass_Fourteenth_Level_Features to "Master Transmuter: Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.
Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons
affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3 d 10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.")(set:$Subclass_Features_For_Level_14 to true)
(set:$Subclass to true) (set:$Secondary_Class to "Oath Of Vengeance") The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.
Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
Paladin Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Soul of Vengeance: Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Avenging Angel: At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
[[Paladin|Paladin 2]]
(set:$Subclass_Third_Level_Features to " Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Spells: Bane, Hunter's Mark ")(set:$Subclass_Features_For_Level_3 to true)
(set:$Subclass_Fifth_Level_Features to " Spells: Hold Person, Misty Step ")(set:$Subclass_Features_For_Level_5 to true)
(set:$Subclass_Seventh_Level_Features to " Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. ")(set:$Subclass_Features_For_Level_7 to true)
(set:$Subclass_Ninth_Level_Features to " Spells: Haste, Protection from Energy ")(set:$Subclass_Features_For_Level_9 to true)
(set:$Subclass_Thirteenth_Level_Features to "Spells: Banishment, Dimension Door ")(set:$Subclass_Features_For_Level_13 to true)
(set:$Subclass_Fifteenth_Level_Features to " Soul of Vengeance: Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. ")(set:$Subclass_Features_For_Level_15 to true)
(set:$Subclass_Seventeenth_Level_Features to "Spells: Hold Monster, Scrying ")(set:$Subclass_Features_For_Level_17 to true)
(set:$Subclass_Twentieth_Level_Features to "Avenging Angel: At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
")(set:$Subclass_Features_For_Level_20 to true)
(if:$Level is > 2) [(set:$Bane to true) (Set:$Hunters_Mark to true)]
(if:$Level is > 4) [(set:$Hold_Person to true) (Set:$Misty_Step to true)]
(if:$Level is > 8) [(set:$Haste to true)(set:$Protection_From_Energy to true)]
(if:$Level is > 12) [(Set:$Banishment to true) (Set:$Dimension_Door to true)]
(if:$Level is > 16) [ (set:$Hold_Monster to true) (set:$Scrying to true)]
//Zodwa rippled with power, transforming, changing into something terrible. The gasps and speculation always happened as the fur erupted across his body, his fingertips turned into great powerful claws, his jaw elongated to accommodate the larger, sharp serrated teeth, a monster, a beast. Huge breaths turned into steam in the cold air as he sprinted to his enemies.//
The circle of the Beast
The circle of The Beast is what legends are made of. This ancient and legendary circle is one that becomes beasts of legend of incomprehensible power. It is said that once every 100 years a divine pair occurs where two are born with the power to follow this path, and lead their tribes.
Resilient Core:
You are built to be stronger and sturdier than most. You gain 1 additional HP for every druid level you have.
The Beast:
You change into a beast of unrivaled power that even monsters would fear. Starting at the second level when you choose this circle you can use your wild shape and as bonus action instead of an action change into “The Beast”. While in the form of the beast, your form changes to a bestial nature no longer resembling what you were before. Your creature type is monstrosity and you size is large. You grow claws that deal 1d6 slashing damage which goes up as you grow in power according to the chart below. While in the form of the beast and not wearing armor your AC equals 11 + wisdom modifier + constitution modifier. Finally when you change into the beast you gain temp HP equal to double your druid level.
The Beast Claw Damage
2nd level: 1d6
6th level: 2d6
10th Level: 3d6
14th level: 4d6
Bestial traits: As you have become accustomed to the body of the beast you have learned different and more powerful ways to use this body. Starting at the sixth level you can choose one of the following traits which improves your beast form. Additionally attacks in your beast from now count as magical for the purpose of overcoming resistances and immunities.
Aquatic: You can breathe normally in water and have a swim speed of 60 ft.
Avian: wings, you have a flight speed of
60 and no longer suffer from breathing in high or low altitudes.
Breath Weapon: As an action you exhale a 30 ft cone of acid. Creatures in range must make a dexterity saving throw against your spellcasting DC or on a failure take acid damage equal to your claw damage.
Concussive Blows: When you hit a creature with your claws they must succeed a strength saving throw against your spellcasting DC or fall prone of a failure.
Durable Form: When you change into your beast form your temp HP is four times your druid level instead of double.
Multiattack: Whenever you take the attack action on your turn you can attack twice instead of once.
Nature’s Guidance: in beast form your strength score matches your wisdom score unless it is already higher.
Razers Edge: your damage dice for your claws are now d12’s instead of d6s.
Stomp: After you take the attack action on a creature if they are prone you can use your bonus action to stomp on the same creature. The damage for this is the same as your claws, but bludgeoning instead of slashing.
Throw: While in your beast form you are proficient with improvised weapons and their damage is replaced by your claw damage.
(Set:$Subclass to true)
(set:$Secondary_Class to "Circle Of The Beast")
[[Druid|Druid 2]] (set:$Toughness_Class to true)
(set:$Subclass_Second_Level_Features to "Resilient Core:
You are built to be stronger and sturdier than most. You gain 1 additional HP for every druid level you have.
The Beast:
You change into a beast of unrivaled power that even monsters would fear. Starting at the second level when you choose this circle you can use your wild shape and as bonus action instead of an action change into “The Beast”. While in the form of the beast, your form changes to a bestial nature no longer resembling what you were before. Your creature type is monstrosity and you size is large. You grow claws that deal 1d6 slashing damage which goes up as you grow in power according to the chart below. While in the form of the beast and not wearing armor your AC equals 11 + wisdom modifier + constitution modifier. Finally when you change into the beast you gain temp HP equal to double your druid level.
The Beast Claw Damage
2nd level: 1d6
6th level: 2d6
10th Level: 3d6
14th level: 4d6")
(set:$Subclass_Sixth_Level_Features to "Bestial traits: As you have become accustomed to the body of the beast you have learned different and more powerful ways to use this body. Starting at the sixth level you can choose one of the following traits which improves your beast form. Additionally attacks in your beast from now count as magical for the purpose of overcoming resistances and immunities.
Aquatic: You can breathe normally in water and have a swim speed of 60 ft.
Avian: wings, you have a flight speed of 60 and no longer suffer from breathing in high or low altitudes.
Breath Weapon: As an action you exhale a 30 ft cone of acid. Creatures in range must make a dexterity saving throw against your spellcasting DC or on a failure take acid damage equal to your claw damage.
Concussive Blows: When you hit a creature with your claws they must succeed a strength saving throw against your spellcasting DC or fall prone of a failure.
Durable Form: When you change into your beast form your temp HP is four times your druid level instead of double.
Multiattack: Whenever you take the attack action on your turn you can attack twice instead of once.
Nature’s Guidance: in beast form your strength score matches your wisdom score unless it is already higher.
Razers Edge: your damage dice for your claws are now d12’s instead of d6s.
Stomp: After you take the attack action on a creature if they are prone you can use your bonus action to stomp on the same creature. The damage for this is the same as your claws, but bludgeoning instead of slashing.
Throw: While in your beast form you are proficient with improvised weapons and their damage is replaced by your claw damage. ")
(set:$Subclass_Features_For_Level_2 to true)
(set:$Subclass_Features_For_Level_6 to true)
(set:$Class_Extra += 1)(if:$Class_Extra is 1)[(set:$Subclass_Third_Level_Features to "Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you kinship with beasts. At the 3rd Level when you adopt this path you gain the ability to cast the beast sense and speak with animals spells but only as rituals.
Totem Spirit: At the 3rd level you choose a totem spirit, and gain this feature. Your must make or aquire a physical totem object, and amulet or similar adornment that incorperatires fur, feathers, claws, teeth, bones, of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit, like being really harry, or your eyes turn yellow. Your animal might be an animal related to those listed here, but more appropriate to your homeland. For example, you may choose a hawk or vulture instead of an eagle.
Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear make you tough enough to stand up to any physical punishment. ")] (if:$Level is > 5) [(if:$Class_Extra is 1) [Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
[[Bear]]: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects.
[[Eagle]]: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks.
[[Wolf]]: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.] (if:$Class_Extra is 2)[ (set:$Subclass_Sixth_Level_Features to "Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
Bear: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects. ")
] ] (if:$Level is > 13) [(if:$Class_Extra is 2)[Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
[[Bear]]: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened.
[[Eagle]]: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft.
[[Wolf]]: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack. ] (if:$Class_Extra is 3) [(set:$Subclass_Fourteenth_Level_Features to "Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
Bear: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened. ")
] ]
[[Continue|Barbarian 2]](set:$Class_Extra += 1)(if:$Class_Extra is 1)[(set:$Subclass_Third_Level_Features to "Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you kinship with beasts. At the 3rd Level when you adopt this path you gain the ability to cast the beast sense and speak with animals spells but only as rituals.
Totem Spirit: At the 3rd level you choose a totem spirit, and gain this feature. Your must make or aquire a physical totem object, and amulet or similar adornment that incorperatires fur, feathers, claws, teeth, bones, of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit, like being really harry, or your eyes turn yellow. Your animal might be an animal related to those listed here, but more appropriate to your homeland. For example, you may choose a hawk or vulture instead of an eagle.
Eagle: While you’re raging and aren’t wearing heavy armor other creatures have disadvantage on opportunity attacks against you and you can use Dash as a bonus action. The spirit of the Eagle makes you a predator who can weave through the fray with ease. ")]
(if:$Level is > 5) [(if:$Class_Extra is 1) [Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
[[Bear]]: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects.
[[Eagle]]: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks.
[[Wolf]]: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.] (if:$Class_Extra is 2)[ (set:$Subclass_Sixth_Level_Features to "Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
Eagle: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks. ")
] ] (if:$Level is > 13) [(if:$Class_Extra is 2)[Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
[[Bear]]: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened.
[[Eagle]]: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft.
[[Wolf]]: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack. ] (if:$Class_Extra is 3) [(set:$Subclass_Fourteenth_Level_Features to "Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft. ")
] ]
[[Barbarian|Barbarian 2]] (set:$Class_Extra += 1)(if:$Class_Extra is 1)[(set:$Subclass_Third_Level_Features to "Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you kinship with beasts. At the 3rd Level when you adopt this path you gain the ability to cast the beast sense and speak with animals spells but only as rituals.
Totem Spirit: At the 3rd level you choose a totem spirit, and gain this feature. Your must make or aquire a physical totem object, and amulet or similar adornment that incorperatires fur, feathers, claws, teeth, bones, of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit, like being really harry, or your eyes turn yellow. Your animal might be an animal related to those listed here, but more appropriate to your homeland. For example, you may choose a hawk or vulture instead of an eagle.
Wolf: While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. ")]
(if:$Level is > 5) [(if:$Class_Extra is 1) [Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
[[Bear]]: You gain the might of a bear. Your carrying capacity (including max load, and max lift) are doubled. You have advantage on strength checks made to push, pull, lift, or break objects.
[[Eagle]]: You gain the eyesight of an eagle. You can see up to one mile away without difficulty, able to see even fine details as though looking at something no more than 100 ft away. Dim light doesn’t impose disadvantage on your wisdom perception checks.
[[Wolf]]: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.] (if:$Class_Extra is 2)[ (set:$Subclass_Sixth_Level_Features to "Aspect of the Beast: At the 6th Level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.
Wolf: You gain the hunting ability of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace. ")
] ] (if:$Level is > 13) [(if:$Class_Extra is 2)[Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
[[Bear]]: While raging, any creature within 5 ft of you that is hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature an enemy is immune to this effect if it can’t see hear you or can’t be frightened.
[[Eagle]]: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts, you fall if you end your turn in the air with nothing else holding you aloft.
[[Wolf]]: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack. ] (if:$Class_Extra is 3) [(set:$Subclass_Fourteenth_Level_Features to "Totemic Attunement: At the 14th level you gain a magical benefit based on the totem animal of your choice. You can choose the same animal as previously or a different one.
Wolf: While raging, you can use your bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack. ")
] ]
[[Barbarian|Barbarian 2]]
(set:$Subclass_Sixth_Level_Features to " Swear Allegiance:
At the 6th level you choose to join the Seelie court or unseelie court.
To the Seelie: You choose and learn three of the following spells (guidance, bless, aid, invisibility, suggestion, mass healing word, remove curse). The chosen spells count as bard spalls for you and don’t count against the number of spells you know. Additionally, your countenance softens and becomes innocent and beautiful or homely and kind.
")
(set:$Subclass_Fourteenth_Level_Features to " Court Loyalty:
At the 14th level if you have sworn alliance to the Seelie you gain the shining throne feature. If you have sworn allegiance to the Unseelie court you gain the shadowed throne feature.
Shining Throne (Seelie Court): The first time you canst a spell of the 1st level or higher on each of your turns choose a creature you can see, that creature has advantage on it’s next roll.
")
(Go-to: "Bard 2")(go-to: "Bard 2")
(set:$Subclass_Sixth_Level_Features to " Swear Allegiance:
At the 6th level you choose to join the Seelie court or unseelie court.
To the Unseelie: Choose and learn three of the following spells (Eldritch blast, hex, blindness/deafness, invisibility, suggestion, animate dead, bestow curse). The chosen spells count as bard spells for you but don’t count against the number of spells you know. Additionally, your countenance hardens and becomes lustful and dark or frightening and unsightly.
")
(set:$Subclass_Fourteenth_Level_Features to " Court Loyalty:
At the 14th level if you have sworn alliance to the Seelie you gain the shining throne feature. If you have sworn allegiance to the Unseelie court you gain the shadowed throne feature.
Shadowed Throne (Unseelie Court): The first time you cast a spell of the first level or higher on each of your turns choose a creatures you can see, that creature has disadvantage on it’s next roll.
")
(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic,and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold")(set:$Hold_Person to true)(Set:$Spike_Growth to true)(if:$Level is > 4) [ (Set:$Sleet_Strom to true)(set:$Slow to true)](if:$Level is > 6) [ (set:$Freedom_Of_Movement to true)(set:$Ice_Storm to true)] (if:$Level is > 8)[ (set:$Commune_With_Nature to true)(set:$Cone_Of_Cold to true)](go-to: "Druid 2")(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—coast-and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying")(set:$Mirror_Image to true)(Set:$Misty_Step to true)(if:$Level is > 4) [ (Set:$Water_Breathing to true)(set:$Water_Walk to true)](if:$Level is > 6) [ (set:$Freedom_Of_Movement to true)(set:$Control_Water to true)] (if:$Level is > 8)[ (set:$Conjure_Elemental to true)(set:$Scrying to true)]
(go-to: "Druid 2")(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Desert—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food And Water, Protection From Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone")(set:$Blur to true)(Set:$Silence to true)(if:$Level is > 4) [ (Set:$Create_Food_And_Water to true)(set:$Protection_From_Energy to true)](if:$Level is > 6) [ (set:$Blight to true)(set:$Hallucinatory_Terrain
to true)] (if:$Level is > 8)[ (set:$Insect_Plague to true)(set:$Wall_Of_Stone to true)](go-to: "Druid 2")
(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride")(set:$Barkskin to true)(Set:$Spider_Climb to true)(if:$Level is > 4) [ (Set:$Call_Lightning to true)(set:$Plant_Growth to true)](if:$Level is > 6) [ (set:$Divination to true)(set:$Freedom_Of_Movement
to true)] (if:$Level is > 8)[ (set:$Commune_With_Nature to true)(set:$Tree_Stride to true)]
(go-to: "Druid 2")(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague")(set:$Invisibility to true)(Set:$Pass_Without_Trace to true)(if:$Level is > 4) [ (Set:$Daylight to true)(set:$Haste to true)](if:$Level is > 6) [ (set:$Divination to true)(set:$Freedom_Of_Movement
to true)] (if:$Level is > 8)[ (set:$Dream to true)(set:$Insect_Plague to true)]
(go-to: "Druid 2")(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld Into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone")(set:$Spider_Climb to true)(Set:$Spike_Growth to true)(if:$Level is > 4) [ (Set:$Lightning_Bolt to true)(set:$Meld_Into_Stone to true)](if:$Level is > 6) [ (set:$Stone_Shape to true)(set:$Stoneskin
to true)] (if:$Level is > 8)[ (set:$Passwall to true)(set:$Wall_Of_Stone to true)]
(go-to: "Druid 2")(set:$Subclass_Third_Level_Features to " Circle Spells: Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid. Choose that land—Arctic, coast, Desert, Forest, Grassland, Mountain, or swamp—and consult the associated list of Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying")(set:$Melefs_Acid_Arrow to true)(Set:$ Darkness to true)(if:$Level is > 4) [ (Set:$Water_Walk to true)(set:$Stinking_Cloud to true)](if:$Level is > 6) [ (set:$Freedom_Of_Movement to true)(set:$Locate_Creature
to true)] (if:$Level is > 8)[ (set:$Scrying to true)(set:$Insect_Plague to true)]
(go-to: "Druid 2")
(Go-to: "Loading Endgame Spellcasting")Transmutation
Level: Cantrip
Casting time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).(Set:$Savagery to true)
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]](Set:$Class_Extra -= 1)(Set:$Invocation_Eldritch_Pummel to true)
(set:$Extra_Class_Attribute += 1)
(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")] (if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Eldritch pummel
Prerequisite Eldritch Blast
Your eldritch blast is now a melee spell attack with a range of 5 ft, you make a separate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional Eldritch Blast Attack, at the 11th level this becomes 2 attacks. Any other invocations that effect Eldritch blast still apply, it’s range cannot be increased from 5 ft. ")](if:$Eldritch_Blast is false)[(set:$Eldritch_Blast to true) (set:$Known_Cantrips -= 1)]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Inhuman_Physique to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")] (if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Inhuman Physique
Prerequisite Pact Of The Shell
You can add your charisma modifier to any strength checks or saves you make not including weapon attacks. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Engorged_Flesh to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")] (if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Engorged Flesh
Prerequisite Pact of the Shell
You can cast enlarge reduce spell on yourself at will without expending a spell slot or material components. You can only use the Enlarge effect. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Nervous_Takedown to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")] (if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Nervous takedown
Prerequisite: pact of the shell
You can add your charisma modifier as well as your dexterity when calculating initiative and your movement speed is increased by 10 ft.
")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Blessings_Of_Khirad to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")] (if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to "Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Blessings of Khirad
Prerequisite 9th level
You can cast legend lore once using a warlock spells slot. You can’t do this again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Cloak_Of_Zhunun to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Cloak of Zhudun
Prerequisite 5th level
You can cast nondetection using a warlock spell slot, you can’t do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")
(Set:$Class_Extra -= 1)(Set:$Invocation_Feast_Of_Hadar to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Feast Of Hadar
Prerequisite 5th level
Once per day you may reduce you HP and max HP by an amount equal to twice your warlock spell slot level and regain one warlock spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Gaze_Of_Gibbeth to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Gaze of Gibbeth
Prerequisite 9th level
You can cast Geas once using a warlock spell slot. You cannot do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Writhing_Of_Nihal to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Writhing of Nihal
You cast longstrider on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Visage_Of_The_Stars to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Visage of the Stars
Prerequisite Eldritch Blast
When you finish a long rest chose one of the following damage types (Cold, fire, necrotic, psychic, or radiant) when you cast your eldritch blast cantrip you may change the damage from force to the damage type you specify at the end of your long rest. ")]
(if:$Eldritch_Blast is false) [ (Set:$Eldritch_Blast to true) (Set:$Known_Cantrips -= 1)]
(go-to: "Eldritch Invocations")
(Set:$Class_Extra -= 1)(Set:$Invocation_Agonizing_Blast to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Agonizing Blast
Prerequisite Eldritch Blast
When you cast your eldritch blast, add your Charisma modifier to the damage dealt on a hit. ")](if:$Eldritch_Blast is false) [(set:$Eldritch_Blast to true) (set:$Known_Cantrips -= 1)]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Armor_Of_Shadows to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Armor Of Shadows
You can cast mage armor on yourself at will without expending a spell slot of material components. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Ascendant_Step to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Ascendant Step
Prerequisite 9th level
You can cast levitate on yourself at will without expending a spell slot or material components. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Beast_Speech to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to "
Beast Speech
You can cast speak with animals at will without expending a spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1) (Set:$Deception to true) (set:$Persuasion to true)
(set:$Extra_Class_Attribute += 1)(Set:$Invocation_Beguiling_Influence to true)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Beguiling Influence
You gain proficiency with deception and persuasion skills
")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Beguiling Influence
You gain proficiency with deception and persuasion skills ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Bewitching_Whispers to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest.")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Bewitching Whispers
Prerequisite 7th level
You can cast compulsion one using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Book_Of_Ancient_Secrets to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Book of Ancient Secrets
Prerequisite pact of the tome
You can now inscribe magical rituals in your Book of Shadows. Choose two first level spells that have a ritual tag from any classes spell list, they don’t need to be from the same spell list. The spells appear in the book and don’t count against the number of spells you know. With your book in hand you can cast the spells as rituals. You can’t cast the spells except as rituals unless you learn them by some other means. You can also cast warlock spells you know as a ritual if it has a ritual tag.
On your adventures you can add other ritual spells you find into your book of shadows. When you find such a spell its’ level must be equal or less than half your warlock level. For each level of the spell it takes 2 hours to transcribe and 50 GP for the rare inks used to transcribe it.
")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Chains_Of_Carceri to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Chains of Carceri
Prerequisite level 15 pact of the chain
You 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. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Devils_Sight to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Devil’s Sight
You can see normally in darkness, both magical and nonmagial to a distance of 120 ft. ")]
(go-to: "Eldritch Invocations")
(Set:$Class_Extra -= 1)(Set:$Invocation_Dreadful_Word to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Dreadful Word
Prerequisite level 7
You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Eldritch_Sight to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Eldritch Sight
You can cast detect magic at will without expending a spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Eldritch_Spear to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Eldritch Spear
Prerequisite Eldritch Blast
Range of Eldritch Blast is now 300 ft. ")](if:$Eldritch_Blast is false) [(Set:$Eldritch_Blast to true) (Set:$Known_Cantrips -= 1)]
(go-to: "Eldritch Invocations")
(Set:$Class_Extra -= 1)(Set:$Invocation_Eyes_Of_The_Rune_Keeper to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to "
Eyes Of The Rune Keeper
You can read all writing ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Fiending_Vigor to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Fiendish Vigor
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Gaze_Of_Two_Minds to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its sense 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. While perceiving through their senses you gain any special senses the creature has, and you are blinded and deafened to your own surroundings. ")]
(go-to: "Eldritch Invocations")
(Set:$Class_Extra -= 1)(Set:$Invocation_Lifedrinker to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Lifedrinker
Prerequisite level 12 pact of the blade
When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your charisma modifier (min of 1). ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Mask_Of_Many_Faces to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Mask Of Many Faces
You can cast disguise self at will without expending a spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Master_Of_The_Myriad_Forms to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Master Of the Myriad Forms
Prerequisite level 15
You can cast alter self at will without expending a spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Minions_Of_Chaos to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Minions Of Chaos
Prerequisite level 9
You can cast Conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Mire_The_Mind to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest.")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Mire the Mind
Prerequisite level 5
You can cast slow once using a warlock spell slot you can’t do so again until you finish a long rest.")]
(go-to: "Eldritch Invocations")
(Set:$Class_Extra -= 1)(Set:$Invocation_Misty_Visions to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to "
Misty Visions
You can cast silent image at will without expending a spell slot or material components. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_One_With_Shadows to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " One With Shadows
Prerequisite 5th level
When you are in an read of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Otherworldly_Leap to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Otherworldly Leap
Prerequisite level 9
You can cast jump on yourself at will without expending a spell slot or material components. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Repelling_Blast to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Repelling Blast
Prerequisite eldritch blast
When you hit a creature with eldritch blast you can push the creature up to 10 ft away from you in a straight line. ")]
(if:$Eldritch_Blast is false)[(Set:$Eldritch_Blast to true)(Set:$Known_Cantrips -= 1)]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Sculptor_Of_Flesh to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to "
Sculptor Of Flesh
Prerequisite level 7
You can cast polymorph on yourself once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(set:$Invocation_Sign_Of_Ill_Omen to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Sign Of Ill Omen
Prerequisite 5th level
You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Theif_Of_Five_Fates to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Thief Of Five Fates
You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Thirsting_Blade to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Thirsting Blade
Prerequisite level 5 pact of the blade
You can attack with your pact weapon twice instead of once, when you take the attack action on your turn. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Visions_Of_Distant_Realms to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Visions of Distant Realms
Prerequisite level 15
You can cast arcane eye at will without expending a spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Voice_Of_The_Chain_Master to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Voice of the Chain Master
Prerequisite pact of the chain
You can communicate telepathically with your familiar and perceive through your familiar’s eyes 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.
")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Whispers_Of_The_Grave to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Whispers Of The Grave
Prerequisite 9th level
You can cast speak with dead at will without expending a spell slot. ")]
(go-to: "Eldritch Invocations")(Set:$Class_Extra -= 1)(Set:$Invocation_Witch_Sight to true)
(set:$Extra_Class_Attribute += 1)(if:$Extra_Class_Attribute is 1) [ (Set:$Additional_Attribute_1 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 2) [ (Set:$Additional_Attribute_2 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 3) [ (Set:$Additional_Attribute_3 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 4) [ (Set:$Additional_Attribute_4 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 5) [ (Set:$Additional_Attribute_5 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 6) [ (Set:$Additional_Attribute_6 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 7) [ (Set:$Additional_Attribute_7 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(if:$Extra_Class_Attribute is 8) [ (Set:$Additional_Attribute_8 to " Witch Sight
Prerequisite level 15
You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 ft and within line of sight. ")]
(go-to: "Eldritch Invocations")Aid
2nd Level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (A tiny strip of white cloth)
Duration: 8 hours
Classes: Cleric, Paladin
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
(set:$Aid to true)
(set:$Known_Spells -= 1)
[[Spells]] ]
2nd level transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration:Concentration Up to 1 hour
Classes: Sorcerer, Wizard
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.(set:$Alter_Self to true)
(set:$Known_Spells -= 1)
[[Spells]]Animal Messenger
2nd level enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (A morsel of food)
Duration: 24 hours
Classes: Bard, Druid, Ranger
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.
(set:$Animal_Messenger to true)(set:$Known_Spells -= 1)
[[Spells]]Animal Shapes
8th level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration, Up to 24 hours
Classes: Druid
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
(set:$Animal_Shapes to true)(set:$Known_Spells -= 1)
[[Spells]]Animate Dead
3rd level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V S M (A drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
Classes: Cleric, Wizard
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones. (Set:$Animate_Dead to true)
(set:$Known_Spells -= 1)
[[Spells]]Animate Objects
5th level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Wizard
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional Objects for each slot level above 5th. (set:$Animate_Objects to true)
(set:$Known_Spells -= 1)
[[Spells]]Antilife Shell
5th level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S
Duration: Concentration ,Up to 1 hour
Classes: Druid
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
(set:$Antilife_Shell to true)(set:$Known_Spells -= 1)
[[Spells]]Antipathy/Sympathy
LEVEL: 8th
CASTING TIME: 1 Hour
RANGE/AREA: 60 ft
COMPONENTS: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
DURATION: 10 Days
SCHOOL: Enchantment
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
(set:$Antipathy_Sympathy to true)(set:$Known_Spells -= 1)
[[Spells]]Arcane Eye
4th level divination
Casting Time: 1 action
Range: 30 feet
Components: V S M (A bit of bat fur)
Duration: Concentration Up to 1 hour
Classes: Wizard
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
(Set:$Arcane_Eye to true)(set:$Known_Spells -= 1)
[[Spells]](Set:$Mystic_Arcanum_6 -= 1)
Arcane Gate
6th level conjuration
Casting time 1 action
Range 500 ft.
Components: V, S
Duration: Concentration up to 10 minutes
You create linked teleportation circles that remain open for the duration. Choose two points on the ground that you can see one within 10 ft of you, the other within 500 ft of you. A circular portal 10 ft in diameter opens at each point. If the portal would open in the space occupied by a creature the spell fails and the casting is lost. The portals are two dimensional glowing rings filled with mist, hovering inches over the ground perpendicular to the spots you chose. A ring is visible only from one side (your choice) which is the side that functions as the portal. Any creature, object entering the portal exist from the other portal as if they were adjacent. The mist is opaque, and blocks the vision through it. On your turn you can rotate the rings as a bonus action so they are active side faces in a different direction.
(Set:$Arcane_Gate to true)(set:$Known_Spells -= 1)
[[Spells]]Arcane Lock
2nd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (Gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
Classes: Wizard
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
(set:$Arcane_Lock to true)(set:$Known_Spells -= 1)
[[Spells]]Astral Projection(Set:$Mystic_Arcanum_9 -= 1)
9th level necromancy
Casting Time: 1 hour
Range: 10 feet
Components: V S M (For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
Duration: Special
Classes: Cleric, Warlock, Wizard
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
(Set:$Astral_Projection to true)(set:$Known_Spells -= 1)
[[Spells]]
Augury
2nd level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous
Classes: Cleric
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
(Set:$Augury to true)(set:$Known_Spells -= 1)
[[Spells]]
8th level abjuration
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V S M (A pinch of powdered iron or iron fillings)
Duration: Concentration, Up to 1 hour
Classes: Cleric, Wizard
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.(set:$Antimagic_Field to true)
(set:$Known_Spells -= 1)
[[Spells]]Aura Of Life
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Classes: Paladin
(set:$Aura_Of_Life to true)(set:$Known_Spells -= 1)
[[Spells]]Aura Of Purity
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Classes: Paladin
(set:$Aura_Of_Purity to true)(set:$Known_Spells -= 1)
[[Spells]]Aura of Vitality
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Classes: Paladin
(set:$Aura_Of_Vitality to true)(set:$Known_Spells -= 1)
[[Spells]]
Awaken
5 level transmutation
Casting Time: 8 hours
Range: Touch
Components: V S M (An agate worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Druid
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
(set:$Awaken to true)(set:$Known_Spells -= 1)
[[Spells]]
Banishing Smite
5th-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Classes: Paladin(set:$Banishing_Smite to true)(set:$Known_Spells -= 1)
[[Spells]]
Banishment
4th level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (An item distasteful to the target)
Duration: Concentration Up to 1 minute
Classes: Paladin, Cleric, Sorcerer, Warlock, Wizard
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
(set:$Banishment to true)(set:$Known_Spells -= 1)
[[Spells]]
Barkskin
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A handful of oak bark)
Duration: Concentration, Up to 1 hour
Classes: Druid, Ranger
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
(set:$Barkskin to true)(set:$Known_Spells -= 1)
[[Spells]]
Beacon Of Hope
3rd level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Cleric
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
(set:$Beacon_Of_Hope to true)(set:$Known_Spells -= 1)
[[Spells]]
Beast Sense
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Classes: Druid, Ranger
(set:$Beast_Sense to true)(set:$Known_Spells -= 1)
[[Spells]]
Bestow Curse
3rd level necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Cleric, Wizard
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.(set:$Bestow_Curse to true)(set:$Known_Spells -= 1)
[[Spells]]
Bigby's Hand
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Classes: Wizard
(Set:$Bigbys_Hand to true) (set:$Known_Spells -= 1)
[[Spells]]
Blade Barrier
6th level evocation
Casting Time: 1 action
Range: 90 feet
Components: V S
Duration: Concentration Up to 10 minutes
Classes: Cleric
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
(set:$Blade_Barrier to true)(set:$Known_Spells -= 1)
[[Spells]]
Blight
4th level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
(set:$Blight to true)(set:$Known_Spells -= 1)
[[Spells]]
Blinding Smite
3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Classes: Paladin
(Set:$Blinding_Smite to true)(set:$Known_Spells -= 1)
[[Spells]]
Blindness Deafness
2nd level necromancy
Casting Time: 1 action
Range: 30 ft
Components: V
Duration: 1 minute
Classes: Bard, Cleric, Sorcerer, Wizard
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
(set:$Blindness_Deafness to true)(set:$Known_Spells -= 1)
[[Spells]]
Blink
3rd level transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute
Classes: Sorcerer, Wizard
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
(set:$Blink to true)(set:$Known_Spells -= 1)
[[Spells]]
Blur
2nd level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Up to 1 minute
Classes: Sorcerer, Wizard
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
(set:$Blur to true)(set:$Known_Spells -= 1)
[[Spells]]
Branding Smite
2nd Level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Up to 1 minute
Classes: Paladin
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
(set:$Branding_Smite to true)(set:$Known_Spells -= 1)
[[Spells]]
Call Lightning
3rd level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration Up to 10 minutes
Classes: Druid
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.
(set:$Call_Lightning to true)(set:$Known_Spells -= 1)
[[Spells]]
Calm Emotions
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Cleric
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
(Set:$Calm_Emotions to true)(set:$Known_Spells -= 1)
[[Spells]]
Chain Lightning
6th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
(Set:$Chain_Lightning to true)(set:$Known_Spells -= 1)
[[Spells]]
Circle Of Death(Set:$Mystic_Arcanum_6 -= 1)
6th level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V S M (The powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
(set:$Circle_Of_Death to true)(set:$Known_Spells -= 1)
[[Spells]]
Circle of Power
5th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Classes: Paladin
(set:$Circle_Of_Power to true)(set:$Known_Spells -= 1)
[[Spells]]
Clairvoyance
3rd level divination
Casting Time: 10 minutes
Range: 1 mile
Components: V S M (A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, Up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.(set:$Known_Spells -= 1)
(set:$Clairvoyance to true)[[Spells]]Clone
8th level necromancy
Casting Time: 1 hour
Range: Touch
Components: V S M (A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
Duration: Instantaneous
Classes: Wizard
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
(set:$Clone to true) (set:$Known_Spells -= 1)[[Spells]]Cloud of Daggers
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Classes: Bard, Sorcerer, Warlock, Wizard(set:$Known_Spells -= 1)
(set:$Cloud_Of_Daggers to true) [[Spells]]Cloudkill
5th level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, Up to 10 minutes
Classes: Sorcerer, Wizard
You create a 20-foot-radius Sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
(set:$Cloudkill to true)[[Spells]](set:$Known_Spells -= 1)Commune
5th level divination (Ritual)
Casting Time: 1 minute
Range: Self
Components: V S M (Incense and a vial of holy or unholy water)
Duration: 1 minute
Classes: Cleric
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
(Set:$Commune to true) [[Spells]] (set:$Known_Spells -= 1)Commune With Nature
5th Level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V S
Duration: Instantaneous
Classes: Druid, Ranger
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
terrain and bodies of water
prevalent plants, minerals, animals, or peoples
powerful celestials, fey, fiends, elementals, or undead
influence from other planes of existence
buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
(set:$Commune_With_Nature to true) [[Spells]](set:$Known_Spells -= 1)Compelled Duel
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Spell Lists. Paladin
(set:$Compelled_Duel to true) [[Spells]](set:$Known_Spells -= 1)Compulsion
4th level enchantment
Casting Time: 1 action
Range: 30 ft
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
(set:$Compulsion to true) [[Spells]](set:$Known_Spells -= 1)Cone Of Cold
5th level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S M (A small crystal or glass cone)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
(set:$Cone_Of_Cold to true) [[Spells]](set:$Known_Spells -= 1)Confusion
4th level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (Three nut shells)
Duration: Concentration, Up to 1 minute
Classes: Bard, Druid, Sorcerer, Wizard
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.
(set:$Confusion to true) [[Spells]](set:$Known_Spells -= 1)Conjure Animals
3rd level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration Up to 1 hour
Classes: Druid, Ranger
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
(set:$Conjure_Animals to true) [[Spells]](set:$Known_Spells -= 1)Conjure Barrage
3rd-level conjuration
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Spell Lists. Ranger
(set:$Conjure_Barrage to true) [[Spells]](set:$Known_Spells -= 1)Conjure Celestial
7th Level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S
Duration: Concentration Up to 1 hour
Classes: Cleric
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial’s statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a Celestial of Challenge rating 5 or lower.
(set:$Conjure_Celestial to true) [[Spells]](set:$Known_Spells -= 1)Conjure Elemental
5th level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S M (Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration Up to 1 hour
Classes: Druid, Wizard
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental’s statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th.
(set:$Conjure_Elemental to true) [[Spells]](set:$Known_Spells -= 1)Conjure Fey
6th level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S
Duration: Concentration Up to 1 hour
Classes: Druid, Warlock
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature’s statistics.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the Challenge rating increases by 1 for each slot level above 6th.
(set:$Conjure_Fey to true) [[Spells]](set:$Known_Spells -= 1)Conjure Minor Elementals
4th level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S
Duration: Concentration Up to 1 hour
Classes: Druid, Wizard
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot
(set:$Conjure_Minor_Elementals to true) [[Spells]](set:$Known_Spells -= 1)Conjure Volley
5th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (one piece of ammunition or one thrown weapon)
Duration: Instantaneous
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Classes: Ranger
(set:$Conjure_Volley to true) [[Spells]](set:$Known_Spells -= 1)Conjure Woodland Beings
4th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (One holly berry per creature summoned)
Duration: Concentration, Up to 1 hour
Classes: Druid, Ranger
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
(set:$Conjure_Woodland_Beings to true) [[Spells]](set:$Known_Spells -= 1)Contact Other Plane
5th level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
Classes: Warlock, Wizard
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
(set:$Contact_Other_Plane to true) [[Spells]](set:$Known_Spells -= 1)Contagion
5th level necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 7 days
Classes: Cleric, Druid
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
(set:$Contagion to true) [[Spells]](set:$Known_Spells -= 1)
Contingency
6th level evocation
Casting Time: 10 minutes
Range: Self
Components: V S M (A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Duration: 10 days
Classes: Wizard
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.(set:$Contingency to true) [[Spells]](set:$Known_Spells -= 1)
Continual Flame
2nd level evocation
Casting Time: 1 action
Range: Touch
Components: V S M (Ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled
Classes: Cleric, Wizard
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
(set:$Continual_Flame to true) [[Spells]](set:$Known_Spells -= 1)Control Water
4th level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V S M (A drop of water and a pinch of dust)
Duration: Concentration Up to 10 minutes
Classes: Cleric, Druid, Wizard
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
(set:$Control_Water to true) [[Spells]](set:$Known_Spells -= 1)Control Weather
8th level transmutation
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V S M (Burning incense and bits of earth and wood mixed in water)
Duration: Concentration, Up to 8 hours
Classes: Cleric, Druid, Wizard
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
(set:$Control_Weather to true) [[Spells]](set:$Known_Spells -= 1)Cordon of Arrows
2nd-level transmutation
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Classes: Ranger
(set:$Cordon_Of_Arrows to true) [[Spells]](set:$Known_Spells -= 1)Counterspell
3rd level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
(set:$Counterspell to true) [[Spells]](set:$Known_Spells -= 1)
Create Food And Water
3rd Level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous
Classes: Cleric, Paladin
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
(set:$Create_Food_And_Water to true) [[Spells]](set:$Known_Spells -= 1)Create Undead
6th level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V S M (One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four Ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five Ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six Ghouls, three ghasts or wights, or two mummies.
(set:$Create_Undead to true) [[Spells]](set:$Known_Spells -= 1)
Creation
5th level illusion
Casting Time: 1 minute
Range: 30 feet
Components: V S M (A tiny piece of matter of the same type of the item you plan to create)
Duration: Special
Classes: Sorcerer, Wizard
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Material Duration Vegetable matter 1 day Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
(set:$Creation to true) [[Spells]](set:$Known_Spells -= 1)Crown of Madness
2nd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard
(set:$Crown_Of_Madness to true) [[Spells]](set:$Known_Spells -= 1)Crusader's Mantle
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Classes: Paladin
(set:$Crusaders_Mantle to true) [[Spells]](set:$Known_Spells -= 1)Darkness
2nd Level evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (Bat fur and a drop of pitch or piece of coal)
Duration: Concentration Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
(set:$Darkness to true) [[Spells]](set:$Known_Spells -= 1)(Set:$Mislead to false) (Set:$Mislead_Choice to false)(Set:$Misty_Step to false) (Set:$Misty_Step_Choice to false)(Set:$Modify_Memory to false) (Set:$Modify_Memory_Choice to false)(Set:$Moonbeam to false) (Set:$Moonbeam_Choice to false)(Set:$Mordenkainens_Faithful_Hound to false) (Set:$Mordenkainens_Faithful_Hound_Choice to false)(Set:$Mordenkainens_Magnificent_Mansion to false) (Set:$Mordenkainens_Magnificent_Mansion_Choice to false)(Set:$Mordenkainens_Private_Sanctum to false) (Set:$Mordenkainens_Private_Sanctum_Choice to false)(Set:$Mordenkainens_Sword to false) (Set:$Mordenkainens_Sword_Choice to false)(Set:$Move_Earth to false) (Set:$Move_Earth_Choice to false)(Set:$Nondetection to false) (Set:$Nondetection_Choice to false)(Set:$Nystuls_Magic_Aura to false) (Set:$Nystuls_Magic_Aura_Choice to false)(Set:$Otilukes_Freezing_Sphere to false) (Set:$Otilukes_Freezing_Sphere_Choice to false)(Set:$Otilukes_Resilient_Sphere to false) (Set:$Otilukes_Resilient_Sphere_Choice to false)(Set:$Ottos_Irresistible_Dance to false) (Set:$Ottos_Irresistible_Dance_Choice to false)(Set:$Pass_Without_A_Trace to false) (Set:$Pass_Without_A_Trace_Choice to false)(Set:$Passwall to false) (Set:$Passwall_Choice to false)(Set:$Phantasmal_Force to false) (Set:$Phantasmal_Force_Choice to false)(Set:$Phantasmal_Killer to false) (Set:$Phanstasmal_Killer_Choice to false)(Set:$Phantom_Steed to false) (Set:$Phantom_Steed_Choice to false)(Set:$Planar_Ally to false) (Set:$Planar_Ally_Choice to false)(Set:$Planar_Binding to false) (Set:$Planar_Binding_Choice to false)(Set:$Plane_Shift to false) (Set:$Plane_Shift_Choice to false)(Set:$Plant_Growth to false) (Set:$Plant_Growth_Choice to false)(Set:$Poison_Spray to false) (Set:$Poison_Spray_Choice to false)(Set:$Polymorph to false) (Set:$Polymorph_Choice to false)(Set:$Power_Word_Heal to false) (Set:$Power_Word_Heal_Choice to false)(Set:$Power_Word_Kill to false) (Set:$Power_Word_Kill_Choice to false)(Set:$Power_Word_Stun to false) (Set:$Power_Word_Stun_Choice to false)(Set:$Prayer_Of_Healing to false) (Set:$Prayer_Of_Healing_Choice to false)(Set:$Prestidigitation to false) (Set:$Prestidigitation_Choice to false)(Set:$Prismatic_Spray to false) (Set:$Prismatic_Spray_Choice to false)(Set:$Prismatic_Wall to false) (Set:$Prismatic_Wall_Choice to false)(Set:$Produce_Flame to false) (Set:$Produce_Flame_Choice to false)(Set:$Programmed_Illusion to false) (Set:$Programmed_Illusion_Choice to false)(Set:$Project_Image to false) (Set:$Project_Image_Choice to false)(Set:$Protection_From_Energy to false) (Set:$Protection_From_Energy_Choice to false)(Set:$Protection_From_Evil_And_Good to false) (Set:$Protection_From_Evil_And_Good_Choice to false)(Set:$Protection_From_Poison to false) (Set:$Protection_From_Poison_Choice to false)(Set:$Purify_Food_And_Drink to false) (Set:$Purify_Food_And_Drink_Choice to false)(Set:$Raise_Dead to false) (Set:$Raise_Dead_Choice to false)(Set:$Rarys_Telepathic_Bond to false) (Set:$Rarys_Telepathic_Bond_Choice to false)(Set:$Ray_Of_Enfeeblement to false) (Set:$Ray_Of_Enfeeblement_Choice to false)(Set:$Ray_Of_Frost to false) (Set:$Ray_Of_Frost_Choice to false)(Set:$Ray_Of_Sickness to false) (Set:$Ray_Of_Sickness_Choice to false)(Set:$Regenerate to false) (Set:$Regenerate_Choice to false)(Set:$Reincarnate to false) (Set:$Reincarnate_Choice to false)(Set:$Remove_Curse to false) (Set:$Remove_Curse_Choice to false)(Set:$Resistance to false) (Set:$Resistance_Choice to false)(Set:$Resurrection to false) (Set:$Ressurection_Choice to false)(Set:$Reverse_Gravity to false) (Set:$Reverse_Gravity_Choice to false)(Set:$Revivify to false) (Set:$Revivify_Choice to false)(Set:$Rope_Trick to false) (Set:$Rope_Trick_Choice to false)(Set:$Sacred_Flame to false) (Set:$Sacred_Flame_Choice to false)(Set:$Sanctuary to false) (Set:$Sanctuary_Choice to false)(Set:$Scorching_Ray to false) (Set:$Scorching_Ray_Choice to false)(Set:$Scrying to false) (Set:$Scrying_Choice to false)(Set:$Searing_Smite to false) (Set:$Searing_Smite_Choice to false)(Set:$See_Invisibility to false) (Set:$See_Invisibility_Choice to false)(Set:$Seeming to false) (Set:$Seeming_Choice to false)(Set:$Sending to false) (Set:$Sending_Choice to false)(Set:$Sequester to false) (Set:$Sequester_Choice to false)(Set:$Shapechange to false) (Set:$Shapechange_Choice to false)(Set:$Shatter to false) (Set:$Shatter_Choice to false)(Set:$Shield to false) (Set:$Shield_Choice to false)(Set:$Sheild_Of_Faith to false) (Set:$Shield_Of_Faith_Choice to false)(Set:$Shillelagh to false) (Set:$Shillelagh_Choice to false)(Set:$Shocking_Grasp to false) (Set:$Shocking_Grasp_Choice to false)(Set:$Silence to false) (Set:$Silence_Choice to false)(Set:$Silent_Image to false) (Set:$Silent_Image_Choice to false)(Set:$Simulacrum to false) (Set:$Simulacrum_Choice to false)(Set:$Sleep to false) (Set:$Sleep_Choice to false)(Set:$Sleet_Storm to false) (Set:$Sleet_Storm_Choice to false)(Set:$Slow to false) (Set:$Slow_Choice to false)(Set:$Spare_The_Dying to false) (Set:$Spare_The_Dying_Choice to false)(Set:$Speak_With_Animals to false) (Set:$Speak_With_Animals_Choice to false)(Set:$Speak_With_Dead to false) (Set:$Speak_With_Dead_Choice to false)(Set:$Speak_With_Plants to false) (Set:$Speak_With_Plants_Choice to false)(Set:$Spider_Climb to false) (Set:$Spider_Climb_Choice to false)(Set:$Spike_Growth to false) (Set:$Spike_Growth_Choice to false)(Set:$Spirit_Guardians to false) (Set:$Spirit_Guardians_Choice to false)(Set:$Spiritual_Weapon to false) (Set:$Spiritual_Weapon_Choice to false)(Set:$Staggering_Smite to false) (Set:$Staggering_Smite_Choice to false)(Set:$Stinking_Cloud to false) (Set:$Stinking_Cloud_Choice to false)(Set:$Stone_Shape to false) (Set:$Stone_Shape_Choice to false)(Set:$Stoneskin to false) (Set:$Stoneskin_Choice to false)(Set:$Storm_Of_Vengeance to false) (Set:$Storm_Of_Vengeance_Choice to false)(Set:$Suggestion to false) (Set:$Suggestion_Choice to false)(Set:$Sunbeam to false) (Set:$Sunbeam_Choice to false)(Set:$Sunburst to false) (Set:$Sunburst_Choice to false)(Set:$Swift_Quiver to false) (Set:$Swift_Quiver_Choice to false)(Set:$Symbol to false) (Set:$Symbol_Choice to false)(Set:$Tashas_Hideous_Laughter to false) (Set:$Tashas_Hideous_Laughter_Choice to false)(Set:$Telekinesis to false) (Set:$Telekinesis_Choice to false)(Set:$Telepathy to false) (Set:$Telepathy_Choice to false)(Set:$Teleport to false) (Set:$Teleport_Choice to false)(Set:$Teleportation_Circle to false) (Set:$Teleportation_Circle_Choice to false)(Set:$Tensers_Floating_Disk to false) (Set:$Tensers_Floating_Disk_Choice to false)(Set:$Thaumaturgy to false) (Set:$Thaumaturgy_Choice to false)(Set:$Thorn_Whip to false) (Set:$Thorn_Whip_Choice to false)(Set:$Thunderous_Smite to false) (Set:$Thunderous_Smite_Choice to false)(Set:$Thunderwave to false) (Set:$Thunderwave_Choice to false)(Set:$Time_Stop to false) (Set:$Time_Stop_Choice to false)(Set:$Tongues to false) (Set:$Tongues_Choice to false)(Set:$Transport_Via_Plants to false) (Set:$Transport_Via_Plants_Choice to false)(Set:$Tree_Stride to false) (Set:$Tree_Stride_Choice to false)(Set:$True_Polymorph to false) (Set:$True_Polymorph_Choice to false)(Set:$True_Resurrection to false) (Set:$True_Ressurection_Choice to false)(Set:$Truee_Seeing to false) (Set:$True_Seeing_Choice to false)(Set:$True_Strike to false) (Set:$True_Strike_Choice to false)(Set:$Tsunami to false) (Set:$Tsunami_Choice to false)(Set:$Unseen_Servant to false) (Set:$Unseen_Servant_Choice to false)(Set:$Vampiric_Touch to false) (Set:$Vampiric_Touch_Choice to false)(Set:$Vicious_Mockery to false) (Set:$Vicious_Mockery_Choice to false)(Set:$Wall_Of_Fire to false) (Set:$Wall_Of_Fire_Choice to false)(Set:$Wall_Of_Force to false) (Set:$Wall_Of_Force_Choice to false)(Set:$Wall_Of_Ice to false) (Set:$Wall_Of_Ice_Choice to false)(Set:$Wall_Of_Stone to false) (Set:$Wall_Of_Stone_Choice to false)(Set:$Wall_Of_Thorns to false) (Set:$Wall_Of_Thorns_Choice to false)(Set:$Water_Breathing to false) (Set:$Water_Breathing_Choice to false)(Set:$Water_Walk to false) (Set:$Water_Walk_Choice to false)(Set:$Web to false) (Set:$Web_Choice to false)(Set:$Weird to false) (Set:$Weird_Choice to false)(set:$Wind_Walk to false)(set:$Wind_Walk_Choice to false)(Set:$Wind_Wall to false) (Set:$Wind_Wall_Choice to false)(Set:$Wish to false) (Set:$Wish_Choice to false)(Set:$Witch_Bolt to false) (Set:$Witch_Bolt_Choice to false)(Set:$Word_Of_Recall to false) (Set:$Word_Of_Recall_Choice to false)(Set:$Wrathful_Smite to false) (Set:$Wrathful_Smite_Choice to false)(Set:$Zone_Of_Truth to false) (Set:$Zone_Of_Truth_Choice to false)
(set:$Toll_The_Dead_Choice to false)(Set:$Toll_The_Dead to false) (set:$Mold_Earth_Choice to false)(Set:$Mold_Earth to false) (Set:$Yeet_Choice to false)(set:$Hallowed_Hands to false)(Set:$Hallowed_Hands_Choice to false) (set:$Embrace_Destiny_Choice to false) (set:$Embrace_Destiny to false)(set:$Absorb_Elements_Choice to false)(set:$Absorb_Elements to false)(set:$Ice_Knife_Choice to false) (set:$Ice_Knife to false)(set:$Earth_Tremor to false)(set:$Earth_Tremor_Choice to false) (set:$Ghost_Writing_Choice to false) (set:$Ghost_Writing to false)(set:$No_Pets_For_You_Choice to false)(set:$No_Pets_For_You to false)(set:$Savagery to false) (Set:$Savagery_Choice to false)(Set:$Living_Bomb to false)(set:$Living_Bomb_Choice to false)(set:$Infuse_Blood to false) (set:$Infuse_Blood_Choice to false)(set:$Carnage_Blast to false) (set:$Carnage_Blast_Choice to false)
(set:$Boomer_Choice to false)(Set:$Boomer to false)(set:$Scorch_Bolt_Choice to false) (set:$Scorch_Bolt to false) (set:$Hemorrhage_Choice to false) (set:$Hemorrhage to false)(set:$Deface to false) (set:$Deface_Choice to false) (set:$Lancing_Bolt to false) (Set:$Lancing_Bolt_Choice to false)
(go-to: "Loading Spells 3")(set:$Darkvision to true) [[Spells]](set:$Known_Spells -= 1)
Darkvision
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Either a pinch of dried carrot or an agate)
Duration: 8 hours
Classes: Druid, Ranger, Sorcerer, Wizard
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
(set:$Daylight to true) [[Spells]](set:$Known_Spells -= 1)
Daylight
3rd level evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 hour
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
(set:$Death_Ward to true) [[Spells]](set:$Known_Spells -= 1)
Death Ward
4th level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours
Classes: Cleric, Paladin
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
(set:$Delayed_Blast_Fireball to true) [[Spells]](set:$Known_Spells -= 1)
Delayed Blast Fireball
7th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A tiny ball of bat guano and sulfur)
Duration: concentration Up to 1 minute
Classes: Sorcerer, Wizard
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
(set:$Demiplane to true) [[Spells]](set:$Known_Spells -= 1)
Demiplane
8th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
Classes: Warlock, Wizard
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
(set:$Destructive_Wave to true) [[Spells]](set:$Known_Spells -= 1)
Destructive Wave
Evocation Level: 5
Casting time: 1 Action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
(set:$Detect_Thoughts to true) [[Spells]](set:$Known_Spells -= 1)
Detect Thoughts
2nd level divination
Casting Time: 1 action
Range: Self
Components: V S M (A copper piece)
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Wizard
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
(set:$Dimension_Door to true) [[Spells]](set:$Known_Spells -= 1)
Dimension Door
4th level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
(set:$Disintegrate to true) [[Spells]](set:$Known_Spells -= 1)
Disintegrate
6th level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A lodestone and a pinch of dust)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
(set:$Dispel_Evil_And_Good to true) [[Spells]](set:$Known_Spells -= 1)
Dispel Evil And Good
5th level abjuration
Casting Time: 1 action
Range: Self
Components: V S M (Holy water or powdered silver and iron)
Duration: Concentration Up to 1 minute
Classes: Cleric, Paladin
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
(set:$Dispel_Magic to true) [[Spells]](set:$Known_Spells -= 1)
Dispel Magic
3rd level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
(set:$Divination to true) [[Spells]](set:$Known_Spells -= 1)
Divination
4th level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric
Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
(set:$Divine_Favor to true) [[Spells]](set:$Known_Spells -= 1)
Divine Favor
1st level evocation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration Up to 1 minute
Classes: Paladin
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
(set:$Divine_Word to true) [[Spells]](set:$Known_Spells -= 1)
Divine Word
7th level evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
(set:$Dominate_Beast to true) [[Spells]](set:$Known_Spells -= 1)
Dominate Beast
4th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Druid, Sorcerer
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.
(set:$Dominate_Monster to true) [[Spells]](set:$Known_Spells -= 1)
Dominate Monster
8th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Constitution Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
(set:$Dominate_Person to true) [[Spells]](set:$Known_Spells -= 1)
Dominate Person
5th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Wizard
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
(set:$Drawmijs_Instant_Summons to true) [[Spells]](set:$Known_Spells -= 1)
Instant Summons
6th level conjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V S M (A sapphire worth 1,000 gp)
Duration: Until dispelled
Classes: Wizard
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
(set:$Dream to true) [[Spells]](set:$Known_Spells -= 1)
Dream
5th level illusion
Casting Time: 1 minute
Range: Special
Components: V S M (A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours
Classes: Bard, Druid, Warlock, Wizard
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
(set:$Earthquake to true) [[Spells]](set:$Known_Spells -= 1)
Earthquake
8th level evocation
Casting Time: 1 action
Range: 500 feet
Components: V S M (A pinch of dirt, a piece of rock, and a lump of clay)
Duration: Concentration Up to 1 minute
Classes: Cleric, Druid, Sorcerer
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
(set:$Elemental_Weapon to true) [[Spells]](set:$Known_Spells -= 1)
Elemental Weapon
Transmutation Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon.
Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher level
When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.
When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
(set:$Enhance_Ability to true) [[Spells]](set:$Known_Spells -= 1)
Enhance Ability
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Fur or a feather from a beast)
Duration: Concentration Up to 1 hour
Classes: Bard, Cleric, Druid, Sorcerer
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
(set:$Enlarge_Reduce to true) [[Spells]](set:$Known_Spells -= 1)
Enlarge Reduce
2nd level transmutation
Casting Time: 1 action
Range: 30 ft
Components: V S M (A pinch iron powder)
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
(set:$Ensnaring_Strike to true) [[Spells]](set:$Known_Spells -= 1)
Ensnaring Strike
Conjuration Level: 1
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
(set:$Enthrall to true) [[Spells]](set:$Known_Spells -= 1)
Enthrall
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Bard, Warlock
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
(set:$Etherealness to true) [[Spells]](set:$Known_Spells -= 1)
Etherealness
7th level transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Up to 8 hours
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
(set:$Evards_Black_Tentacles to true) [[Spells]](set:$Known_Spells -= 1)
Black Tentacles
4th level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (A piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration Up to 1 minute
Classes: Wizard
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
(set:$Eyebite to true) [[Spells]](set:$Known_Spells -= 1)
Eyebite
6th level necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
(set:$Fabricate to true) [[Spells]](set:$Known_Spells -= 1)
Fabricate
4th level transmutation
Casting Time: 10 minutes
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Wizard
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
(set:$Fear to true) [[Spells]](set:$Known_Spells -= 1)
Fear
3rd level illusion
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V S M (A white feather or the heart of a hen)
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
(set:$Feeblemind to true) [[Spells]](set:$Known_Spells -= 1)
Feeblemind
8th level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V S M (A handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
Classes: Bard, Druid, Warlock, Wizard
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
(set:$Feign_Death to true) [[Spells]](set:$Known_Spells -= 1)
Feign Death
3rd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Spell Lists. Bard, Cleric, Druid, Wizard
(set:$Find_Steed to true) [[Spells]](set:$Known_Spells -= 1)
Find Steed
2nd level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V S
Duration: Instantaneous
Classes: Paladin
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
(set:$Find_The_Path to true) [[Spells]](set:$Known_Spells -= 1)
Find The Path
6th level divination
Casting Time: 1 minute
Range: Self
Components: V S M (A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
Duration: Concentration Up to 1 day
Classes: Bard, Cleric, Druid
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
(set:$Find_Traps to true) [[Spells]](set:$Known_Spells -= 1)
Find Traps
2nd level divination
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Cleric, Druid, Ranger
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
(set:$Finger_Of_Death to true) [[Spells]](set:$Known_Spells -= 1)
Finger Of Death
7th level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
(set:$Fireball to true) [[Spells]](set:$Known_Spells -= 1)
Fireball
3th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
(set:$Fire_Shield to true) [[Spells]](set:$Known_Spells -= 1)
Fire Shield
4th level evocation
Casting Time: 1 action
Range: Self
Components: V S M (A bit of phosphorus or a firefly)
Duration: 10 minutes
Classes: Wizard
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
(set:$Fire_Storm to true) [[Spells]](set:$Known_Spells -= 1)
Fire Storm
7th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
(set:$Flame_Blade to true) [[Spells]](set:$Known_Spells -= 1)
Flame Blade
2nd level evocation
Casting Time: 1 bonus action
Range: Self
Components: V S M (Leaf of sumac)
Duration: Concentration Up to 10 minutes
Classes: Druid
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
(set:$Flame_Strike to true) [[Spells]](set:$Known_Spells -= 1)
Flame Strike
5th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (Pinch of sulfur)
Duration: Instantaneous
Classes: Cleric
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
(set:$Flaming_Sphere to true) [[Spells]](set:$Known_Spells -= 1)
Flaming Sphere
2nd level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (A bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration Up to 1 minute
Classes: Druid, Wizard
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
(set:$Flesh_To_Stone to true) [[Spells]](set:$Known_Spells -= 1)
Flesh To Stone
6th level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A pinch of lime, water, and earth)
Duration: Concentration Up to 1 minute
Classes: Warlock, Wizard
You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
(set:$Fly to true) [[Spells]](set:$Known_Spells -= 1)
Fly
3rd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A wing feather from any bird)
Duration: Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
(set:$Forbiddance to true) [[Spells]](set:$Known_Spells -= 1)
Forbiddance
6th level abjuration (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V S M (A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
Duration: 1 day
Classes: Cleric
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
(set:$Forcecage to true) [[Spells]](set:$Known_Spells -= 1)
Forcecage
7th level evocation
Casting Time: 1 action
Range: 100 feet
Components: V S M (Ruby dust worth 1,500 gp)
Duration: 1 hour
Classes: Bard, Warlock, Wizard
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by dispel magic.
(set:$Forsight to true) [[Spells]](set:$Known_Spells -= 1)
Foresight
9th level divination
Casting Time: 1 minute
Range: Touch
Components: V S M (A hummingbird feather)
Duration: 8 hours
Classes: Bard, Druid, Warlock, Wizard
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
(set:$Freedom_Of_Movement to true) [[Spells]](set:$Known_Spells -= 1)
Freedom Of Movement
4th level abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (A leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
Classes: Bard, Cleric, Druid, Ranger
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
(set:$Gaseous_Form to true) [[Spells]](set:$Known_Spells -= 1)
Gaseous Form
3rd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A bit of gauze and a wisp of smoke)
Duration: Concentration Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
(set:$Gate to true) [[Spells]](set:$Known_Spells -= 1)
Gate
9th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (A diamond worth at least 5,000 gp)
Duration: Concentration Up to 1 minute
Classes: Cleric, Sorcerer, Wizard
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
(set:$Geas to true) [[Spells]](set:$Known_Spells -= 1)
Geas
5th level enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
Classes: Bard, Cleric, Druid, Paladin, Wizard
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.
(set:$Gentle_Repose to true) [[Spells]](set:$Known_Spells -= 1)
Gentle Repose
2nd level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V S M (A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
Classes: Cleric, Wizard
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
(set:$Giant_Insect to true) [[Spells]](set:$Known_Spells -= 1)
Giant Insect
4th level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration Up to 10 minutes
Classes: Druid
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
(set:$Glibness to true) [[Spells]](set:$Known_Spells -= 1)
Glibness
8th level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
Classes: Bard, Warlock
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
(set:$Globe_Of_Invulnerability to true) [[Spells]](set:$Known_Spells -= 1)
Globe Of Invulnerability
6th Level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S M (A glass or crystal bead that shatters when the spell ends)
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.
(set:$Glyph_Of_Warding to true) [[Spells]](set:$Known_Spells -= 1)
Glyph Of Warding
3rd Level abjuration
Casting Time: 1 hour
Range: Touch
Components: V S M (Incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
(set:$Grasping_Vine to true) [[Spells]](set:$Known_Spells -= 1)
Grasping Vine
Conjuration
Level: 4
Casting time: 1 Bonus Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
(set:$Greater_Invisibility to true) [[Spells]](set:$Known_Spells -= 1)
Greater Invisibility
4th level illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Wizard
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
(set:$Greater_Restoration to true) [[Spells]](set:$Known_Spells -= 1)
Greater Restoration
5th level abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (Diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target’s attunement to a cursed magic item
Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point maximum
(set:$Guardian_Of_Faith to true) [[Spells]](set:$Known_Spells -= 1)
Guardian Of Faith
4th level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
Classes: Cleric
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
(set:$Guards_And_Wards to true) [[Spells]](set:$Known_Spells -= 1)
Guards And Wards
6th level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V S M (Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours
Classes: Bard, Wizard
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
(set:$Gust_Of_Wind to true) [[Spells]](set:$Known_Spells -= 1)
Gust Of Wind
2nd level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (A legume seed)
Duration: concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
(set:$Hail_Of_Thorns to true) [[Spells]](set:$Known_Spells -= 1)
Hail of Thorns
Conjuration Level: 1
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
(set:$Hallow to true) [[Spells]](set:$Known_Spells -= 1)
Hallow
5th level evocation
Casting Time: 24 hours
Range: Touch
Components: V S M (Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled
Classes: Cleric
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can’t be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area.
Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.
Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.
(set:$Hallucinatory_Terrain to true) [[Spells]](set:$Known_Spells -= 1)
Hallucinatory Terrain
4th level illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V S M (A stone, a twig, and a bit of green plant)
Duration: 24 hours
Classes: Bard, Druid, Warlock, Wizard
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
(set:$Harm to true) [[Spells]](set:$Known_Spells -= 1)
Harm
6th level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
(set:$Haste to true) [[Spells]](set:$Known_Spells -= 1)
Haste
3rd level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A shaving of licorice root)
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
(set:$Heal to true) [[Spells]](set:$Known_Spells -= 1)
Heal
6th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric, Druid
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.
(set:$Heat_Metal to true) [[Spells]](set:$Known_Spells -= 1)
Heat Metal
2nd level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A piece of iron and a flame)
Duration: Concentration Up to 1 minute
Classes: Bard, Druid
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
(set:$Heroes_Feast to true) [[Spells]](set:$Known_Spells -= 1)
Heroes' Feast
6th level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V S M (A gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Druid
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
(set:$Hold_Monster to true) [[Spells]](set:$Known_Spells -= 1)
Hold Monster
5th level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (A small, straight piece of iron)
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
(set:$Hold_Person to true) [[Spells]](set:$Known_Spells -= 1)
Hold Person
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (A small, straight piece of iron)
Duration: Concentration Up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
(set:$Holy_Aura to true) [[Spells]](set:$Known_Spells -= 1)
Holy Aura
8th level abjuration
Casting Time: 1 action
Range: Self
Components: V S M (A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text)
Duration: Concentration Up to 1 minute
Classes: Cleric
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
(set:$Hunger_Of_Hadar to true) [[Spells]](set:$Known_Spells -= 1)
Hunger of Hadar
Conjuration Level: 3
Casting time: 1 Action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.
(set:$Hunters_Mark to true) [[Spells]](set:$Known_Spells -= 1)
Hunter's Mark
1st level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration Up to 1 hour
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
(set:$Hypnotic_Pattern to true) [[Spells]](set:$Known_Spells -= 1)
Hypnotic Pattern
3rd level illusion
Casting Time: 1 action
Range: 120 feet
Components: S M (A glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
(set:$Ice_Storm to true) [[Spells]](set:$Known_Spells -= 1)Ice Storm
4th level evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (A pinch of dust and a few drops of water)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
(set:$Imprisonment to true) [[Spells]](set:$Known_Spells -= 1)
Imprisonment
9th level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V S M (A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until dispelled
Classes: Warlock, Wizard
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
(set:$Incendiary_Cloud to true) [[Spells]](set:$Known_Spells -= 1)
Incendiary Cloud
8th level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
(set:$Insect_Plague to true) [[Spells]](set:$Known_Spells -= 1)
Insect Plague
5th level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V S M (A few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration Up to 10 minutes
Classes: Cleric, Druid, Sorcerer
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
(set:$Invisibility to true) [[Spells]](set:$Known_Spells -= 1)
Invisibility
2nd level illusion
Casting Time: 1 action
Range: Touch
Components: V S M (An eyelash encased in gum arabic)
Duration: Concentration Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
(set:$Knock to true) [[Spells]](set:$Known_Spells -= 1)
Knock
2nd level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
(set:$Legend_Lore to true) [[Spells]](set:$Known_Spells -= 1)
Legend Lore
5th level divination
Casting Time: 10 minutes
Range: Self
Components: V S M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
(set:$Leomunds_Secret_Chest to true) [[Spells]](set:$Known_Spells -= 1)
Secret Chest
4th level conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Duration: Instantaneous
Classes: Wizard
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
(set:$Leomunds_Tiny_Hut to true) [[Spells]](set:$Known_Spells -= 1)
Tiny Hut
3rd level evocation (Ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V S M (A small crystal bead)
Duration: 8 hours
Classes: Bard, Wizard
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
(set:$Lesser_Restoration to true) [[Spells]](set:$Known_Spells -= 1)
Lesser Restoration
2nd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
(set:$Levitate to true) [[Spells]](set:$Known_Spells -= 1)
Levitate
2nd level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration Up to 10 minutes
Classes: Sorcerer, Wizard
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
(set:$Lightning_Arrow to true) [[Spells]](set:$Known_Spells -= 1)
Lightning Arrow
Transmutation
Level: 3
Casting time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.(set:$Lighting_Bolt to true) [[Spells]](set:$Known_Spells -= 1)
Lightning Bolt
3rd level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V S M (A bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
(set:$Locate_Animals_Or_Plants to true) [[Spells]](set:$Known_Spells -= 1)
Locate Animals Or Plants
2nd level divination
Casting Time: 1 action
Range: Self
Components: V S M (A bit of fur from a bloodhound)
Duration: Instantaneous
Classes: Bard, Druid, Ranger
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
(set:$Locate_Creature to true) [[Spells]](set:$Known_Spells -= 1)
Locate Creature
4th level divination
Casting Time: 1 action
Range: Self
Components: V S M (A bit of fur from a bloodhound)
Duration: Concentration Up to 1 hour
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
(set:$Locate_Object to true) [[Spells]](set:$Known_Spells -= 1)
Locate Object
2nd level divination
Casting Time: 1 action
Range: Self
Components: V S M (A forked twig)
Duration: Concentration Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
(set:$Magic_Circle to true) [[Spells]](set:$Known_Spells -= 1)Magic Circle
3rd level abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V S M (Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour
Classes: Cleric, Paladin, Warlock, Wizard
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.
(set:$Magic_Jar to true) [[Spells]](set:$Known_Spells -= 1)
Magic Jar
6th level necromancy
Casting Time: 1 minute
Range: Self
Components: V S M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Duration: Until dispelled
Classes: Wizard
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
(set:$Magic_Mouth to true) [[Spells]](set:$Known_Spells -= 1)
Magic Mouth
2nd level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V S M (A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Duration: Until dispelled
Classes: Bard, Wizard
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
(set:$Magic_Weapon to true) [[Spells]](set:$Known_Spells -= 1)
Magic Weapon
2nd level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Concentration Up to 1 hour
Classes: Paladin, Wizard
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
(set:$Major_Image to true) [[Spells]](set:$Known_Spells -= 1)
Major Image
3rd level illusion
Casting Time: 1 action
Range: 120 feet
Components: V S M (A bit of fleece)
Duration: Concentration Up to 10 minutes
Classes: Bard, Sorcerer, Warlock, Wizard
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your Concentration.
(set:$Mass_Cure_Wounds to true) [[Spells]](set:$Known_Spells -= 1)
Mass Cure Wounds
5th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.
(set:$Mass_Heal to true) [[Spells]](set:$Known_Spells -= 1)
Mass Heal
9th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
(set:$Mass_Healing_Word to true) [[Spells]](set:$Known_Spells -= 1)
Mass Healing Word
3rd level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Cleric
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd.
(set:$Mass_Suggestion to true) [[Spells]](set:$Known_Spells -= 1)
Mass Suggestion
6th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V M (A snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours
Classes: Bard, Sorcerer, Warlock, Wizard
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels: When you cast this spell using a 7th-level spell slot, the Duration is 10 days. When you use an 8th-level spell slot, the Duration is 30 days. When you use a 9th-level spell slot, the Duration is a year and a day.
v(set:$Maze to true) [[Spells]](set:$Known_Spells -= 1)
Maze
8th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration Up to 10 minutes
Classes: Wizard
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
(set:$Meld_Into_Stone to true) [[Spells]](set:$Known_Spells -= 1)
Meld Into Stone
3rd level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours
Classes: Cleric, Druid
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
(set:$Melfs_Acid_Arrow to true) [[Spells]](set:$Known_Spells -= 1)
Melf’s Acid Arrow
Evocation Level: 2
Casting time: 1 Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
(set:$Meteor_Swarm to true) [[Spells]](set:$Known_Spells -= 1)
Meteor Swarm
9th level evocation
Casting Time: 1 action
Range: 1 mile
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
(set:$Mind_Blank to true) [[Spells]](set:$Known_Spells -= 1)
Mind Blank
8th level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 24 hours
Classes: Bard, Wizard
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.
(set:$Mirage_Arcane to true) [[Spells]](set:$Known_Spells -= 1)
Mirage Arcane
7th level illusion
Casting Time: 10 minutes
Range: Sight
Components: V S
Duration: 10 days
Classes: Bard, Druid, Wizard
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
(set:$Mirror_Image to true) [[Spells]](set:$Known_Spells -= 1)
Mirror Image
2nd level illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
(set:$Mislead to true) [[Spells]](set:$Known_Spells -= 1)
Mislead
5th level illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration Up to 1 hour
Classes: Bard, Wizard
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
(set:$Misty_Step to true) [[Spells]](set:$Known_Spells -= 1)
Misty Step
2nd Level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
(set:$Modify_Memory to true) [[Spells]](set:$Known_Spells -= 1)
Modify Memory
5th level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Wizard
You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
(set:$Moonbeam to true) [[Spells]](set:$Known_Spells -= 1)
Moonbeam
2nd level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (Several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration Up to 1 minute
Classes: Druid
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
(set:$Mordenkainens_Faithful_Hound to true) [[Spells]](set:$Known_Spells -= 1)
Faithful Hound
4th level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V S M (A tiny silver whistle, a piece of bone, and a thread)
Duration: 8 hours
Classes: Wizard
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
(set:$Mordenkainens_Magnificent_Mansion to true) [[Spells]](set:$Known_Spells -= 1)
Magnificent Mansion
7th level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V S M (A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours
Classes: Bard, Wizard
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
(set:$Mordenkainens_Private_Sanctum to true) [[Spells]](set:$Known_Spells -= 1)Private Sanctum
4th level abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V S M (A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Duration: 24 hours
Classes: Wizard
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
(set:$Mordenkainens_Sword to true) [[Spells]](set:$Known_Spells -= 1)
Mordenkainen’s Sword
LEVEL
7th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
DURATION
Concentration 1 Minute
SCHOOL
Evocation
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
(set:$Move_Earth to true) [[Spells]](set:$Known_Spells -= 1)
Move Earth
6th level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (An iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration: Concentration Up to 2 hours
Classes: Druid, Sorcerer, Wizard
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
(set:$Nondetection to true) [[Spells]](set:$Known_Spells -= 1)
Nondetection
3rd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 hours
Classes: Bard, Ranger, Wizard
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
(set:$Nystuls_Magic_Aura to true) [[Spells]](set:$Known_Spells -= 1)
Nystul's Magic Aura
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
(set:$Otilukes_Freezing_Sphere to true) [[Spells]](set:$Known_Spells -= 1)
Freezing Sphere
6th level evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (A small crystal sphere)
Duration: Instantaneous
Classes: Wizard
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
(set:$Otilukes_Resilient_Sphere to true) [[Spells]](set:$Known_Spells -= 1)
Resilient Sphere
4th level evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Concentration Up to 1 minute
Classes: Wizard
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
(set:$Ottos_Irresistible_Dance to true) [[Spells]](set:$Known_Spells -= 1)
Irresistible Dance
6th level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration Up to 1 minute
Classes: Bard, Wizard
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
(set:$Pass_Without_A_Trace to true) [[Spells]](set:$Known_Spells -= 1)
Pass Without Trace
2nd level abjuration
Casting Time: 1 action
Range: Self
Components: V S M (Ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration Up to 1 hour
Classes: Druid, Ranger
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.(set:$Passwall to true) [[Spells]](set:$Known_Spells -= 1)
Passwall
5th level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A pinch of sesame seeds)
Duration: 1 hour
Classes: Wizard
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
(set:$Phantasmal_Force to true) [[Spells]](set:$Known_Spells -= 1)
Phantasmal Force
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fallit was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Spell Lists. Bard, Sorcerer, Wizard
(set:$Phantasmal_Killer to true) [[Spells]](set:$Known_Spells -= 1)
Phantasmal Killer
4th level illusion
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Wizard
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
(set:$Phantom_Steed to true) [[Spells]](set:$Known_Spells -= 1)
Phantom Steed
3rd level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V S
Duration: 1 hour
Classes: Wizard
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
(set:$Planar_Ally to true) [[Spells]](set:$Known_Spells -= 1)
Planar Ally
6th levle conjuration
Casting Time: 10 minutes
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
(set:$Planar_Binding to true) [[Spells]](set:$Known_Spells -= 1)
Planar Binding
5th level abjuration
Casting Time: 1 hour
Range: 60 feet
Components: V S M (A jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours
Classes: Bard, Cleric, Druid, Wizard
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
(set:$Phase_Shift to true) [[Spells]](set:$Known_Spells -= 1)
Plane Shift
7th level conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard, Druid
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
(set:$Plant_Growth to true) [[Spells]](set:$Known_Spells -= 1)
Plant Growth
3rd level transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Ranger
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
(set:$Polymorph to true) [[Spells]](set:$Known_Spells -= 1)
Polymorph
4th level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A caterpillar cocoon)
Duration: Concentration, Up to 1 hour
Classes: Bard, Druid, Sorcerer, Wizard
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
(set:$Power_Word_Heal to true) [[Spells]](set:$Known_Spells -= 1)
Power Word Heal
Evocation Level: 9
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
(set:$Power_Word_Kill to true) [[Spells]](set:$Known_Spells -= 1)
Power Word Kill
9th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
(set:$Power_Word_Stun to true) [[Spells]](set:$Known_Spells -= 1)
Power Word Stun
8th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
(set:$Prayer_Of_Healing to true) [[Spells]](set:$Known_Spells -= 1)
Prayer Of Healing
2nd level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.
(set:$Prismatic_Spray to true) [[Spells]](set:$Known_Spells -= 1)
Prismatic Spray
7th level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
(set:$Prismatic_Wall to true) [[Spells]](set:$Known_Spells -= 1)
Prismatic Wall
9th level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 10 minutes
Classes: Wizard
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.
1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.
While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
(set:$Programed_Illusion to true) [[Spells]](set:$Known_Spells -= 1)
Programmed Illusion
6th level illusion
Casting Time: 1 action
Range: 120 feet
Components: V S M (A bit of fleece and jade dust worth at least 25 gp)
Duration: Until dispelled
Classes: Bard, Wizard
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
(set:$Project_Image to true) [[Spells]](set:$Known_Spells -= 1)
Project Image
7th level illusion
Casting Time: 1 action
Range: 500 miles
Components: V S M (A small replica of you made from materials worth at least 5 gp)
Duration: Concentration Up to 1 day
Classes: Bard, Wizard
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
(set:$Protection_From_Energy to true) [[Spells]](set:$Known_Spells -= 1)
Protection From Energy
3rd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration Up to 1 hour
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
(set:$Protection_From_Poison to true) [[Spells]](set:$Known_Spells -= 1)
Protection From Poison
2nd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 1 hour
Classes: Cleric, Druid, Paladin, Ranger
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
(set:$Raise_Dead to true) [[Spells]](set:$Known_Spells -= 1)
Raise Dead
5th level necromancy
Casting Time: 1 hour
Range: Touch
Components: V S M (A diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric, Paladin
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
(set:$Rarys_Telepathic_Bond to true) [[Spells]](set:$Known_Spells -= 1)
Telepathic Bond
5th level divination (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (Pieces of eggshell from two different kinds of creatures)
Duration: 1 hour
Classes: Wizard
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
(set:$Ray_Of_Enfeeblement to true) [[Spells]](set:$Known_Spells -= 1)
Ray Of Enfeeblement
2nd level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: concentration Up to 1 minute
Classes: Warlock, Wizard
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
(set:$Regenerate to true) [[Spells]](set:$Known_Spells -= 1)
Regenerate
7th level transmutation
Casting Time: 1 minute
Range: Touch
Components: V S M (A prayer wheel and holy water)
Duration: 1 hour
Classes: Bard, Cleric, Druid
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
(set:$Reincarnate to true) [[Spells]](set:$Known_Spells -= 1)
Reincarnate
5th level transmutation
Casting Time: 1 hour
Range: Touch
Components: V S M (Rare oils and unguents worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Druid
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
d100 Race
01–04 Dragonborn
05–13 Dwarf, hill
14–21 Dwarf, mountain
22–25 Elf, dark
26–34 Elf, high
35–42 Elf, wood
43–46 Gnome, forest
47–52 Gnome, rock
53–56 Half-elf
57–60 Half-orc
61–68 Halfling, lightfoot
69–76 Halfling, stout
77–96 Human
97–00 Tiefling
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
(set:$Remove_Curse to true) [[Spells]](set:$Known_Spells -= 1)
Remove Curse
3rd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric, Paladin, Warlock, Wizard
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
(set:$Resurrection to true) [[Spells]](set:$Known_Spells -= 1)
Resurrection
7th level necromancy
Casting Time: 1 hour
Range: Touch
Components: V S M (A diamond worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
(set:$Reverse_Gravity to true) [[Spells]](set:$Known_Spells -= 1)
Reverse Gravity
7th level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V S M (A lodestone and iron fillings)
Duration: Concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
(set:$Revivify to true) [[Spells]](set:$Known_Spells -= 1)
Revivify
3rd level necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (Diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Paladin
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
(set:$Rope_Trick to true) [[Spells]](set:$Known_Spells -= 1)
Rope Trick
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
Classes: Wizard
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
(set:$Scorching_Ray to true) [[Spells]](set:$Known_Spells -= 1)
Scorching Ray
2 evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.(set:$Scrying to true) [[Spells]](set:$Known_Spells -= 1)
Scrying
5th level divination
Casting Time: 10 minutes
Range: Self
Components: V S M (A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration Up to 10 minutes
Classes: Bard, Cleric, Druid, Warlock, Wizard
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Connection Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
(set:$Searing_Smite to true) [[Spells]](set:$Known_Spells -= 1)
Searing Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Spell Lists. Paladin
(set:$See_Invisibility to true) [[Spells]](set:$Known_Spells -= 1)
See Invisibility
2nd Level divination
Casting Time: 1 action
Range: Self
Components: V S M (A pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
(set:$Seeming to true) [[Spells]](set:$Known_Spells -= 1)
Seeming
5th level illusion
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 8 hours
Classes: Bard, Sorcerer, Wizard
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
(set:$Sending to true) [[Spells]](set:$Known_Spells -= 1)
Sending
3rd level evocation
Casting Time: 1 action
Range: Unlimited
Components: V S M (A short piece of fine copper wire)
Duration: 1 round
Classes: Bard, Cleric, Wizard
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
(set:$Sequester to true) [[Spells]](set:$Known_Spells -= 1)
Sequester
7th level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
Duration: Until dispelled
Classes: Wizard
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.
(set:$Shapechange to true) [[Spells]](set:$Known_Spells -= 1)
Shapechange
9th level transmutation
Casting Time: 1 action
Range: Self
Components: V S M (A jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration: Concentration Up to 1 hour
Classes: Druid, Wizard
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
(set:$Shatter to true) [[Spells]](set:$Known_Spells -= 1)
Shatter
2nd level evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A chip of mica)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.
(set:$Silence to true) [[Spells]](set:$Known_Spells -= 1)
Silence
2nd level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration Up to 10 minutes
Classes: Bard, Cleric, Ranger
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
(set:$Simulacrum to true) [[Spells]](set:$Known_Spells -= 1)
Simulacrum
7th level illusion
Casting Time: 12 hours
Range: Touch
Components: V S M (Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Duration: Until dispelled
Classes: Wizard
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
(set:$Sleet_Storm to true) [[Spells]](set:$Known_Spells -= 1)
Sleet Storm
3rd level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S M (A pinch of dust and a few drops of water)
Duration: Concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
(set:$Slow to true) [[Spells]](set:$Known_Spells -= 1)
Slow
3rd level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A drop of molasses)
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
(set:$Speak_With_Dead to true) [[Spells]](set:$Known_Spells -= 1)
Speak With Dead
3rd level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V S M (Burning incense)
Duration: 10 minutes
Classes: Bard, Cleric
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
(set:$Speak_With_Plants to true) [[Spells]](set:$Known_Spells -= 1)
Speak With Plants
3rd level transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V S
Duration: 10 minutes
Classes: Bard, Druid, Ranger
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
(set:$Spider_Climb to true) [[Spells]](set:$Known_Spells -= 1)
Spider Climb
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A drop of bitumen and a spider)
Duration: Concentration Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
(set:$Spike_Growth to true) [[Spells]](set:$Known_Spells -= 1)
Spike Growth
2nd level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V S M (Seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration Up to 10 minutes
Classes: Druid, Ranger
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
(set:$Spirit_Guardians to true) [[Spells]](set:$Known_Spells -= 1)
Spirit Guardians
3rd level conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V S M (A holy symbol)
Duration: Concentration Up to 10 minutes
Classes: Cleric
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
(set:$Spiritual_Weapon to true) [[Spells]](set:$Known_Spells -= 1)
Spiritual Weapon
2nd level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
(set:$Staggering_Smite to true) [[Spells]](set:$Known_Spells -= 1)
Staggering Smite
Evocation Level: 4
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
(set:$Stinking_Cloud to true) [[Spells]](set:$Known_Spells -= 1)
Stinking Cloud
3rd level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (A rotten egg or several skunk cabbage leaves)
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Wizard
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
(set:$Stone_Shape to true) [[Spells]](set:$Known_Spells -= 1)
Stone Shape
4th level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
(set:$Stoneskin to true) [[Spells]](set:$Known_Spells -= 1)
Stoneskin
4th level abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (Diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration Up to 1 hour
Classes: Druid, Paladin, Ranger, Sorcerer, Wizard
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
(set:$Storm_Of_Vengeance to true) [[Spells]](set:$Known_Spells -= 1)
Storm Of Vengeance
9th level conjuration
Casting Time: 1 action
Range: Sight
Components: V S
Duration: Concentration Up to 1 minute
Classes: Druid
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
(set:$Suggestion to true) [[Spells]](set:$Known_Spells -= 1)
Suggestion
2nd level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration Up to 8 hours
Classes: Bard, Sorcerer, Warlock, Wizard
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
(set:$Sunbeam to true) [[Spells]](set:$Known_Spells -= 1)
Sunbeam
6th level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (A magnifying glass)
Duration: Concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
(set:$Sunburst to true) [[Spells]](set:$Known_Spells -= 1)
Sunburst
8th level evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (Fire and a piece of sunstone)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
(set:$Swift_Quiver to true) [[Spells]](set:$Known_Spells -= 1)
Swift Quiver
Transmutation Level: 5
Casting time: 1 Bonus Action
Range: Touch
Components: V, S, M (a quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 minute
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
(set:$Symbol to true) [[Spells]](set:$Known_Spells -= 1)
Symbol
7th level abjuration
Casting Time: 1 minute
Range: Touch
Components: V S M (Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
(set:$Telekinesis to true) [[Spells]](set:$Known_Spells -= 1)
Telekinesis
5th level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration Up to 10 minutes
Classes: Sorcerer, Wizard
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
(set:$Telepathy to true) [[Spells]](set:$Known_Spells -= 1)
Telepathy
Evocation Level: 8
Casting time: 1 Action
Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Duration: 24 hours
You create a telepathic link between yourself and a willing creature with which you are familiar.
The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
(set:$Teleport to true) [[Spells]](set:$Known_Spells -= 1)
Teleport
7th level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity Mishap Similar Area Off Target On Target
Permanent circle — — — 01–100
Associated object — — — 01–100
Very familiar 01–05 06–13 14–24 25–100
Seen casually 01–33 34–43 44–53 54–100
Viewed once 01–43 44–53 54–73 74–100
Description 01–43 44–53 54–73 74–100
False destination 01–50 51–100 — —
Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
"False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
(set:$Teleportation_Circle to true) [[Spells]](set:$Known_Spells -= 1)
Teleportation Circle
5th level conjuration
Casting Time: 1 minute
Range: 10 ft
Components: V M (Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
Duration: 1 round
Classes: Bard, Sorcerer, Wizard
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
(set:$Thunderous_Smite to true) [[Spells]](set:$Known_Spells -= 1)
Thunderous Smite
Evocation Level: 1
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
(set:$Time_Stop to true) [[Spells]](set:$Known_Spells -= 1)
Time Stop
9th level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
You 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 spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
(set:$Tongues to true) [[Spells]](set:$Known_Spells -= 1)
Tongues
3rd level divination
Casting Time: 1 action
Range: Touch
Components: V M (A small clay model of a ziggurat)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
(set:$Teleport_Via_Plants to true) [[Spells]](set:$Known_Spells -= 1)
Transport Via Plants
6th level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: 1 round
Classes: Druid
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
(set:$Tree_Stride to true) [[Spells]](set:$Known_Spells -= 1)
Tree Stride
5th level conjuration
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration Up to 1 minute
Classes: Druid, Ranger
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
(set:$True_Polymorph to true) [[Spells]](set:$Known_Spells -= 1)
True Polymorph
9th level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration Up to 1 hour
Classes: Bard, Warlock, Wizard
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
(set:$True_Resurrection to true) [[Spells]](set:$Known_Spells -= 1)
True Resurrection
9th level necromancy
Casting Time: 1 hour
Range: Touch
Components: V S M (A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Druid
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
(set:$True_Seeing to true) [[Spells]](set:$Known_Spells -= 1)
True Seeing
6th level divination
Casting Time: 1 action
Range: Touch
Components: V S M (An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
(set:$Tsunami to true) [[Spells]](set:$Known_Spells -= 1)
Tsunami
8th-level conjuration
Casting Time: 1 minute
Range: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
Classes: Druid
(set:$Vampiric_Touch to true) [[Spells]](set:$Known_Spells -= 1)
Vampiric Touch
3rd level necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration Up to 1 minute
Classes: Warlock, Wizard
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
(set:$Wall_Of_Fire to true) [[Spells]](set:$Known_Spells -= 1)
Wall Of Fire
4nd level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A small piece of phosphorus)
Duration: concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
(set:$Wall_Of_Force to true) [[Spells]](set:$Known_Spells -= 1)
Wall Of Force
5th level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A pinch of powder made by crushing a clear gemstone)
Duration: Concentration Up to 10 minutes
Classes: Wizard
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
(set:$Wall_Of_Ice to true) [[Spells]](set:$Known_Spells -= 1)
Wall Of Ice
6th level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A small piece of quartz)
Duration: Concentration Up to 10 minutes
Classes: Wizard
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.
(set:$Wall_Of_Stone to true) [[Spells]](set:$Known_Spells -= 1)
Wall Of Stone
5th level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A small block of granite)
Duration: Concentration Up to 10 minutes
Classes: Druid, Sorcerer, Wizard
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
(set:$Wall_Of_Thorns to true) [[Spells]](set:$Known_Spells -= 1)
Wall Of Thorns
6th level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S M (A handful of thorns)
Duration: Concentration Up to 10 minutes
Classes: Druid
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
(set:$Warding_Bond to true) [[Spells]](set:$Known_Spells -= 1)
Warding Bond
2nd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
Duration: 1 hour
Classes: Cleric
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
(set:$Water_Breathing to true) [[Spells]](set:$Known_Spells -= 1)
Water Breathing
3rd level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (A short reed or piece of straw)
Duration: 24 hours
Classes: Druid, Ranger, Sorcerer, Wizard
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
(set:$Water_Walk to true) [[Spells]](set:$Known_Spells -= 1)
Water Walk
3rd level transmutation (Ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (A piece of cork)
Duration: 1 hour
Classes: Cleric, Druid, Ranger, Sorcerer
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
(set:$Web to true) [[Spells]](set:$Known_Spells -= 1)
Web
2th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (A bit of spiderweb)
Duration: Concentration Up to 1 hour
Classes: Sorcerer, Wizard
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
(set:$Weird to true) [[Spells]](set:$Known_Spells -= 1)
Weird
9th level illusion
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration Up to 1 minute
Classes: Wizard
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
(set:$Wind_Walk to true) [[Spells]](set:$Known_Spells -= 1)
Wind Walk
6th level transmutation
Casting Time: 1 minute
Range: 30 feet
Components: V S M (Fire and holy water)
Duration: 8 hours
Classes: Druid
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.
(set:$Wind_Wall to true) [[Spells]](set:$Known_Spells -= 1)
Wind Wall
3rd level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A tiny fan and a feather of exotic origin)
Duration: Concentration Up to 1 minute
Classes: Druid, Ranger
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
(set:$Wish to true) [[Spells]](set:$Known_Spells -= 1)
Wish
9th level conjuration
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
(set:$Word_Of_Recall to true) [[Spells]](set:$Known_Spells -= 1)
Word Of Recall
6th level conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
Classes: Cleric
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
(set:$Wrathful_Smite to true) [[Spells]](set:$Known_Spells -= 1)
Wrathful Smite
Evocation Level: 1
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
(set:$Zone_Of_Truth to true) [[Spells]](set:$Known_Spells -= 1)
Zone Of Truth
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 10 minutes
Classes: Bard, Cleric, Paladin
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell 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 it remains within the boundaries of the truth.
(set:$Arcane_Gate to true) (set:$Mystic_6 to true) [[Mystic Arcana]] (set:$Circle_Of_Death to true) (set:$Mystic_6 to true) [[Mystic Arcana]] (set:$Conjure_Fey to true) (set:$Mystic_6 to true) [[Mystic Arcana]] (set:$Create_Undead to true) (set:$Mystic_6 to true)[[Mystic Arcana]] (set:$Eyebite to true) (set:$Mystic_6 to true) [[Mystic Arcana]] (set:$Flesh_To_Stone to true) (set:$Mystic_6 to true) [[Mystic Arcana]] (set:$Mass_Suggestion to true) (set:$Mystic_6 to true) [[Mystic Arcana]] ](set:$True_Seeing to true) (set:$Mystic_6 to true) [[Mystic Arcana]] (set:$Etherealness to true) (set:$Mystic_7 to true) [[Mystic Arcana]] (set:$Finger_Of_Death to true) (set:$Mystic_7 to true) [[Mystic Arcana]] (set:$Forcecage to true) (set:$Mystic_7 to true) [[Mystic Arcana]] (set:$Plane_Shift to true) (set:$Mystic_7 to true) [[Mystic Arcana]] (set:$Demiplane to true) (set:$Mystic_8 to true) [[Mystic Arcana]] (set:$Dominate_Monster to true) (set:$Mystic_8 to true) [[Mystic Arcana]] (set:$Feeblemind to true) (set:$Mystic_8 to true) [[Mystic Arcana]] (set:$Glibness to true) (set:$Mystic_8 to true) [[Mystic Arcana]] (set:$Power_Word_Stun to true) (set:$Mystic_8 to true) [[Mystic Arcana]] (set:$Astral_Projection to true) (set:$Mystic_9 to true) [[Mystic Arcana]] (set:$Foresight to true) (set:$Mystic_9 to true) [[Mystic Arcana]] (set:$Imprisonment to true) (set:$Mystic_9 to true) [[Mystic Arcana]] (set:$True_Polymorph to true) (set:$Mystic_9 to true)[[Mystic Arcana]] (set:$Power_Word_Kill to true) (set:$Mystic_9 to true) [[Mystic Arcana]] (if:$Mystic_6 is false) [ [[Arcane Gate|Arcane Gate Warlock]] [[Circle Of Death|Circle Of Death Warlock]] [[Conjure Fey|Conjure Fey Warlock]] [[Create Undead|Create Undead Warlock]] [[Eyebite|Eyebite Warlock]] [[Flesh To Stone|Flesh To Stone Warlock]] [[Mass Suggestion|Mass Suggestion Warlock]] [[True Seeing|True Seeing Warlock]] ]
(if:$Level is > 12) [ (if:$Mystic_7 is false) [ [[Etherealness|Etherealness Warlock]] [[Finger Of Death|Finger Of Death Warlock]] [[Forcecage|Forcecage Warlock]] [[Plane Shift|Plane Shift Warlock]] ]]
(if:$Level is > 14) [ (if:$Mystic_8 is false) [ [[Demiplane|Demiplane Warlock]] [[Dominate Monster|Dominate Monster Warlock]] [[Feeblemind|Feeblemind Warlock]] [[Glibness|Glibness Warlock]] [[Power Word Stun|Power Word Stun Warlock]] ]]
(if:$Level is > 16) [ (if:$Mystic_9 is false) [ [[Astral Projection|Astral Projection Warlock]] [[Foresight|Foresight Warlock]] [[Imprisonment|Imprisonment Warlock]] [[Power Word Kill|Power Word Kill Warlock]] [[True Polymorph|True Polymorph Warlock]] ]]
[[Warlock|Warlock 2]]
(Go-to: "Let's Go!")//Ohiyesa gestured with a paw, her fur standing on end making her looking intimidating. This was her dinner and no one was going to take it from her. A deep growl resonating in her throat. Her companions backed away, having seen what she did to the owlbear that had been threatening them earlier.//
The Badgen are fiercely independent and somewhat aggressive. They look like very large bipedal, somewhat humanoid badgers. They will stand their ground and make their presence known. The Badgen commands attention from friend and foe alike, with physical and emotional strength. Tenacious with their approach to all of life’s challenges. Powerfully built, with dominating personalities, they back down for no one, woe to those who oppose a Badgen.
Badgen live underground in extensive tunnel systems, but they do not delve as deeply as the gnomes or dwarves. They are large broad creatures ranging from six foot to over seven feet in height, weighing upwards of 250 lbs. Their fur covers the full range of earthen tones, helping with their camouflage in their earthen homes. An exceptionally lucky Badgen will live to the ripe old age of seventy. A Badgen is considered an adult at the age of 10.
You get a bonus to strength and wisdom. You speak read and write in sylvan. You can see well in darkness from dwelling in underground tunnels.
You have keen senses and are relentless when you attack, making an additional attack with advantage when you score a critical hit.
Your size is medium.
[[Let's Go!|Your Race]]
(Set: $Race to "Badgen") (set:$Age_Range to "Adult at 10. Live to about 70 years")
(set:$Strength += 2)
(set:$Wisdom += 1)
(Set:$Sylven to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Relentless Attacker: If you score a critical hit, you may spend your bonus action to take an additional attack, made with advantage. This attack must be made against the same target. Attack rolls against you are made with advantage until the start of your next turn.
Keen Senses: You have advantage on Wisdom (Perception) checks you make relying on hearing or smell.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Elek fluttered his large dusky brown and black pattered wings. He liked looking at the stars, there were no stars in the ever twilight of the Feywild. Sometimes he thought he could see the hint of them looking duskwards but it was always nothing. They were a beautiful glittery blanket, around the glowing moon. With his big eyes turned upwards his antennae twitched, signaling someone’s approach.//
The Lepali are a race of mothlike humanoids that hail from the Feywild. Fickleminded and free spirited they are commonly adventurers for not other reason than wanderlust.
Lepali are a fey touched humanoid race with a varying degree of mothlike features. Some common features that are found in every Lepali are wings, soft patches of fur commonly around the neck, and on the arms and legs, a pair or antenna, and huge eyes.
The legend of the origin of the Lepali is a moth in the Feywild helped a great wizard, as a boon for its heroic assistance the wizard gave the moth humanoid features, and through the strange magic of the Feywild the Lepali were born.
Lepali are free minded above all else. Ambitions and convictions are not something they idealize, leaning more on empathy, open mindedness, and kind heartedness. They often have fleeting reasons for their actions, little planning and tend to do things out of curiosity or on a whim.
Lepali age at the same rate as humans, but tend to live shorter lives, generally for about fifty years. Occasionally there will be a rare seventy-five year old Lepali.
Generally they range from about five feet to over six feet. Their size is medium.
They have a bonus to dexterity and wisdom.
They speak sylvan.
They have a walking speed of 30 and a fly speed of 15.
They have darkvision, allowing them to see in dark and dim conditions.
They have sensitive antennae, which gives them proficiency in the wisdom perception skill.
They have sensitive eyes, that are very good at noticing light in the darkness.
They have moth magic, they know the dancing lights cantrip. They learn the fairy fire spell that they can cast at the first level once per day at level 3.
[[Let's Go!|Your Race]]
(Set: $Race to "Lepali")
(set:$Dexterity += 2)
(set:$Wisdom += 1)
(Set:$Sylvan to true)
(Set:$Walking_Speed to 30)
(set:$Fly_Speed to 15)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Sensitive Antennae: You have proficiency in the wisdom Perception skill.
Sensitive Eyes: You have advantage on Perception checks to notice light in dim light or darkness.
Moth Magic: You know the dancing light cantrip.you learn Faerie Fire at level 3. You can cast once per day, and regain this ability at the end of a long rest. Wisdom is your spellcasting ability for these spells.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
(Set:$Dancing_Lights to true) (set:$Perception to true)(set:$Age_Range to "Adult at 18. Live to about 50 years")
//Koa skillfully climbed the ropes that lead to his residence. Strong hands and a quick smile, it was a long climb. His companions were struggling up the side of the sea beaten cliff. Wind whipped his beard as he tumbled through the doorway, smiling. His children ran into his arms, they were bigger than he remembered.//
As a seacliff dwarf, you are charming and free spirited. You have spent your life near a coast or at sea, giving you a natural affinity for water. Nearly every seacliff dwarf knows how to swim.
You have a bonus to charisma.
You have a swim speed equal to your base movement speed.
You are proficiency with athletics.
(Set:$Subrace to "Seacliff Dwarf")
(Set:$Charisma += 1)
(Set:$Subrace_Features to "You have a swim speed equivalent to your base movement speed and gain the proficiency with athletics.")
[[Ready to continue?|Your Race]]
(set:$Athletics to true) (set:$Swim_Speed to 30)
//Leopoldo bared his teeth, the gobbling was little threat, he could easily tear it apart. It was not his time for glory, the little halfling, the newest packmate bravely slashed at the creature. Slicing its head clean off. Leopoldo howled in victory, a victory for one of the pack was a victory for them all.//
A humanoid race that closely resembles Hyenas. Thick coarse brown and black fur, snouted noses, and large ears. Their posture is often somewhat stooped. They are known for their cruel and savage culture. Yet they are loyal to their pack, and will throw away personal glory to help their brethren. Whether scavenging or tracking a Gnoll loves the thrill of the hunt.
Gnolls have a strong value for family and pack. They will fight amongst themselves for dominance, as long as the outcomes are respected, the injuries are forgotten quickly. Their loyalty shines in selfless combat, and trust in their pack. When a Gnoll separates from their pack they will form a new pack with outsiders quickly, embracing those as if they are family. Most Gnolls have an affinity for Hyenas, whom they see as brethren to hunt with.
Most Gnolls worship Yeenoghu, creator of gnolls and killer of Gorellik the old god. Devoted servants of Yeenoghu are cunning and cruel creators of chaos. There are very few clerics or shamans in their religion, instead serving their lord by cleansing the weak from the world. Gnolls who don’t serve Yeenoghu seek out divinity of nature or no deity at all.
Gnolls reach adulthood quickly and rarely live longer than 30 years.
They range in size from six feet to seven feet tall. Their size is medium.
They can see well in darkness.
They have keen senses, giving them advantage on wisdom perception checks, that use hearing or smell.
They can howl for their pack, giving a friendly creature the ability to use its reaction to make a weapon attack.
Their teeth are natural weapons.
They can go on a rampage and when they reduce a creature to 0Hp they can use their bonus action to move up to half their movement and make a bite attack against another creature.
They get a bonus to wisdom and dexterity.
Their walking speed is 30.
They can speak abyssal.
[[Let's Go!|Your Race]]
(Set: $Race to "Gnoll")
(set:$Dexterity += 2)(set:$Age_Range to "Adult at 10. Live to about 30 years")
(set:$Wisdom += 1)
(Set:$Abyssal to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Keen Senses: You have advantage on wisdom (perception) checks that rely on hearing or smell.
Howl of the Pack: Choose a friendly creature who can see or hear you within 30 ft. It can use it’s reaction to make one weapon attack. Once you use this feature you can’t use it again until you finish a long or short rest.
Natural Weapon: You are proficient with your bite attack, make a melee weapon attack against the target. On a hit the target takes 1d4 piercing damage.
Rampage: When you reduce a creature to 0 HP with a melee attack on your turn you can take a bonus action to move up to half your movement and make a bite attack.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Xanthe shrugged as her half elf companion complained about how much of an asshole his human father was. Her parents had been in love since they both discovered that they had been spying on each other which became a tentative alliance between Yaun-ti pureblood and Drow. That eventually led to them both renouncing their heritages and absconding into the forests to raise their children. It was a daring tale of intrigue and adventure, but she didn’t think it would help the half elf stop complaining.//
From the union of a Yaun-Ti Pureblood and an elf.
Yaun-ti Purebloods have snakelike qualities, slitted pupils, forked tongues, patches of scales on a humanoid body.
Elves are a reclusive race that pride themselves on elegance and refinement. They are often considered the epitome of beauty with pointed ears and shining hair.
Yaun-Fey are around the same size as a human, exhibiting physical manifestation from both parents.
They age at the same rate as humans, but aren’t considered adults until the age of 70, and live about 350 years.
They have a bonus to dexterity, charisma and intelligence.
They speak abyssal, elvish, and draconic.
They have a walking speed of 30.
They have darkvision allowing them to see in darkness and dim lighting conditions.
They have fey ancestry giving them advantage on saving throws against spells and other magical effects. Magic cannot put them to sleep.
They have Yaun-Ti Resilience making them resistant to poison damage.
[[Let's Go!|Your Race]]
(Set: $Race to "Yuan-Fey")
(set:$Dexterity += 1)(set:$Age_Range to "Adult at 70. Live to about 350 years")
(set:$Charisma += 1)(Set:$Intelligence += 1)
(Set:$Abyssal to true)(set:$Elvish to true)(set:$Draconic to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Fey Ancestry: you have advantage on saving throws against spells and other magical effects. Magic can’t put you to sleep.
Yaun-Ti Resilience: You have resistance to poison damage.")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Jeltje once again had to go over her name was pronounced yell-tea with her companions after spelling it to the barkeeper for her room. She stuck her forked tongue out at them as they teased her. Her scale covered tail hit the closest companion hard in his stupid leg. She gave him the finger, took her key and went upstairs.//
Yaun-Ti Purebloods are a mix of human and snake features, like a forked tongue, slitted pupils, or patches of scales.
Teiflings have the remanence of some kind of fiendish touch on them, a curse, a deal, blood. They are usually purple or red in appearance, and have horns and a tail.
Yaun-Ti Pureblood and a Tiefling. Yaun-Fiends have about the same build as humans with a mix of snakelike and devil like features. They are generally the same height and weight as humans. Their size is medium.
They live about the same length of time as humans maturing at the same rate.
They have a bonus to charisma, they speak infernal, abyssal, and draconic.
They have a walking speed of 30.
They have darkvision to see in dark and dim conditions.
They have resistance to fire and poison damage.
They have innate spellcasting and can cast the thaumaturgy cantrip. When they reach the 3rd level they can cast hellish rebuke once per long rest using this feature. When they reach the 5th level the ycan cast suggestion once per long rest. They use charisma as their spellcasting ability for these spells.
[[Let's Go!|Your Race]]
(Set: $Race to "Yuan-Fiend")
(set:$Intelligence += 1)(set:$Age_Range to "Adult at 18. Live to about 100 years")
(set:$Charisma += 2)
(Set:$Abyssal to true)(set:$Infernal to true)(set:$Draconic to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: See in darkness for 60 ft as if it is dimly lit, and in dim lighting as if it is brightly lit.
Yaun-Fiend Resilience: You have resistance to poison and fire damage.
Innate Legacy: You know the thaumaturgy cantrip. When you reach the 3rd level you can cast hellish rebuke once per long rest. When you reach the 5th level you can cast suggestion with this trait once per long rest. Charisma as your spellcasting modifier. ")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
(Set:$Thaumaturgy to true)//Onesimos Ralph sighed as his halfling mother put yet another scar around his neck. He had three on already and was beginning to feel as if he were suffocating in yarn. She shoved the hat onto his head, being sure he was bundled up. She did this every winter, every time he left, even if it was just to get more firewood from the other side of the illusioned door.//
Part Gnome part Halfling.
Gnomes are small, and intelligent, with large noses, pointed ears, and wide bright smiles.
Halflings are cheerful and brave, short and nimble they easily work on the fringes of societies, minding their business, and causing no trouble. They have rounded ears and round faces.
Kecil’s reach adulthood at the age of 20 and live about 300 years.
They are between 3 and 4 ft tall, and weigh about 40 lbs. Their size is small.
They gain a bonus to intelligence and dexterity.
They speak gnomish and halfling.
Their walking speed is 25 ft.
They have Gnome Cunning, having advantage on intelligence, wisdom, and charisma throws against magic.
They have halfling nimbleness, able to move through a creature one size larger than themselves without expending extra movement.
They have darkvision, allowing them to see in darkness and dim lighting conditions.
[[Let's Go!|Your Race]]
(Set: $Race to "Kecil")
(set:$Intelligence += 1)(set:$Age_Range to "Adult at 20. Live to about 300 years")
(set:$Dexterity += 2)
(set:$Gnomish to true) (Set:$Halfling_Language to true)
(Set:$Walking_Speed to 25)
(Set:$Features to "Gnome Cunning: You have advantage on intelligence, wisdom, and charisma saving throws against magic.
Halfling Nimbleness: You can move through the space of a creature that is one size larger than you without expending any extra movement.
Darkvision: You can see in darkness for 60 ft as if it was dimly lit and in dim lighting as if it was brightly lit. ")
(Set:$Size to "Small")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
//Mumtaz sighed looking between his mother and father. He had spent days begging to go to town. His mother worked in the dwarvish mines with his father, her tusks emphasizing her displeasure in an expression he had seen far too many times. He sulked back to his bed, he wished one day he could be a brave adventurer like his parents.//
Your parentage was either a Dwarf and a Half Orc or a Dwarf and an Orc. Dworcs age at about the same rate as humans and live to be about their second century. They have about the same height as humans, but far bulkier. Tough, stubborn, and downright intimidating.
You can have earth tone skin like dwarves, or the more greenish skin of the orcs. You may have tusk like teeth that protrude from your mouth, and a glorious beard.
You get a bonus to strength, and constitution.
You speak orc and dwarvish.
Your walking speed is 30.
Your size is medium.
You have darkvison for 60 ft.
You can savagely attack dealing an extra damage dice when you critically hit with a melee weapon.
You have advantage on saving throws against being poisoned and resistant to poison damage.
You are menacing and proficient in the intimidation skill.
[[Let's Go!|Your Race]]
(Set: $Race to "Dworc")
(set:$Strength += 2)(set:$Age_Range to "Adult at 18. Live to about 200 years")
(set:$Constitution += 2)
(set:$Orc_Language to true)(set:$Dwarvish to true)
(Set:$Walking_Speed to 30)
(Set:$Features to "Darkvision: You can see in darkness for 60 ft as if it was dimly lit and in dim lighting as if it was brightly lit.
Savage Attack: When you score a critical hit with a melee weapon you can roll one additional damage dice and add it to the extra damage of the critical hit.
Dwarven Resilience: You have advantage on saving throws against being poisoned and resistance to poison damage.
Menacing: You are proficient with the intimidation skill. ")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
(set:$Intimidation to true)//Aoede signaled her decent, dropping in on a Roc’s nest was dangerous work. She kept an eye out for signals of it’s return as she pillaged it’s eggs. She caught it the signal she needed to move quickly or she would die. She grabbed the ropes in both hands and climbed as her two spotters helped pull her upwards.//
Deeply revenant of the land and its sacred sites the nomadic Kor live a sparse existence defined by their constant travels. Masters of ropes and hooks they scale sheer cliffs and cross chasms with ease and agility.
Kor are tall and slender humanoids. Generally they have light hair and grey, blue, or ivory skin. All Kor have slightly pointed ears, and males have short fleshy barbels on their chins. They often paint geometric patterns on their bodies. Their clothing tends to leave the arms and shoulders free to facilitate climbing.
The Kor have a nonverbal language of hand signs and gestures that allow them to communicate despite distance or howling winds. They use this sign language amongst themselves when they do not wish to be overheard. When they do speak it is very few words, concise and to the point.
They have a bonus to dexterity and strength and wisdom.
They reach adulthood at the age of 18 and live to be about 100 years old.
They have walking speed of 30, and a climb speed of 30.
They are lucky, when they critically fail a roll with the d20 for an ability check, saving throw, or attack roll, they can reroll the dice and must use that roll.
They have specialized training to scale cliffs and ropes with ease. They have proficiency with both athletics and acrobatics skill.
They are about the same height and weight as humans. Their size is medium.
[[Let's Go!|Your Race]]
(Set: $Race to "Kor")
(set:$Dexterity += 2)(set:$Strength += 1)
(set:$Wisdom += 1)(set:$Age_Range to "Adult at 18. Live to about 100 years")
(Set:$Sign_Language to true)
(Set:$Walking_Speed to 30) (set:$Climb_Speed to 30)
(Set:$Features to "Lucky: When you critically fail and roll a 1 on the d20 roll for an ability check, saving throw, or attack roll you can reroll the d20 and must use that roll.
Kor Training: You’ve received specialized training to scale cliffs and ropes with ease. You have proficiency in the Athletics and Acrobatics skill. ")
(Set:$Size to "Medium")
(Set:$Subrace to "None")
(set:$Subrace_Features to "none")
(set:$Acrobatics to true)
(set:$Athletics to true)
<Style> img {
Max-width:100%;
Max-height:100%
}
</Style>
<img
Src=https://assets.dicebreaker.com/Dungeonsanddragons_howtoplaydanddforbeginners.jpg/BROK/resize/1920%3E/format/jpg/quality/80/Dungeonsanddragons_howtoplaydanddforbeginners.jpg
</div>
[[New Chracter|General Info]]
(if: (saved-games:) contains "Slot 1")[(Link:"Load Game")[(load-game:"Slot 1") ]](set:$Flaw_Chosen to true)(set: $Flaw to (prompt: "Flaw", "I harbor dark bloodthirsty thoughts of hunting, and raw meat, the animal is not far below the surface. "))
(set:$Bond_Chosen to true)(set: $Bond to (prompt: "Bond", " There is nothing more important to my pack, I can’t let them down, I need to find a new home. "))
(Set:$Ideal_Chosen to true)(set: $Ideal to (prompt: "Ideal", "
The natural world is more important and deserves to be protected more than the civilized world and all the constructs and riches that come with it.
"))
(set: $Personality_1 to (prompt: "First Personality Trait", "I was literally raised by wolves. I love my pack."))
(set: $Personality_2 to (prompt: "Second Personality Traits", "I was literally raised by wolves. I love my pack."))
[[Write your backstory here]]Lancing Bolt
Evocation Cantrip (Druid Sorcerer Wizard)
Casting Time: 1 Action
Range: 60 ft
Components: V, S
Duration Instant
A stunning flash of lightning arcs out from your hand towards a creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d8 lightning damage. If the target is medium or smaller and flying by non magical means their flying speed is reduced to 0 until the beginning of your next turn.
This spell’s damage increases by 1d8 when you reach the 5th level (2d8), 11th level (3d8), 17th level (4d8). Additionally at level 5 you can affect creatures of the large size or smaller.
(set:$Lancing_Bolt to true)
(Set:$Known_Cantrips -= 1)
[[Choose Cantrips]]Wizards gain their knowledge of the arcane through careful study, and research. They constantly strive to learn new spells and magic. Wizards will join adventurers to gain rare and dangerous magic that have been lost to the ages.
[[Continue|Your Class]]
(if:$Level is > 1) [
[[School Of Abjuration]] protection, blocking, and negating magic.
[[School Of Conjuration]] producing objects and items out of thin air.
[[School Of Divination]] foresight, scrying.
[[School Of Enchantment]] beguile others and bend them to your will with magic.
[[School Of Evocation]] bitter cold, searing flames, rolling thunder.
[[School Of Illusion]] trick, befuddle, dazzle or entertain with illusions.
[[School Of Necromancy]] bring back the dead to do your bidding, sap the lifeforce from the living.
[[School Of Transmutation]] modify energy and matter, altering both physical forms and mental qualities. ](If:$Level is > 1) [ (if:$Subclass is true)[ (go-to: "Your Class") ]]Warlocks swear a pact with an otherworldly being for their magic powers. Often they have to obey the commands of their patron. Warlocks made the pact to gain power, and knowledge. Some have entered into the union without their knowledge. Warlocks join adventurers to carry out the wishes of their patron.
(if:$Subclass is false) [ Choose your patron:
[[The Archfey]] Your patron is a lady or lord of the fey, a creature of legend who hold secrets that were forgotten before the mortal races were born. The fey are notoriously inscrutable, and sometimes whimsical, they hold grudges for an eternity, and may enlist a warlock to help them acquire power to settle the grudge.
[[The Fiend]] You have made a pact with a being from the lower planes, the creatures desires are evil, even if you are striving against those desires.
[[Great Old One]] This patron is the most mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the far realm or the space beyond reality, it could be one of the elder gods who are known only in legends.
[[The Fallen]] You've made a pact with a fallen angel. They committed an evil act or rebelled against the powers that be and were cast down. Some seek power, other seek redemption.
[[The Celestial]] Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
[[The Genie]] Your patron is an ancient elemental spirit, either a dao, djinn, efreet, marid, or other similar powerful being. These spirits are often bound to the mortal world by seemingly mundane objects forcing them to serve those that control their prison. However, they are mischievous by nature and can twist the interpretation of commands they are given if they dislike their current master. Making a pact with an entity like this ensures some rules and formality to the relationship but one should always take great care in how the terms of the deal are precisely worded.
[[The Symbiote]] You have made a pact, willingly or not, with a being that now lives within you. The creature is alive and manifests as an envelopment of your form. Fight it or accept it, it is now part of you. It grants you strength as you grant it live and together you can become a being worthy of fear.
[[The Reaper]] Those who fail to kill their targets will die themselves. However those who succeed are granted power and prolonged life as long as they continue to prove their use.
[[The Ice Queen]] Your patron is a mysterious an extremely powerful witch, who has mastered ice magic and ascended to new heights of magical powers
[[The Legion]] a pact with a legion, 10000 lost and wandering souls have chosen you to be their host.
[[The Archdryad]] You’ve made a pact with a powerful creature of nature, whose goals are often to protect nature’s true order and stop those that would harm wild things in this world
[[The Leviathan]]
]
(if:$Level is > 10) [ (if:$Mystic_6 is false)[ [[Mystic Arcana]] ] ]
(if:$Level is > 2) [ (if:$Pact_Boon_Chosen is false)[ At the third level you can choose a Pact Boon you can select it now or wait until you hit the third level. You will not gain any effects from choosing this feature until reach the third level.
Pact Boon:
[[Pact Of The Chain]]
[[Pact Of The Tome]]
[[Pact Of The Blade]]
[[Pact Of The Deck]]
[[Pact Of the Shell]]
]]
(if:$Class_Extra > 1) [ [[Eldritch Invocations]] ]Raw magic suffices your cells, your blood, your entire body. A sorcerer's magic is wild and unpredictable. Some can trace their magic to a dragon, either ancestral or a deal struck with a dragon. Others were born too close to a rift in the worlds an were touched with otherworldly magic, or some curse, or blessing bestowed by an otherworldly being. A few are just a fluke of nature. Sorcerers often have enigmatic, and obscure motivations for adventure, some seek a greater understanding of their own abilities, or the mystery of origin. Others hope to get rid of it, or unleash its full potential.
(if:$Subclass is true)[ [[Your Class]] ]
(if:$Subclass is false) [ choose your Sorcerous Origin
[[Cosmic Origins]] The universe itself has gifted you with powers of the sun, moon, and stars.
[[Draconic Bloodline]] You feel the power of the dragons in your blood.
[[Frozen Heart]] The ice and cold has imbued itself into your body and soul.
[[Vampiric Bloodline]] A chance encounter with a vampire either in your lifetime or an ancestors, and have gain some of their prowess.
[[Wild Magic]] A rift in the planes at the time of your birth, a curse or a blessing from a god, or some other chance event has given you wild magic that you struggle to control.
[[Siren Born]] Sirens have always been seductive creatures, and you have inherited some of those qualities from an ancestor.
[[Oracle Bloodline]] Powerful and ancient powers of prophecy course through your veins, they allow you to see the future.
[[Sealed Horror]]
[[Inner Darkness]] Your accursed deeds of those of your ancestors have unlocked a terrible power that provides your innate connection to magic.
[[Angel Bloodline]] Your innate magic comes from angelic magic that was mingled into your bloodline in the past.
[[The First Flame]] Your magical talents spawn from the first flame, a power that once long ago, introduced light to those lost in darkness.
[[Blood Magic]] You can use your blood, your very life force, imbued with magical energies, to cast spells.]Gunslinger
Waking up to a goblin ambush the human reaches for the pistol she always keeps at her side. She leaps to her feet and begins to fire, blowing the nearest goblin away before it can strike.
A gnome sighs to himself in satisfaction as he puts the final screw into his masterpiece a massive rifle, almost twice as tall as he is. He loads it and tests it out on a nearby tree, the blast knocks him off his feet. He stumbles upright grinning as the tree topples over.
Gunslingers are masters of firearms using them to devastating effect on the battlefield. A gunslinger uses a stead trigger finger and technical skill to provide cover fire for her companions and cripples opponents with deadly special shots.
Creating a Gunslinger
Gunslingers thrive on the outskirts of civilization, both famous and infamous in the more free-spirited areas of the world. Talk with our Dam about an appropriate origin for your gunslinger. Do you live in the city were your weapons are outlawed? Perhaps you came from the frontier where your kind are common and laws less so.
How did you acquire your first gun? Did you favor for invention lead you to create something more powerful than you know? Did a demon trade this knowledge for the promise of a favor? Maybe you killed a vengeful foe and took your gun off their body?
The Gunslinger
Level 1: Tinkerer, Natural Talent Max grit 0
Level 2: Grit Max grit 2
Level 3: Gunslinger Trail max grit 2
Level 4: Ability Score Improvement, Give ‘Em A Scare max grit 2
Level 5: Extra Attack max grit 3
Level 6: Trail Feature: max grit 3
Level 7: Trick Shot max grit 3
Level 8: Ability Score Improvement max grit 3
Level 9: Evasion max grit 4
Level 10: Trail feature Max grit 4
Level 11: Violent Shot max grit 4
Level 12: Ability Score improvement max grit 4
Level 13: Trick Up Your Sleeve max grit 5
Level 14: Trail Feature max grit 5
Level 15: Slinger’s Luck max grit 5
Level 16: Ability Score Improvement max grit 5
Level 17: Trail Feature max grit 6
Level 18: Personal Effects max grit 6
Level 19: Ability score improvement max grit 6
Level 20: True Grit max grit 6
[[Your Class]]
(If:$Subclass is false)[
(if:$Level is > 2) [ [[Trail Of The Desperado]] skill, reflex, and a quick trigger finger
[[Trail Of The Gunsmith]] eccentric tinkerer unafraid of taking risks and trying out ways to modify their firearms
]]Witchers don’t fall on any side, political, racial, or otherwise. Witchers are hired to kill monsters, and as such are masters of combat, combining limited magical abilities, skilled weaponry combat, and heightened senses. Mutated by the process of becoming a witcher, they have snake like eyes, and a slightly sickly pale complexion, telling those they encounter of their chosen trade. The price they pay for these abilities is sterility. Years of study and harsh work make witchers not only exceptional at what they do, but also expensive.
(if:$Subclass is true)[ [[Your Class]] ]
(if:$Subclass is false) [ choose your Witcher School
As a witcher you are defined by your school, it is where you received all your training, spent most of your life, and underwent the ordeal that is the Trial of Gasses. Your school is the closest thing you have to a home, a family. Each of these schools specialize in something different and have unique ways of killing the monsters that lurk in the dark.
[[School of the Bear]]:
Students of the school of the bear are well accustomed to a harsh and difficult life. They value freedom and tend to travel alone, rarely interacting with other students of their school. Favoring defense, and outlasting their opponents.
[[School of the Cat]]
The school of the cat is about cunning, agility, and speed. Swift, deadly fighters capable of slicing through masses of enemies in seconds.
[[School of the Wolf]]
School of the wolf are the fiercest fighters, and often make the best allies. Professional and reliable for killing monsters.
[[School Of The Griffin]]
Focusing on the use of signs and becoming a master of magics, and unlocking secrets of the arcane.
[[School Of The Viper]]
The finest alchemists of the witcher schools come out of the school of the viper. Stealthy, quick and deadly with poisons. Skilled at many things from combat, to trickery, rogues are masters at a variety of tasks. Many rogues focus on stealth and deception, while other refine the skills that help in dungeons, such as climbing, picking locks, and disarming traps. Rogues prioritize cunning over brute strength. Every city and town has a shady underbelly where rogues thrive, often living as thieves, burglars, assassins, indebted to crime families or thieves guilds. Some make honest livings as locksmiths, investigators, or exterminators. As adventurers rogues fall on both sides of the law. Some are hardened criminals, who desire treasure, others take it up to escape the law. Some have learned tend perfected their skills with explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
[[Continue|Your Class]]
(if:$Subclass is false)[ (if:$Level is > 2) [ [[Thief]] Burglars, bandits, cutpurses, treasure seekers, explorers, delvers, and investigators
[[Assassin]] You focus your training on the grim art of death.
[[Arcane Trickster]] Enhanced skills of stealth and agility with magic, learning tricks of enchantment and illusion
[[Marksman]] Focusing on getting the perfect shot in the most critical places.
[[Sniper]] deliver death from a distance
[[Steeplejack]] You focus your training on operating at dizzying heights.
[[Mistwalker]] Swirling clouds of fog are your friends a protective covering that hides you from prying eyes
[[Shadow]] delve into the intricacies of shadow magic
[[Invisible Blade]] Deadly fighters who prefer to use daggers in combat
[[Archeologist]] knowledge of ancient civilizations and languages combine with acrobatic skills
[[Quickster]] You can run alongside cheetahs, catch fleeing horses, and become a flash of blades for enemies.
[[Mystical Psion]] trained in isolation and harnessed psionic powers of a mystical nature
[[Phantom]]
[[Raven’s Shadow]]
[[Ambusher]]
[[Thieving Magpie]] You learned how to conjure an otherworldly entity in the form of an animal by your side]]Independent adventurers and deadly hunters rangers make their living in the wilds on the edges of society, often the first, and last, line of defense. They are accustomed to life without comforts, and often work in tandem with Druids to help preserve nature. As they are use to operating on their own they can be unsure of the abilities of other adventurers in the wilds but can quickly learn the party's abilities are worthy of the extra burden, since coddled city folk often don't know how to get their own food or water in the wilds, but they make up for it in different ways.
[[Continue|Your Class]]
(if:$Subclass is false)[ (if:$Level is > 2)[ [[Hunter]] Accepting your place as a bulwark between civilization and the terrors of the wilderness
[[Beast Master]] Embodies a friendship between the civilized races and the beasts of the world
[[Death Stalker]] A bastion against the undead and unholy threat that often threaten civilizations.
[[Marksman|Marksman Ranger]] Focousing on ranged attacks and getting the perfect shot.
[[Commando]] Specialized operatives given high priority tasks, when you want something done right you send a commando.
[[Bladeslinger]] depend on quick reflexes, good planning, and of course deadly aim to survive in a world that values brute force over clever tactics
[[Winter Stalker]] Animals aren’t the only enemies, cold winters, snow storms teach them to survive.
[[Strider]] roam the wilds with only your steeds as a companion.
[[Shadow Walker]] thrive on the chaos of battle.
[[Deepwood Sniper]] Stealthy archers who’s deadly arrows sail from extreme ranges
[[Spell Seeker]]
Some rangers hunt beasts, monstrosities, or undead, but you hunt spellcasters. ]]Princesses come from royalty, joining the fray of adventuring for a variety of reasons, searching for their true love, trying to break a curse, or bringing their family glory with fighting or solving a diplomatic issue. Princesses use a combination of charm to inspire their allies, companions, cute animals, and special princess abelites to survive adventuring.
[[Continue|Your Class]]
(if:$Subclass is false) [ Princess Archtype:
[[Royal Heiress]] diplomatic charismatic and well educated
[[Warrior Princess]] a fierce warrior Royal Heiress diplomatic charismatic and well educated
[[Fairytale Princess]] both Cursed and Blessed ]The most holy of warriors, paladins have sworn a sacred oath to their god. They always choose the path of goodness an righteousness, protecting the innocent and vanquishing the evil. Paladins are even more rare than fighters among the infantry. Adventuring paladins take their work seriously, always driven by a higher purpose, as evil lurks in dungeons and primeval forests, and even the smallest victory can tilt the scales towards goodness.
[[Continue|Your Class]]
(if:$Subclass is false)[
(if:$Level is > 2) [ [[Oath Of Devotion]], courage, compassion, honor, duty
[[Oath Of The Unyielding]] Perseverance, Protection, Discipline
[[Oath Of Vengeance]] Fight the greater evil, no mercy for the wicked, by any means necessary, restitution
[[Oath Of The Ancients]] Kindle the light, shelter the light, preserve your own light, be the light
[[Oath Of Love]] Fight for love, love is love, love begets love, prove love
[[Oath Of Death]] Pass the torch, help creation, kill the breathless, bear fruits
[[Oath Of The Drowned]] Save the drowning, allegiance to friends, never stagnate, parlay, never maroon
[[Oath Of The Grave]] Annihilate the undead, preserve the righteous, let souls pass on, accept death
[[Oath Of Temperance]] Always show restraint, give mercy, be humble, moderation of ego
[[Oath Of The Protector]] Leadership, Loyalty, Truth
[[Oath Of Attrition]] Survival, Fearlessness, Protection, Conquest
[[Oath Of Truth]] Peace, Righteous Truth, Bastion of Will, Lies of the Unforgiven
[[Oath Of The Hand]] Humility, Vigilance, The Greater Good, Work in the Dark to Serve the Light, Secrecy
[[Oath Of The Valkyrie]] Reaper of the Unworthy, Protect the Worthy, Fly to Battle, Honorable Death
[[Oath Of Heroism]] Mercy, Be humble, Self-Forgiveness, Teamwork
[[Oath Of Purification]] Bring the truth to light, Purify the Wicked, Defend the Undefiled
[[Oath Of The Shield]] Righteousness of Heart, Sanctity of Life, Pursuit of Truth, Bastion Of Steadfastness
[[Oath Of Stone]] The stone protects, The mountain endures, Vigilance prevails, Beware the grains of sand
[[Oath Of The Grim Hunt]] Kill the monster, Burn the cult, Defy the Dark Ones, Be Ever Prepared, No Mercy For The Wicked
[[Oath Of The Unbreakable]] Defend The Weak, Kindle Hope, Never Back Down]]//Yên centered herself, finding her Ki. She took a deep breath just as her masters had taught her and focused on the tranquility of her soul. The movements of her enemy became clear as glass and she struck quickly four times rendering them unconscious.//
Having trained in isolated communities monks have learned to focus their spiritual energy, Ki, into altering their physical abilities. Some monks live entirely away from the world and other monk communities. Others join the wider world as spies to gather information about the goings on. Life in the monastery is very structured, and organized. Leaving the monastery to go adventuring means leaving all that they had known before behind, and it is not a decision that can be made lightly.
(If:$One_Musical_Instrument_Chosen is false) [ (if:$One_Artisan_Tool_Chosen is false) [ [[Choose Artisan Tool|Add 1 Artisan Tool]] or[[Choose Musical Instrument|Add One Musical Instrument]] ] ]
(if:$One_Musical_Instrument_Chosen is true) [ [[Let's Move On!|Your Class]] ]
(if:$One_Artisan_Tool_Chosen is true) [ [[Let's Move On!|Your Class]] ]
(if:$Subclass is false)[(if:$Level is > 2) [ [[Way Of The Open Hand]]
[[Way Of The Shadow]] Focus on stealth
[[Way Of The Four Elements]] harness the elements
[[Way Of The Winds]] Motion and action, mobility and freedom of movement.
[[Way Of The Frozen Fist]] Channel ice
[[Way Of The Lunar Protector]] channel life energy into the regal and steadfast ways of the moon
[[Way Of The Desert Wind]] find power and wisdom in the unending harshness of nature
[[Way Of The Kensai]] enlightenment comes in the form of utter devotion to the cause, a single weapon.
[[Way Of The Golden Needle]] manipulate the ki of others to alleviate or inflict pain
[[Way Of The Blade Dancer]] sculpt ki into flying daggers that follow your dance through the battlefield
[[Way Of The Iron Mountain]] the art of physical strength, flexibility and resilience.]]//Þórleifr had his selkie skin tied around his waist, the sword on his back, behind his shield, his bow unstrung and stored in the quiver with his arrows. His armor was light, allowing for him to make use of his dexterous moves when he needed them. In town there was usually little use for weapons except his fists to settle a brawl. The salty air of the sea from the port settled any nerves he had about this new city.//
Fighters are well trained in all weapons, as well as specializing in a particular type of weapon. Fighters a superior in combat because of this generalization and specialization. Not every soldier is a fighter, fighters have a bigger drive an more dedication to their training. A fighter may join the adventuring life to find challenging battles, or put their fighting skills to use in a different area, as dungeon delving, and monster slaying are not that different than the work they did as a fighter.
(if:$Fighting is true) [ [[Continue|Your Class]] ]
(if:$Subclass is false)[ (if:$Race is "Halfling") [You can choose the martial archetype of Three Halflings In a Trench Coat at the 1st level instead of choosing a different Martial Archetype at the 3rd level If you want to be three halflings in a trench coat click [[here|Three Halflings In A Trench Coat]]. ]
(if:$Level is > 2) [ [[Champion]] Combines raw physical power, and honed deadly precision.
[[Battle Master]] Uses military maneuvers that have been passed down through the generations.
[[Eldritch Knight]] Using intelligence to memorize specific spells to help in combat.
[[Weapon Master]] Swift, never unarmed, and extra deadly with weapons they choose to favor.
[[Gallant]] Inspiring allies with their bravado and taunting enemies to demoralize them.
[[Field Medic]] obvious capabilities as a healer, they are more canny employing their knowledge of anatomy and medicine to bolster their capacity to inflict damage
[[Calvary]] Mounted fighters.
[[Valkyrie]] healing, service, justice, and battle. She will fight alongside her chosen. Female Characters only.
[[Ghost Knight]] a close connection to the realm of ghosts and sprits ]]
(if:$Fighting is false) [ Choose Your Fighting Style: Choose a fighting style
[[Archery]] Add +2 to ranged weapon attacks.
[[Defense]] +1 to AC
[[Dueling]] While wielding 1 weapon in one hand +2 bonus to damage rolls.
[[Great Weapon Fighting]] Reroll a 1 or 2 on the damage dice while wielding a 2 handed weapon with both hands.
[[Protection]] When another creature within 5 ft of you is attacked you can impose disadvantage with your shield.
[[Two weapon fighting]] Add ability modifier to the damage of the second attack. ] //Reilly coaxed the tiny buds to life, encouraging words and a bit of magic to help them bloom. It was a little thing, but it made a huge difference to the plant, who had been struggling to emerge from the ash covered dirt. A small symbol of the life returning to the forest after disaster would hearten the people trying to rebuild here.//
Revering nature above all things and wanting to maintain the balance of nature druids channel the powers of nature into magic to help maintain the equilibrium. They understand the nuances of the delicate balance between animals, and nature, and the need for civilized people to respect that balance. Often called the Old Faith, druids are first and foremost represent nature. Druids join adventuring heroes to help destroy a threat to their sacred woods, or teach people about the duties they have to nature, or preserve the balance between society and nature.
(if:$Subclass is false)[
(if:$Level is > 1) [ [[Circle Of The Land]] As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
[[Circle Of The Moon]] Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster.
[[Circle Of The Shaman]] They safeguard the mystic arts of interweaving natures true potential into every swing
[[Circle Of The Beast]] This ancient and legendary circle is one that becomes beasts of legend of incomprehensible power.
[[Circle Of The Waves]] They harness the mystical restorative properties of the sea and command the raw power of the tides.
[[Circle Of Life]] Focusing on the maintenance of life, they never forget the need for death in the world.
[[Circle Of The Sun]] form connections with celestial spirits and the radiant energy of the celestial planes.
[[Circle Of The Swarm]] the smallest creatures can be deadly in great numbers
[[Circle Of The Fury]] attuned to maelstrom of weather, and storms
[[Circle Of The Ancient]] worship the memory of large reptiles that are now extinct in most of the world.
[[Circle Of Flora]] recognize the silent strength and timeless endurance of the plants that form the basis of every ecosystem
[[Circle Of The City]] Protecting urban plants and animals.
[[Circle Of Concrete]] Defenders of the downtrodden in cities]]
[[Continue|Your Class]] //Sharifah invoked her god, Helm, her mace glowing with divine energy as it hit it’s target. The weapon made of spiritual energy also hit the same enemy. She batted away it’s attack with her shield hardly enough to even scratch the enamel design of the eye of the vigilant watcher.//
A divine warrior who has answered the call of a god or goddess. Clerics have healing for supporting their team, and heavy weapons and armor for bashing creatures that need a little more persuasion up side the head. Not every acolyte is a cleric, a cleric gets their power from the god that is asking them for assistance. Most adventuring clerics maintain some connection to the established temples of their god.
(if:$Subclass is true) [ [[Your Class]] ]
(if:$Subclass is false) [ (if:$Race is "Demigod")[ $Subrace] Divine domain: Choose a divine domain
[[Affliction Domain]] They believe death is more powerful than life, though they need equal balance.
[[Beauty Domain]] Manifesting the lovely, charming nature of the world, the profound qualities of beauty in nature.
[[Freedom Domain]] These clerics are called to oppose oppression, tyranny, and slavery
[[Justice Domain]] Bringing murderers, and criminals to justice.
[[Knowledge Domain]] The gods of knowledge value learning and understanding above all.
[[Law Domain]] There is no better encouragement for upstanding behavior than the threat of everlasting divine retribution
[[Life Domain]] You follow the gods of life, vibrant and positive
[[Light Domain]] Gods of light promote the ideals of rebirth and renewal.
[[Moon Domain]] Follow the natural cycle of life and death, particularly hunting down the undead and evil doers forcing creatures back into undeath.
[[Nature Domain]] These clerics might hunt the evils that despoil the woodlands, or bless the harvests of the faithful, or wither the crops of those who anger the gods.
[[Ocean Domain]] They believe the in the never-ending oceans the sublimity of the ties and the beauty of the waters.
[[Pacifist Domain]] Focusing on harnessing the calm and peaceful energies of nature and dispelling conflicts and bring a constant advocate of peace
[[Prophecy Domain]] empowered by a god who desires a prophet to spread his vision of the future in the world.
[[Protection Domain]] channel the divine energies granted by their deities into powerful magical barriers to protect themselves and others
[[Tempest Domain]] Gods the govern the sea, storms, and the sky
[[Trickery Domain]] Gods of subterfuge, pranks, deception.
[[War Domain]] clerics of this gods excel in battle.
[[Zeal Domain]] Dedication, passion, and fervor in actions. ]//Evonne strummed her lute in the tavern, a pleasant quite tune. The lyrics told of the great Joline, a being of immeasurable beauty and terror, accompanied by a catchy rhythm and chorus. It was always a popular song for her to play wherever she went, her most requested of all her repertoire.//
Bards wield the magic of creation. True bards are rare, not every singer in a tavern can wield the power of creation. Bards encourage their allies, and mock their enemies with cutting words. Bards collect works, stories, travel to strange places, to have tales to tell.
[[Continue|Your Class]]
(if:$Subclass is false)[(if:$Level is > 2)[ [[College Of Worship]] A cosmic mingling of arcane and divine magic produces wondrous hymns, inspiring carols and powerful chants
[[College Of The Wanderer]] soothe the souls of those who have passed on
[[College Of Lore]] Bards in the college of lore know something about everything, collecting bits of knowledge from sources as scholarly tomes, and peasant tales
[[College Of Valor]] Bards in the college of Valor are daring skalds whose tales keep alive the memory of the great heroes, inspiring new generations of heroes.
[[College Of Hysteria]] The followers of the College of hysteria hear music in the leaves and voices in the wind.
[[College Of Heroes]] the thing that gains these bard’s attention more than anything is the sense of adventure and companionship wherever they are.
[[College Of The Herald]] These bards take it upon themselves to mantle history, dedicating their lives to being the threads that bind the past to the future.
[[College Of Fortune]] are know to walk an almost palpable halo of good fortune.
[[College Of Two Courts]] These bards are touched by the beguiling and bewitching nature of the fey.
[[College Of Songs]] Dedicated to mastering the art of song.
[[College Of Magi]] Magic itself is the greatest inspiration
[[College Of Grace]] Using choreography to tap into the arcane.
[[College Of Death’s Call]] Singing dirges of doom and destruction
[[College Of The Blazing Strings]] Fiery performances]//Alojzija could feel the rage building in her soul, this was not going to end without blood flowing across the parched desert dirt. She wasn’t going to lose any more friends in this fight. With a determined, furious shout she charged into the fray.//
Barbarians have embraced their primal instincts, where people in towns and cities often have disregarded the power associated with unbridled wildness. Barbarians come alive in the chaos of battle, thrive in the untamed wilds, and can enter a berserk state giving them superhuman strength and resilience.
[[Continue|Your Class]]
(if:$Subclass is false)[
(if:$Level is > 2) [ [[Path Of The Totem Warrior]] Channel animal totem spirits
[[Path Of The Swift]] agile warriors
[[Path Of The Reaver]] channel adrenaline to deal devastating damage
[[Path Of The Berserker]] focus on the rage
[[Path Of The Spell Cleaver]] You shatter arcana and bone alike.
[[Path Of The Deathseeker]] Seeking Death at the hands of a worthy foe.
[[Path Of The Monsoon]] primal power of the storm.
[[Path Of The Chainsmith]]
[[Path Of The Dreadnaught]]typically front line fighters, bowling over groups of enemies before pummeling straggles into a mess of blood and bone.
[[Path Of The Damned]] struggle endlessly against a literal demon within for conquest of their soul.
[[Path Of The Brawler]] A purer expression of strength and combat prowess.
[[Path Of The Savage Hand]] dig your nails into enemy flesh and mangle limbs until they break.
[[Path Of War]] purpose, drive, focus for the rage to devastate their enemies. ]]
//Sonja looked at the destruction before her, thousands of blown apart goblins, her comrades bloodied and broken. She threw healing potions at them, even those fallen and hardly moving. Healing red liquid oozed across their near corpses reviving those who were still clinging to the edges of life. There were more than a few who didn’t stir, the healing potions mingling with blood that soaked the ground. This is not what she had expected when she joined the military, some bloodshed sure, but wholesale murder of entire goblin villages left a bad taste in her mouth. But maybe the taste was just vomit, and the traps she had lost most of her party to were just coincidental.//
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange. Matter cannot be created or destroyed, and human transmutation is strictly forbidden. You learn how to bend the elements to your will and create potent poisons, potions, or bombs with great efficiency. An alchemist may specialize in healing, or explosions, or unraveling the workings of magic and changing the states of matter.
[[Continue|Your Class]]
(if:$Subclass is false)[(if:$Level is > 2) [ Choose Field of Research:
[[Sewing Life Alchemist]] Focus on making better health potions.
[[Explosion Alchemist]] Focus on making better bombs.
[[State Alchemist]] Focus on manipulating the elements.]]The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
(set:$Chosen_Feats += 1) (set:$Pick_Ability -= 2 )
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to "The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to "The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to "The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " The radius of your auras increase by 10 ft. Any ally benefitting from your aura of protection gains advantage on saving throws.
") ]
[[Feats]]
You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
(set:$Chosen_Feats += 1) (set:$Pick_Ability -= 2 )
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to "You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to "You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to "You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to "You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You call your allies to fight and rally their spirits. You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increases by 15 ft. and you each have advantage on their next attack roll. Your allies must be within 30 ft and able to hear you to benefit from this feat. You can use this a number of times equal to your charisma modifier per day.
") ]
[[Feats]]
You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
(set:$Chosen_Feats += 1) (set:$Pick_Ability -= 2 )
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to "You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to "You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to "You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to "You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You may cast the protection from evil and good spell on yourself at will without expending a spell slot or material components. If you have this spell prepared you may cast it as a bonus action.
You may expend a use of your channel divinity to cast protection from good and eviel targeting yourself, if you do all allies under your Aura of Protection also gain benefits from a protection from good and evil spell.
") ]
[[Feats]]
Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
(set:$Chosen_Feats += 1) (set:$Pick_Ability -= 2 )
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to "Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to "Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to "Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to "Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " Against any aberration, celestial, fiend, or undead you attack your dice for divine smite becomes a d10.
") ]
[[Feats]]
If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
(set:$Chosen_Feats += 1) (set:$Pick_Ability -= 2 )
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to " If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to " If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to " If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " If you have accrued at least one failed death saving throw you may add your charisma modifier to your death saves. This resets when your death saves reset. Spells that would bring you back to life have double the time limit.
") ]
[[Feats]]
You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
(set:$Chosen_Feats += 1) (set:$Pick_Ability -= 2 )
(if:$Chosen_Feats is 1) [ (set:$Feat_Ability_1 to " You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
") ]
(if:$Chosen_Feats is 2) [ (set:$Feat_Ability_2 to "You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
") ]
(if:$Chosen_Feats is 3) [ (set:$Feat_Ability_3 to " You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
") ]
(if:$Chosen_Feats is 4) [ (set:$Feat_Ability_4 to "You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
") ]
(if:$Chosen_Feats is 5) [ (set:$Feat_Ability_5 to "You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
") ]
(if:$Chosen_Feats is 6) [ (set:$Feat_Ability_6 to " You may use your divine might to attempt to break the negative effects of charms and conditions on your allies. As an action you may expend your channel divinity to allow allies within 30 ft a saving throw at the start of their turn to end a negative condition. On a success the effect ends immediately.
") ]
[[Feats]]
(if:$Pick_Ability is > 0) [ (if:$Intelligence is < 21) [ [[intelligence]] (information recall, deductions) ]
(if:$Strength is < 21) [ [[strength]] (grappling, swiming, jumping, climbing, kicking)]
(if:$Dexterity is < 21) [ [[dexterity]] (reflexes, balance, hand eye coordination)]
(if:$Constitution is < 21)[ [[constitution]] (health, stamina, vital force)]
(if:$Wisdom is < 21) [ [[wisdom]] (willpower, common sense, intuition)]
(if:$Charisma is < 21) [ [[charisma]] (personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness)] ]
(Set:$Intelligence += 1)
(set:$Race_Pick_Ability -= 1)
(if:$Race_Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Race_Pick_Ability > 0)[ (go-to: "ability score") ](set:$Race_Pick_Ability -= 1)(set:$Strength += 1)
(if:$Race_Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Race_Pick_Ability > 0)[ (go-to: "ability score") ](set:$Race_Pick_Ability -= 1)(set:$Dexterity += 1)
(if:$Race_Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Race_Pick_Ability > 0)[ (go-to: "ability score") ](set:$Race_Pick_Ability -= 1)(set:$Constitution += 1)
(if:$Race_Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Race_Pick_Ability > 0)[ (go-to: "ability score") ](set:$Race_Pick_Ability -= 1)(set:$Wisdom += 1)
(if:$Race_Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Race_Pick_Ability > 0)[ (go-to: "ability score") ](set:$Race_Pick_Ability -= 1)(set:$Charisma += 1)
(if:$Race_Pick_Ability is 0) [ (go-to: "Ability Scores Chosen") ]
(if:$Race_Pick_Ability > 0)[ (go-to: "ability score") ]Race: (Dropdown: bind $Race, "Aarakocra", "Aasimar", "Alseid", "Arcanatron", "Atrial", "Awakened Cat", "Awakened Undead", "Badgen", "Bearkin", "Cambion", "Cecaelia", "Centaur", "Changeling", "Demigod", "Dhampir", "Dragonborn", "Dryad", "Dullahan", "Dwarf", "Dworc", "Elf", "Felis", "Fey Corgi", "Firbolg", "Floridian", "Genasi", "Gerudo", "Gnoll", "Gnome", "Goliath", "Gorgon", "Goron", "Half Aarakocra", "Half Aasimar", "Half Bugbear", "Half Dryad", "Half Dwarf", "Half Elf", "Half Firbolg", "Half Gargoyle", "Half Gnome", "Half Goblin", "Half Goliath", "Half Halfling", "Half Hobgoblin", "Half Kenku", "Half Kobold", "Half Lizard Folk", "Half Minotaur", "Half Orc", "Half Siren", "Half Tabaxi", "Half Tiefling", "Half Tortle", "Half Triton", "Half Wraith", "Half Yaun ti Pureblood", "Halfling", "Homo Sanguinem", "Human", "Hylian", "Kecil", "Kenku", "Kitsune", "Kor", "Lepali", "Lizard Folk", "Mantid", "Merfolk", "Minotaur", "Mousefolk", "Novori", "Oni", "Pixie", "Qunari", "Satyr", "Selachii", "Selkie", "Sheikah", "Soulbound", "Tabaxi", "Tiefling", "Tortle", "Triton", "Vanara", "Viperine", "Yaun Fey", "Yaun Fiend", "Yaun Ti Pureblood", "Zora")
Class: (Dropdown: bind $Class, "Alchemist", "Barbarian", "Bard", "Cleric", "Druid", "Fighter", "Gunslinger", "Monk", "Paladin", "Princess", "Ranger", "Rogue", "Sorcerer", "Warlock", "Witcher", "Wizard")
Strength: (Dropdown: bind $Strength, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Dexterity: (Dropdown: bind $Dexterity, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Constitution: (Dropdown: bind $Constitution, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Intelligence:(Dropdown: bind $Intelligence, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Wisdom:(Dropdown: bind $Wisdom, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Charisma(Dropdown: bind $Charisma, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Level(Dropdown: bind $Level, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
[[Contineu|Multi 1]]Race: (Dropdown: bind $Race, "Aarakocra", "Aasimar", "Alseid", "Arcanatron", "Atrial", "Awakened Cat", "Awakened Undead", "Badgen", "Bearkin", "Cambion", "Cecaelia", "Centaur", "Changeling", "Demigod", "Dhampir", "Dragonborn", "Dryad", "Dullahan", "Dwarf", "Dworc", "Elf", "Felis", "Fey Corgi", "Firbolg", "Floridian", "Genasi", "Gerudo", "Gnoll", "Gnome", "Goliath", "Gorgon", "Goron", "Half Aarakocra", "Half Aasimar", "Half Bugbear", "Half Dryad", "Half Dwarf", "Half Elf", "Half Firbolg", "Half Gargoyle", "Half Gnome", "Half Goblin", "Half Goliath", "Half Halfling", "Half Hobgoblin", "Half Kenku", "Half Kobold", "Half Lizard Folk", "Half Minotaur", "Half Orc", "Half Siren", "Half Tabaxi", "Half Tiefling", "Half Tortle", "Half Triton", "Half Wraith", "Half Yaun ti Pureblood", "Halfling", "Homo Sanguinem", "Human", "Hylian", "Kecil", "Kenku", "Kitsune", "Kor", "Lepali", "Lizard Folk", "Mantid", "Merfolk", "Minotaur", "Mousefolk", "Novori", "Oni", "Pixie", "Qunari", "Satyr", "Selachii", "Selkie", "Sheikah", "Soulbound", "Tabaxi", "Tiefling", "Tortle", "Triton", "Vanara", "Viperine", "Yaun Fey", "Yaun Fiend", "Yaun Ti Pureblood", "Zora")
Class: (Dropdown: bind $Class, "Alchemist", "Barbarian", "Bard", "Cleric", "Druid", "Fighter", "Gunslinger", "Monk", "Paladin", "Princess", "Ranger", "Rogue", "Sorcerer", "Warlock", "Witcher", "Wizard")
Strength: (Dropdown: bind $Strength, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Dexterity: (Dropdown: bind $Dexterity, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Constitution: (Dropdown: bind $Constitution, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Intelligence:(Dropdown: bind $Intelligence, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Wisdom:(Dropdown: bind $Wisdom, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Charisma(Dropdown: bind $Charisma, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
Level: (Dropdown: bind $Level, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "20")
[[Next|Loading Old Character 1]](if:$Level is "1") [(set:$Level to 1)]
(if:$Level is "2") [(set:$Level to 2)]
(if:$Level is "3") [(set:$Level to 3)]
(if:$Level is "4") [(set:$Level to 4)]
(if:$Level is "5") [(set:$Level to 5)]
(if:$Level is "6") [(set:$Level to 6)]
(if:$Level is "7") [(set:$Level to 7)]
(if:$Level is "8") [(set:$Level to 8)]
(if:$Level is "9") [(set:$Level to 9)]
(if:$Level is "10") [(set:$Level to 10)]
(if:$Level is "11") [(set:$Level to 11)]
(if:$Level is "12") [(set:$Level to 12)]
(if:$Level is "13") [(set:$Level to 13)]
(if:$Level is "14") [(set:$Level to 14)]
(if:$Level is "15") [(set:$Level to 15)]
(if:$Level is "16") [(set:$Level to 16)]
(if:$Level is "17") [(set:$Level to 17)]
(if:$Level is "18") [(set:$Level to 18)]
(if:$Level is "19") [(set:$Level to 19)]
(if:$Level is "20") [(set:$Level to 20)]
(if:$Strength is "1") [(set:$Strength to 1)]
(if:$Strength is "2") [(set:$Strength to 2)]
(if:$Strength is "3") [(set:$Strength to 3)]
(if:$Strength is "4") [(set:$Strength to 4)]
(if:$Strength is "5") [(set:$Strength to 5)]
(if:$Strength is "6") [(set:$Strength to 6)]
(if:$Strength is "7") [(set:$Strength to 7)]
(if:$Strength is "8") [(set:$Strength to 8)]
(if:$Strength is "9") [(set:$Strength to 9)]
(if:$Strength is "10") [(set:$Strength to 10)]
(if:$Strength is "11") [(set:$Strength to 11)]
(if:$Strength is "12") [(set:$Strength to 12)]
(if:$Strength is "13") [(set:$Strength to 13)]
(if:$Strength is "14") [(set:$Strength to 14)]
(if:$Strength is "15") [(set:$Strength to 15)]
(if:$Strength is "16") [(set:$Strength to 16)]
(if:$Strength is "17") [(set:$Strength to 17)]
(if:$Strength is "18") [(set:$Strength to 18)]
(if:$Strength is "19") [(set:$Strength to 19)]
(if:$Strength is "20") [(set:$Strength to 20)]
(if:$Dexterity is "1") [(set:$Dexterity to 1)]
(if:$Dexterity is "2") [(set:$Dexterity to 2)]
(if:$Dexterity is "3") [(set:$Dexterity to 3)]
(if:$Dexterity is "4") [(set:$Dexterity to 4)]
(if:$Dexterity is "5") [(set:$Dexterity to 5)]
(if:$Dexterity is "6") [(set:$Dexterity to 6)]
(if:$Dexterity is "7") [(set:$Dexterity to 7)]
(if:$Dexterity is "8") [(set:$Dexterity to 8)]
(if:$Dexterity is "9") [(set:$Dexterity to 9)]
(if:$Dexterity is "10") [(set:$Dexterity to 10)]
(if:$Dexterity is "11") [(set:$Dexterity to 11)]
(if:$Dexterity is "12") [(set:$Dexterity to 12)]
(if:$Dexterity is "13") [(set:$Dexterity to 13)]
(if:$Dexterity is "14") [(set:$Dexterity to 14)]
(if:$Dexterity is "15") [(set:$Dexterity to 15)]
(if:$Dexterity is "16") [(set:$Dexterity to 16)]
(if:$Dexterity is "17") [(set:$Dexterity to 17)]
(if:$Dexterity is "18") [(set:$Dexterity to 18)]
(if:$Dexterity is "19") [(set:$Dexterity to 19)]
(if:$Dexterity is "20") [(set:$Dexterity to 20)]
(if:$Constitution is "1") [(set:$Constitution to 1)]
(if:$Constitution is "2") [(set:$Constitution to 2)]
(if:$Constitution is "3") [(set:$Constitution to 3)]
(if:$Constitution is "4") [(set:$Constitution to 4)]
(if:$Constitution is "5") [(set:$Constitution to 5)]
(if:$Constitution is "6") [(set:$Constitution to 6)]
(if:$Constitution is "7") [(set:$Constitution to 7)]
(if:$Constitution is "8") [(set:$Constitution to 8)]
(if:$Constitution is "9") [(set:$Constitution to 9)]
(if:$Constitution is "10") [(set:$Constitution to 10)]
(if:$Constitution is "11") [(set:$Constitution to 11)]
(if:$Constitution is "12") [(set:$Constitution to 12)]
(if:$Constitution is "13") [(set:$Constitution to 13)]
(if:$Constitution is "14") [(set:$Constitution to 14)]
(if:$Constitution is "15") [(set:$Constitution to 15)]
(if:$Constitution is "16") [(set:$Constitution to 16)]
(if:$Constitution is "17") [(set:$Constitution to 17)]
(if:$Constitution is "18") [(set:$Constitution to 18)]
(if:$Constitution is "19") [(set:$Constitution to 19)]
(if:$Constitution is "20") [(set:$Constitution to 20)]
(if:$Intelligence is "1") [(set:$Intelligence to 1)]
(if:$Intelligence is "2") [(set:$Intelligence to 2)]
(if:$Intelligence is "3") [(set:$Intelligence to 3)]
(if:$Intelligence is "4") [(set:$Intelligence to 4)]
(if:$Intelligence is "5") [(set:$Intelligence to 5)]
(if:$Intelligence is "6") [(set:$Intelligence to 6)]
(if:$Intelligence is "7") [(set:$Intelligence to 7)]
(if:$Intelligence is "8") [(set:$Intelligence to 8)]
(if:$Intelligence is "9") [(set:$Intelligence to 9)]
(if:$Intelligence is "10") [(set:$Intelligence to 10)]
(if:$Intelligence is "11") [(set:$Intelligence to 11)]
(if:$Intelligence is "12") [(set:$Intelligence to 12)]
(if:$Intelligence is "13") [(set:$Intelligence to 13)]
(if:$Intelligence is "14") [(set:$Intelligence to 14)]
(if:$Intelligence is "15") [(set:$Intelligence to 15)]
(if:$Intelligence is "16") [(set:$Intelligence to 16)]
(if:$Intelligence is "17") [(set:$Intelligence to 17)]
(if:$Intelligence is "18") [(set:$Intelligence to 18)]
(if:$Intelligence is "19") [(set:$Intelligence to 19)]
(if:$Intelligence is "20") [(set:$Intelligence to 20)]
(if:$Wisdom is "1") [(set:$Wisdom to 1)]
(if:$Wisdom is "2") [(set:$Wisdom to 2)]
(if:$Wisdom is "3") [(set:$Wisdom to 3)]
(if:$Wisdom is "4") [(set:$Wisdom to 4)]
(if:$Wisdom is "5") [(set:$Wisdom to 5)]
(if:$Wisdom is "6") [(set:$Wisdom to 6)]
(if:$Wisdom is "7") [(set:$Wisdom to 7)]
(if:$Wisdom is "8") [(set:$Wisdom to 8)]
(if:$Wisdom is "9") [(set:$Wisdom to 9)]
(if:$Wisdom is "10") [(set:$Wisdom to 10)]
(if:$Wisdom is "11") [(set:$Wisdom to 11)]
(if:$Wisdom is "12") [(set:$Wisdom to 12)]
(if:$Wisdom is "13") [(set:$Wisdom to 13)]
(if:$Wisdom is "14") [(set:$Wisdom to 14)]
(if:$Wisdom is "15") [(set:$Wisdom to 15)]
(if:$Wisdom is "16") [(set:$Wisdom to 16)]
(if:$Wisdom is "17") [(set:$Wisdom to 17)]
(if:$Wisdom is "18") [(set:$Wisdom to 18)]
(if:$Wisdom is "19") [(set:$Wisdom to 19)]
(if:$Wisdom is "20") [(set:$Wisdom to 20)]
(if:$Charisma is "1") [(set:$Charisma to 1)]
(if:$Charisma is "2") [(set:$Charisma to 2)]
(if:$Charisma is "3") [(set:$Charisma to 3)]
(if:$Charisma is "4") [(set:$Charisma to 4)]
(if:$Charisma is "5") [(set:$Charisma to 5)]
(if:$Charisma is "6") [(set:$Charisma to 6)]
(if:$Charisma is "7") [(set:$Charisma to 7)]
(if:$Charisma is "8") [(set:$Charisma to 8)]
(if:$Charisma is "9") [(set:$Charisma to 9)]
(if:$Charisma is "10") [(set:$Charisma to 10)]
(if:$Charisma is "11") [(set:$Charisma to 11)]
(if:$Charisma is "12") [(set:$Charisma to 12)]
(if:$Charisma is "13") [(set:$Charisma to 13)]
(if:$Charisma is "14") [(set:$Charisma to 14)]
(if:$Charisma is "15") [(set:$Charisma to 15)]
(if:$Charisma is "16") [(set:$Charisma to 16)]
(if:$Charisma is "17") [(set:$Charisma to 17)]
(if:$Charisma is "18") [(set:$Charisma to 18)]
(if:$Charisma is "19") [(set:$Charisma to 19)]
(if:$Charisma is "20") [(set:$Charisma to 20)]
(go-to: "Loading Old Character 2")
"(if:$Level is "1") [(set:$Level to 1)]
(if:$Level is "2") [(set:$Level to 2)]
(if:$Level is "3") [(set:$Level to 3)]
(if:$Level is "4") [(set:$Level to 4)]
(if:$Level is "5") [(set:$Level to 5)]
(if:$Level is "6") [(set:$Level to 6)]
(if:$Level is "7") [(set:$Level to 7)]
(if:$Level is "8") [(set:$Level to 8)]
(if:$Level is "9") [(set:$Level to 9)]
(if:$Level is "10") [(set:$Level to 10)]
(if:$Level is "11") [(set:$Level to 11)]
(if:$Level is "12") [(set:$Level to 12)]
(if:$Level is "13") [(set:$Level to 13)]
(if:$Level is "14") [(set:$Level to 14)]
(if:$Level is "15") [(set:$Level to 15)]
(if:$Level is "16") [(set:$Level to 16)]
(if:$Level is "17") [(set:$Level to 17)]
(if:$Level is "18") [(set:$Level to 18)]
(if:$Level is "19") [(set:$Level to 19)]
(if:$Level is "20") [(set:$Level to 20)]
(if:$Strength is "1") [(set:$Strength to 1)]
(if:$Strength is "2") [(set:$Strength to 2)]
(if:$Strength is "3") [(set:$Strength to 3)]
(if:$Strength is "4") [(set:$Strength to 4)]
(if:$Strength is "5") [(set:$Strength to 5)]
(if:$Strength is "6") [(set:$Strength to 6)]
(if:$Strength is "7") [(set:$Strength to 7)]
(if:$Strength is "8") [(set:$Strength to 8)]
(if:$Strength is "9") [(set:$Strength to 9)]
(if:$Strength is "10") [(set:$Strength to 10)]
(if:$Strength is "11") [(set:$Strength to 11)]
(if:$Strength is "12") [(set:$Strength to 12)]
(if:$Strength is "13") [(set:$Strength to 13)]
(if:$Strength is "14") [(set:$Strength to 14)]
(if:$Strength is "15") [(set:$Strength to 15)]
(if:$Strength is "16") [(set:$Strength to 16)]
(if:$Strength is "17") [(set:$Strength to 17)]
(if:$Strength is "18") [(set:$Strength to 18)]
(if:$Strength is "19") [(set:$Strength to 19)]
(if:$Strength is "20") [(set:$Strength to 20)]
(if:$Dexterity is "1") [(set:$Dexterity to 1)]
(if:$Dexterity is "2") [(set:$Dexterity to 2)]
(if:$Dexterity is "3") [(set:$Dexterity to 3)]
(if:$Dexterity is "4") [(set:$Dexterity to 4)]
(if:$Dexterity is "5") [(set:$Dexterity to 5)]
(if:$Dexterity is "6") [(set:$Dexterity to 6)]
(if:$Dexterity is "7") [(set:$Dexterity to 7)]
(if:$Dexterity is "8") [(set:$Dexterity to 8)]
(if:$Dexterity is "9") [(set:$Dexterity to 9)]
(if:$Dexterity is "10") [(set:$Dexterity to 10)]
(if:$Dexterity is "11") [(set:$Dexterity to 11)]
(if:$Dexterity is "12") [(set:$Dexterity to 12)]
(if:$Dexterity is "13") [(set:$Dexterity to 13)]
(if:$Dexterity is "14") [(set:$Dexterity to 14)]
(if:$Dexterity is "15") [(set:$Dexterity to 15)]
(if:$Dexterity is "16") [(set:$Dexterity to 16)]
(if:$Dexterity is "17") [(set:$Dexterity to 17)]
(if:$Dexterity is "18") [(set:$Dexterity to 18)]
(if:$Dexterity is "19") [(set:$Dexterity to 19)]
(if:$Dexterity is "20") [(set:$Dexterity to 20)]
(if:$Constitution is "1") [(set:$Constitution to 1)]
(if:$Constitution is "2") [(set:$Constitution to 2)]
(if:$Constitution is "3") [(set:$Constitution to 3)]
(if:$Constitution is "4") [(set:$Constitution to 4)]
(if:$Constitution is "5") [(set:$Constitution to 5)]
(if:$Constitution is "6") [(set:$Constitution to 6)]
(if:$Constitution is "7") [(set:$Constitution to 7)]
(if:$Constitution is "8") [(set:$Constitution to 8)]
(if:$Constitution is "9") [(set:$Constitution to 9)]
(if:$Constitution is "10") [(set:$Constitution to 10)]
(if:$Constitution is "11") [(set:$Constitution to 11)]
(if:$Constitution is "12") [(set:$Constitution to 12)]
(if:$Constitution is "13") [(set:$Constitution to 13)]
(if:$Constitution is "14") [(set:$Constitution to 14)]
(if:$Constitution is "15") [(set:$Constitution to 15)]
(if:$Constitution is "16") [(set:$Constitution to 16)]
(if:$Constitution is "17") [(set:$Constitution to 17)]
(if:$Constitution is "18") [(set:$Constitution to 18)]
(if:$Constitution is "19") [(set:$Constitution to 19)]
(if:$Constitution is "20") [(set:$Constitution to 20)]
(if:$Intelligence is "1") [(set:$Intelligence to 1)]
(if:$Intelligence is "2") [(set:$Intelligence to 2)]
(if:$Intelligence is "3") [(set:$Intelligence to 3)]
(if:$Intelligence is "4") [(set:$Intelligence to 4)]
(if:$Intelligence is "5") [(set:$Intelligence to 5)]
(if:$Intelligence is "6") [(set:$Intelligence to 6)]
(if:$Intelligence is "7") [(set:$Intelligence to 7)]
(if:$Intelligence is "8") [(set:$Intelligence to 8)]
(if:$Intelligence is "9") [(set:$Intelligence to 9)]
(if:$Intelligence is "10") [(set:$Intelligence to 10)]
(if:$Intelligence is "11") [(set:$Intelligence to 11)]
(if:$Intelligence is "12") [(set:$Intelligence to 12)]
(if:$Intelligence is "13") [(set:$Intelligence to 13)]
(if:$Intelligence is "14") [(set:$Intelligence to 14)]
(if:$Intelligence is "15") [(set:$Intelligence to 15)]
(if:$Intelligence is "16") [(set:$Intelligence to 16)]
(if:$Intelligence is "17") [(set:$Intelligence to 17)]
(if:$Intelligence is "18") [(set:$Intelligence to 18)]
(if:$Intelligence is "19") [(set:$Intelligence to 19)]
(if:$Intelligence is "20") [(set:$Intelligence to 20)]
(if:$Wisdom is "1") [(set:$Wisdom to 1)]
(if:$Wisdom is "2") [(set:$Wisdom to 2)]
(if:$Wisdom is "3") [(set:$Wisdom to 3)]
(if:$Wisdom is "4") [(set:$Wisdom to 4)]
(if:$Wisdom is "5") [(set:$Wisdom to 5)]
(if:$Wisdom is "6") [(set:$Wisdom to 6)]
(if:$Wisdom is "7") [(set:$Wisdom to 7)]
(if:$Wisdom is "8") [(set:$Wisdom to 8)]
(if:$Wisdom is "9") [(set:$Wisdom to 9)]
(if:$Wisdom is "10") [(set:$Wisdom to 10)]
(if:$Wisdom is "11") [(set:$Wisdom to 11)]
(if:$Wisdom is "12") [(set:$Wisdom to 12)]
(if:$Wisdom is "13") [(set:$Wisdom to 13)]
(if:$Wisdom is "14") [(set:$Wisdom to 14)]
(if:$Wisdom is "15") [(set:$Wisdom to 15)]
(if:$Wisdom is "16") [(set:$Wisdom to 16)]
(if:$Wisdom is "17") [(set:$Wisdom to 17)]
(if:$Wisdom is "18") [(set:$Wisdom to 18)]
(if:$Wisdom is "19") [(set:$Wisdom to 19)]
(if:$Wisdom is "20") [(set:$Wisdom to 20)]
(if:$Charisma is "1") [(set:$Charisma to 1)]
(if:$Charisma is "2") [(set:$Charisma to 2)]
(if:$Charisma is "3") [(set:$Charisma to 3)]
(if:$Charisma is "4") [(set:$Charisma to 4)]
(if:$Charisma is "5") [(set:$Charisma to 5)]
(if:$Charisma is "6") [(set:$Charisma to 6)]
(if:$Charisma is "7") [(set:$Charisma to 7)]
(if:$Charisma is "8") [(set:$Charisma to 8)]
(if:$Charisma is "9") [(set:$Charisma to 9)]
(if:$Charisma is "10") [(set:$Charisma to 10)]
(if:$Charisma is "11") [(set:$Charisma to 11)]
(if:$Charisma is "12") [(set:$Charisma to 12)]
(if:$Charisma is "13") [(set:$Charisma to 13)]
(if:$Charisma is "14") [(set:$Charisma to 14)]
(if:$Charisma is "15") [(set:$Charisma to 15)]
(if:$Charisma is "16") [(set:$Charisma to 16)]
(if:$Charisma is "17") [(set:$Charisma to 17)]
(if:$Charisma is "18") [(set:$Charisma to 18)]
(if:$Charisma is "19") [(set:$Charisma to 19)]
(if:$Charisma is "20") [(set:$Charisma to 20)]
(go-to: "Multi 2")
Alchemist is an intelligence and dexterity based class.
The focus of the class is on preparation for battle preparing bombs, and potions or poisons to be used in combat by yourself or party members.
They can use light armor, light crossbows, daggers, heavy crossbows, and quarterstaffs in additional to their alchemical bombs.
[[Accept|Alchemist]]
[[Keep Browsing|Choose Class]]
//Quick overview//
At the first level you gain the ability to create bombs and are proficient with throwing them. Other people can throw the bombs created by an alchemist, they may or may not be proficient in throwing them. They can be thrown 20/60. The bombs begin doing 1d10 to the targeted area and 1d4 to adjacent tiles. Creatures in adjacent tiles make a dexterity saving throw to avoid the damage. The damage of the bombs and the radius of affected tiles increases as you level up. At the 5th level becoming 1d10, 1d6, 1d4. At level 10 becoming 1d10, 1d8, 1d6, 1d4. At level 15 it becomes 1d12, 1d10, 1d8, 1d6, 1d4.
Bombs are prepared in 1 hour can cost either money or time searching for ingredients. The vial holding the bomb costs 1gp. And the bomb can hold a variety of damage types, decided when the bomb is created.
An alchemist can add their intelligence modifier to the damage delt by their bombs, mixtures, and healing done by their potions at the second level.
They can also randomly mix things together and roll on the alchemist table at the second level. A 0 or 00 rolled with a percentile dice on this table is a 0. These mixtures have a variety of effects and can be thrown as a bonus action.
At the third level they can try to identify the makeup of things with advantage. And a field of research.
The fields of research are Sewing Life Alchemist, Explosion Alchemist, or State Alchemist.
They get an ability score improvement at the 4th, 8th, 12th, 16th, 19th levels.
At level five they can use a crossbow to deliver mixtures or bombs with the range of a crossbow.
At the 6th level they can add your proficiency modifier to any mixture you make (bombs, healing, random mixtures, etc. )
At the 7th level they if they identify the ingredients of a potion, or item they can attempt to recreate it with the same fundamental ingredients. And their alchemy takes half the time to create.
At the 9th level they’ve gained some control over their random mixtures and can roll a d6 and add or subtract up to that number from their percentile roll on the alchemist table. (at the 17th level this becomes 2d6 to add or subtract.) And all their potions no longer need to be consumed and can pass their qualities on through skin contact.
At level 11 their potions and mixtures deal 1 extra dice of effect, and they can add double their proficiency bonus to the damage or healing of any mixture they throw.
At the 13th level they use half the ingredients needed to create potions.
At the 17th level they can rework old potions into new potions reducing the cost of the new potion by ¼.
At level 18 they can brew a special potion to drink, it does a variety of things including making them stronger, gaining advantage on attack rolls, or sending them into a rage for 30 seconds.
At level 20 they can take that volatile mixture and turn into a huge creature, becoming resistant to bludgeoning, piercing, slashing, cold, acid, fire, force, and lighting damage, and dealing 6d6 with their unarmed strikes.
//Subclass overview//
**State Alchemist**
They use their intelligence and alchemical circles to cast spells. Cantrips at level 3, level 1 spell slots at level 6, level 2 spell slots at level 10, and level 3 spell slots at level 14. They have a number of slots that match their alchemist level.
**Sewing Life Alchemist**
They use their skills to improve their healing abilities of their health potions. Creating stronger healing potions in less time with less cost that stacks with the normal alchemist abilities.
**Explosion Alchemist**
They focus on making their bombs more powerful and unavoidable. Critting more often and dealing more damage when they do crit. Creatures automatically fail the saving throw in the blast radius.
[[Accept|Alchemist]]
[[Keep Browsing|Choose Class]]Barbarians focus on close range melee combat. They are a strength and constitution based class.
They are for dealing damage in combat and resisting damage delt to them.
They are proficient with light and medium armor but have unarmed defense. They can use any martial or simple weapon to fight with.
[[Accept|Barbarian]]
[[Keep Browsing|Choose Class]]
//Quick overview//
They get a primal rage that they enter as a bonus action. It gives them advantage on strength checks and saving throws, resistance to physical attacks, and bonus damage (that increases as they level). They also have unarmored defense, that while not wearing armor their ac is 10 + dex modifier+ con modifier.
They get reckless attack at the second level to get advantage on attack rolls for a turn, but attacks against them also have advantage. They also get danger sense, having advantage on dex saving throws against effects the ycant see.
They choose a primal path at the 3rd level.
They get an ability score increase at the 4th, 8th, 12th, 16th, 19th levels.
When they take the attack action they can attack twice instead of one at the 5th level. They also get increased movement if they are not wearing armor.
At the seventh level they have advantage on initiative rolls, and cant be surprised at the start of combat if they enter a rage before doing anything else.
At the 9th level they can roll an additional damage dice when they critical with a melee attack. 2 dice at the 13th level and 3 at the 17th.
At the eleventh level when they drop to 0 HP they can keep raging with a successful DC 10 Con Saving throw.
At the fifteenth level rage only ends if you fall unconscious or choose to end it.
At the eighteenth level if they make a strength check less than their strength score they can use their strength score in place of the total.
At level twenty they are the primal champion, strength and con scores increase by 4 to a max of 24.
//Subclass Overview//
**Path Of The Totem Warrior**
They choose a spirit animal to be their guide, protector, and inspiration. They choose a specific totem that gives them things like resistance to all damage except damage while raging, Creatures have disadvantage on opportunity attacks while raging, friendlies having advantage on melee attacks while your raging. The might of a bear, the eyesight of an eagle, hunting of a wolf. Communing with the spirits, disadvantage on attacks against you, a fly speed, or knocking creatures prone.
**Path Of The Dreadnaught**
They get proficiency in heavy armor and can rage while wearing it. While wearing heavy armor they can deal 1d4 with their unarmed strikes (increasing with level). When they hit with an unarmed strike they can use their bonus action to grapple. They can charge towards their target and knock people in the way over. They can reduce a creature to 0 ft of movement.
**Path Of The Monsoon**
Their attacks start a cascade of electric energy. If they take lighting damage they can charge it to another creature. They have a 1 hour ritual they can preform that causes heavy rain for 24 hours. While in wet rainy or damp area they get additional damage dice.
**Path Of The Berserker**
They can make a weapon attack as a bonus action. They can’t be charmed or frightened. They can try to frighten other creatures. They can retaliate with their reaction.
**Path Of The Chainsmith**
They can reduce a creatures AC. They are proficient in smithing. They telekinetically control chains. They can cast heat metal while raging. They become resistant then immune to fire damage while raging. And deal fire damage when hit with a weapon attack.
**Path Of The Brawler**
They can make unarmed strikes that deal 1d4 damage (increasing as they level). They can deflect blows while raging and not wearing heavy armor. They count as one size larger for grapple attacks. They can reduce their roll and if it hits it counts as a critical.
**Path Of The Damned**
They can partially turn into a demon, learning abyssal and intimidation while raging. When they reduce a creature to 0 HP while raging they can move their sped and make a melee attack against another creature. When they hit with a reckless attack they can make a melee attack as their bonus action that deals special damage. They can completely transform into a demon.
**Path Of The Reaver**
They can use adrenaline that they gain from reducing a creature to 0 HP while raging. They can expend adrenaline and reroll damage dice that show their max, adding it to the total damage. They can use the adrenaline to regain HP. If they have adrenaline when their rage ends they may devour it if their HP is less than 1/4th the max. When scoring a crit while raging and have adrenaline they can use it to cause the creature to fear them.
**Path Of The Spell Cleaver**
They have proficiency with the arcana skill, or double proficiency if they already have it. The dc to maintain concentration when hit by them increases by their strength mod, (min of 1). They can end spells affecting a target. They can transfer spells affecting a target to themselves. They can end a cures afflicting them.
**Path Of the Savage Hand**
They can attempt to grapple as a reaction when hit with a melee attack. They are not hampered by dragging or carrying a grappled creature. Creatures grappled will receive damage if they cannot escape by the end of their turn. Creatures have disadvantage on escaping.
**Path Of War**
They can add half their rage bonus rounded down to weapon attacks. They gain proficiency with improvised weapons and can shove as a bonus action. They can add their rage damage to ranged attacks. They can cause other creatures to have advantage on a creature they attack.
**Path Of The Swift**
Ranged attacks against them have disadvantage and when they dash they can make an attack as a bonus action. They can climb and swim with no extra movement cost. They can do a breaking attack, causing an additional damage dice, and stunning the target. They can return projectiles that miss them.
**Path Of The Deathseeker**
Their reckless attacks are more powerful at the cost of defense adding proficiency to the damage roll but losing 2 AC. They have advantage on wisdom and perception checks to detect traps, hidden and invisible creatures. They can taunt their enemies into attacking them, giving their enemies disadvantage against other creatures. When they use their relentless rage feature they can use their reaction to make one weapon attack with advantage against everything within 10 ft of them.
[[Accept|Barbarian]]
[[Keep Browsing|Choose Class]]Bards are supportive spellcasters, focusing on buffing allies and debuffing enemies.
They do best with high dexterity and charisma characters.
They use light armor, simple weapons and hand crossbows, longswords, shortswords, and rapiers.
[[Accept|Bard]]
[[Keep Browsing|Choose Class]]
//Short Overview//
They have spells they learn then can cast. They gain more spells, can change spells, and get more spell slots as they level up.
They also have bardic inspiration which they can use to inspire their allies with a d6 that can be used on ability checks, attack rolls, or saving throws. They have an amount equal to their charisma modifier, and the dice increases as they level.
They can cast ritual spells as rituals.
At the second level they learn song of rest, giving those who use hit dice more healing.
They choose a bard college at the 3rd level and double the proficiency bonus of 2 skills they are proficient in with their expertise. They add two more skills to expertise at level 10.
They get an ability score increase at the 4th, 8th, 12th, 16th, 19th levels.
They recover their bardic inspiration after a short rest at the 5th level.
They can learn counter charm at level 6 giving their allies advantage on saving throws against frightened or charmed effects.
They learn 2 spells from any class at the 10th 14th and 18th levels.
at the 20th level they get superior inspiration, regaining a use of their bardic inspiration upon rolling initiative if they have no uses of it.
//Subclass Overview//
**College of Fortune**
They get bonus proficiencies in gaming sets. They are able to roll a second bardic inspiration dice (consuming both) and if higher than the first roll add both. They are able to impose advantage or disadvantage 3 times a day. They have an additional use of bardic inspiration.
**College of Lore**
They gain proficiency in 3 skills of their choice. They can use their cutting words to expend inspiration to subtract it from a roll. They gain 2 spells from any class. And can inspire themselves on ability checks.
**College of Grace**
You can use dance as your spellcasting focus. They can expend movement and bardic inspiration dice to preform special maneuvers. While concentrating on a spell when they need to maintain concentration they can spend movement to make it a charisma performance check instead of constitution. They can make an illusion self within 5 ft.
**College of Heroes**
They gain proficiency in wisdom or charisma saving throws, and medium armor and shields. They are able to add their inspiration dice to their attack roll. When a creature makes a saving throw against one of their spells they can expend inspiration dice for them to subtract from their saving throw. They can give a bardic inspiration dice on the same turn as the use their lead by example skill.
**College of Two Courts**
If they roll a deception, intimidation or persuasion and roll lower than their charisma modifier they can roll again. They can spend bardic inspiration dice to subtract from a mind influencing effect imposed on a creature. They join either the Seelie or Unseelie courts and gain bonus spells. They can give advantage or disadvantage on rolls after casting spells.
**College of Worship**
They can choose 3 spells from the cleric spell list. Creatures gain temp hp or movement speed when they use the bardic inspiration dice. They can give each creature an inspiration dice if they hear the inspiring hymn. They can start a performance and cast the same cleric spell for the minute they spend concentrating on the performance.
**College of Songs**
If they roll a skill check and the value is lower than their performance modifier they may replace the roll with their performance modifier. They can add the bards charisma modifier to their inspiration dice rolls. While playing their arcane focus and their concentration is broken the effects linger for a round. If they are concentrating on one spell and cast another spell that requires concentration they can switch between the two spells.
*College of Valor**
They gain proficiency in medium armor and shields. A creature can use their bardic inspiration dice to add to their attack damage, or AC. They gain extra attack when they take the attack action. They can cast a spell as an action and make an attack as a bonus action.
**College of Death’s Call**
They can spend their bonus action using their bardic inspiration to deathmark and enemy. On a missed attack they can use their reaction to cause psychic damage to the creature with the deathmark. They gain extra attack when they make an attack action. They have advantage against creatures that have their deathmark.
**College of the Blazing Strings**
They can use their bardic inspiration to cause fire damage or allow their allies to deal fire damage. They can elicit strong emotions with their instruments that last a day. They gain a fire shield and can learn two spells that deal fire damage. They can target all creatures around the and deal fire damage to all of them and themselves.
**College of the Wanderer**
They gain proficiency with longbows and 2 skills. Allies who have bardic inspiration dice may increase their speed. Allies can add the bardic inspiration to the damage roll of attacks. They play a song and cannot move and take an action the same turn, while in this state they have extra attack, have ranged weapon advantage, and add charisma modifier in addition to normal attack damage.
**College of the Magi**
They learn 3 spells form any class. They can add their bardic inspiration to their own rolls. They can add their spellcasting ability modifier to the damage of their bard spells. They can select 3 more spells from any spell list.
**College of Hysteria**
They gain proficiency in arcana and nature. They have advantage on making intelligence checks about fey or fairytale creatures. They can expend their inspiration dice when a spell is cast using their reaction and possibly frighten or charm the caster. They can cause their spells to require intelligence saving throws instead of whatever is normally required by the spell. When they spend a bardic inspiration dice they can give a second bardic inspiration dice as part of their bonus action.
**College of the Herald**
They gain proficiency with glaives, history, halberds, and pikes. While wielding a 2 handed weapon they can give a variety of effects. They can allow a friendly creature to attack on their turn when they attack. They can become one with history and regain 2 bardic inspiration dice, spells have doubled range, the effect last for 1 minute.
[[Accept|Bard]]
[[Keep Browsing|Choose Class]]
Clerics are a highly versatile class. Depending on their subclass they can be mainly support, or a frontline fighter.
They do well with characters that have a high wisdom score which is their spellcasting ability. A high strength or dexterity can make them good at frontline fighting or using ranged weapons.
They get proficiency with light and medium armor (some subclasses get heavy armor) and all simple weapons.
[[Accept|Cleric]]
[[Keep Browsing|Choose Class]]
//Quick Overview//
They get spellcasting at the first level, as well as choose their divine domain. They can change their spells at the end of a long rest to any other spell from the cleric spell list.
At the second level they can channel their divinity to turn undead, or a special one from their subclass.
They get an ability score increase at the 4th, 8th, 12th, 16th, 19th levels.
At the fifth level turn undead turns into destroy undead for creatures at or below a certain challenge rating. Turning into CR 1 at level eight. CR 2 at level eleven. CR 3 at level 14. CR 4 at level seventeen.
They gain two uses of their channel divinity at level six. Three uses of their channel divinity at level eighteen.
At level 10 they can ask their deity for help praying fervently for help. Their deity may intervene if they roll their percentile dice below their level.
//Subclass Overview//
**War Domain**
They gain proficiency with heavy armor and martial weapons. They can make weapon attacks as a bonus action. They gain the spells Devine Favor, Shield of Faith, Magic Weapon, Spiritual Weapon, Crusaders Mantle, Spirit Guardians, freedom of movement, Stoneskin, Flame Strike, Hold Monster as their domain spells. A Channel Divinity of A guided strike adding +10 to one of their attack rolls, and giving a creature within 30 ft +10 to an attack roll. The can add 1d8 damage to each of their weapon attacks increasing to 2d8. They become resistant to physical damage from nonmagical weapons.
**Affliction Domain**
They know the spells Inflict wounds, Ray of sickness, Blindness/Deafness, Melf’s acid arrow, Gaseous form, Stinking cloud, Blight, Vitriolic Sphere, Cloudkill, and Contagion as their domain spells. They have resistance to poison, and advantage on saving throws against being poisoned, they know the acid splash and poison spray cantrips. They can deal max damage with poison channeling their divinity. They become immune to diseases. They can add their wisdom modifier to the damage of cleric cantrips. They can bestow a plague on enemies.
**Light Domain**
They gain the spells burning hands, fairy fire, the light cantrip, and can impose a light between them and an attacking enemy imposing disadvantage on it before it hits or misses. They can channel divinity to banish darkness. They know the spells flaming sphere, scorching ray, daylight, and fireball. They can impose their warding flare of light to help allies. They know Guardian of faith, and wall of fire spells. They can add their wisdom modifier to damage delt with a cleric cantrip. They know flame strike and scrying. They can use their action to activate an aura of sunlight.
**Protection Domain**
They gain the spells sanctuary, shield of faith. Leomund’s tiny hut, Protection from energy, aid, warding bond, guardian of faith, otiluke’s resilient sphere, antilife shell, wall of force. They have proficiency with heavy armor, and can use their energies to ward off attacks from allies. They can channel divinity into radiant armor giving them temp hp and light. They can add their wisdom modifier to the damage they deal with cleric cantrips. When reduced to 0HP they can drop to 1 instead gaining their radiant armor.
**Zeal Domain**
They get searing smite, thunderous smite, magic weapon, shatter, haste, fireball, fire shield, freedom of movement, destructive wave, flame strike as domain spells. They get proficiency with martial weapons and heavy armor. When they attack they can make a weapon attack as a bonus action. They can channel their divinity into max damage with fire or thunder damage. They can push creatures away with fire or thunder damage. They can infuse divine energy into their strikes dealing 1d8 damage (eventually 2d8 damage) once per turn. When reduced to 0 HP they can run towards their attacker with their reaction and make a melee weapon attack against it dealing extra fire and weapon damage before you fall unconscious or die.
**Moon Domain**
They get faerie fire, magic missile, misty step, moonbeam, haste, slow, dimension door, greater invisibility, steel wind strike, and teleportation circle as domain spells. They gain proficiency with shortswords, scimitars, and rapiers. They deal an additional point of radiant damage when wielding a bladed weapon, causing them to suffer disadvantage on strength and dexterity ability checks until their next turn. They can channel their divinity to give a creature +10 to their next roll with a wisdom check. They can make four attacks as one action each suffering -5 to hit, but deal radiant damage and entropy. They can cast gentle repose without using a spell slot. They can cause creatures to be unable to be raised as undead for 1 week. They become resistant to force, radiant and psychic damage. They cannot be raised as undead, and no longer need sleep, a caster using a spell to restore them to life (not undeath) doesn’t need material components to cast the spell on them.
**Nature Domain**
They know animal friendship, and speak with animals. They are proficient with heavy armor. They also learn a druid cantrip. They can channel their divinity to charm animals and plants. They know barkskin and spike growth, plant growth, and wind wall. When a creature within 30 ft of them takes acid, cold, fire, lighting, or thunder damage they can use their reaction to give them resistance to that damage type. They know the spells dominate beast, and grasping vine. They can infuse their weapons with divine energy dealing 1d8 cold fire or lighting damage (increasing to 2d8). They know the spells insect plague, and tree stride. And can command animals and plants that have been charmed by them as their bonus action.
**Justice Domain**
They know the spells detect evil and good, detect poison and disease, detect thoughts, zone of truth, clairvoyance, speak with dead, arcane eye, locate creature, commune, dispel evil and good as their domain spells. They have a proficiency with martial weapons, heavy armor and the investigation skill. They can use their reaction to reduce damage an ally takes by 1d4, forcing the creature to make a dex saving throw which then takes 2d4 damage on a failed save half on a success. They can channel their divinity to preform a ritual on a dead creature and learn its cause of death, killer, and killer’s creature type. They can use their channel divinity to restrain a creature in divine chains. They can infuse their weapon strikes with 1d8 extra radiant damage (becoming 2d8). They can see through all lies, able to know when they hear a lie and gain truesight within 60 ft.
**Life Domain**
They gain the cure wounds and bless spells. They are proficient with heavy armor, they have effective healing. They can channel their divinity to heal someone with HP equal to 5x their cleric level, but no more than half their max HP. They know the spells lesser restoration, spiritual weapon, beacon of hope, revivify. They can heal themselves when they heal others. They gain the spells death ward and guardian of faith. They can infuse their weapons with divine energy, dealing an extra 1d8 radiant damage (increasing to 2d8). They know the spells mass cure wounds, and raise dead. They can heal using the highest possible number for each healing die used when they heal someone.
**Knowledge Domain**
They know the spells command and identify, auguary, suggestion, nondetection, speak with dead, arcane eye, confusion, legend lore, scrying. They gain additional skills. They can channel their divinity to give themselves proficiency with a skill or tool for 10 minutes. They can channel their divinity to read thoughts. They can add their wisdom modifier to any cleric cantrip they cast. They can see visions of the past, relating to an object, person, or location, spending a minute to do so.
**Law Domain**
They are proficient with martial weapons and Heavy armor. They are able to use battle maneuvers to subdue enemies and protect the public. They can use their channel divinity to restrain a creature for later judgement, restraining them magically for 1 minute. They know the spells hold person, knock, speak with dead, slow. They can channel their divinity to serve as judge jury and executioner, giving them advantage on a weapon attack roll and dealing the max damage with everything including divine strike. They can infuse their weapon with divine energies dealing 1d8 extra damage (increasing to 2d8). They know hold monster and planar biding. They become immune to charm and fear effects while conscious, and if a creature attempts to charm or frighten them they can use their reaction to use their lawful arrest without expending a channel divinity.
**Pacifist Domain**
They gain the spells charm person, sleep, calm emotions, suggestion, fear, hypnotic pattern, compulsion, otiluke’s resilient sphere, modify memory and wall of force as domain spells. They know the friends cantrip, and the creatures don’t know they’ve been charmed and does not become hostile. They gain proficiency in the persuasion skill. They can cease attacks against themselves as long as they stop attacking. Non combative cantrips get some upgrades. They can cast the command spell at the first level without expanding a spell slot, giving the target disadvantage on the saving throw.
**Trickery Domain**
They know the charm person and disguise self spells. They can touch a willing creature and give them advantage on stealth checks for 1 hour. They can channel their divinity to invoke duplicity, creating an illusion of themselves and making them harder to hit. They know the spells blink and dispel magic, mirror image and pass without a trace. They can use their action to become invisible until the end of their next turn. They know the spells dimension door, and polymorph. They can infuse their weapons with divine energy dealing an extra 1d8 (becoming 2d8). They can make up to 4 duplicates of themselves.
**Freedom Domain**
They gain advantage on saving throws against being silenced. They know the spells heroism, sanctuary, nysul’s magic aura, pass without a trace, nondetection, bestow curse, dimension door, freedom of movement, circle of power, and passwall. They can channel their divinity to free allies from magical entrapment or enslavement. They become immune ot being charmed, and have advantage on saving throws against paralysis, and are able to use their proficiency modifier to escape bonds, and saving throws against being mind controlled. They can add 1d8 to their weapon attack damage rolls (becoming 2d8). They cannot be targeted by divination magic, those they travel with cannot be perceived through magical scrying sensors.
**Prophecy Domain**
They gain the guidance cantrip. They also have a burden, that have a variety of effects. They can channel their divinity to see into the near future rolling their wisdom modifier of d20s and can replace rolls in the next 10 minutes with what has been foretold. They know the spell detect thoughts, see invisibly, embrace destiny and guiding bolt, bestow curse and clairvoyance. They can also give cryptic advice, when that creature makes an attack roll, saving throw, or ability check within the next hour and recall the cryptic advice and reroll the dice using the second roll instead. They know arcane eye, and divination. They can choose to reroll when they miss with a melee or spell attack and use the second result instead. They know the spells commune and dream. They can cast any divination spell they know with a spell slot lower than what would normally be required, 1st level spells becoming cantrips.
**Ocean Domain**
They know create or destroy water, cure wounds, calm emotions, prayer of healing, water breathing, water walk, control water, ice storm, mass cure wounds, and cone of cold. They can touch a willing creature and give them advantage on strength checks for one hour. They can channel their divinity to charm aquatic life. They have a swim speed of 50 ft. They can infuse divine energy into their weapons dealing an extra 1d8 (Becoming 2d8). They are able to channel their divinity to create a massive whirlpool of water.
**Tempest Domain**
They know fog cloud, thunderwave. They can deal extra lighting or thunder damage. They can use their channel divinity to deal max thunder or lighting damage. They know the gust of wind, shatter, call lighting and sleet storm spells. When they deal lighting and thunder damage they can push creatures away from them. They know the control water and ice storm spells. They can infuse their weapons with divine energy dealing 1d8 (eventually 2d8) extra damage. They know destructive wave, and insect plague spells. They have a flying speed equal to their walking speed whenever not underground or indoors.
**Beauty Domain**
They know the spells charm person, disguise self, alter self, enthrall, aura or vitality, hypnotic pattern aura or purity, compulsion, greater restoration and seeming. They gain proficiency with the persuasion skill, disguise kit and 2 musical instruments. While unarmored their ac is 13 + charisma modifier, and can still use a shield. They can channel their divinity to blind creatures. They can make other creatures more persuasive and confident, using their reaction to add 5 to a charisma check or saving throw. They can add their wisdom modifier to the damage delt with cleric cantrips. They can transform into the version of a perfect beauty creatures failing against the blinding beauty feature take extra damage, and have their speed reduced to 0.
[[Accept|Cleric]]
[[Keep Browsing|Choose Class]]
Druids are supportive spellcasters.
They rely on the wisdom modifier for their spells.
They can use light and medium armor and shields that are not made of metal. They are able to use clubs, daggers, darts, javelins, rapiers, maces, quarterstaffs, scimitars, sickles, slings, spears and herbalism kits.
[[Accept|Druid]]
[[Keep Browsing|Choose Class]]
//Quick Overview//
They gain spellcasting at the first level.
At the second level they gain the ability to shape change into a low CR beast, that improves as they level. And choose a druid circle.
They gain an ability score improvement at the 4th, 8th, 12th, 16th, 19th levels.
At the 18th level they gain a timeless body, where for every 10 years that pass they only age 1 year, and can cast spells as a beast in their wild shape.
At the 20th level they can ignore the verbal, somatic, and material components without a cost that aren’t consumed of their druid spells, in both normal and wild shape.
//Subclass Overview//
**Circle of the Waves**
They know the healing spirit, misty step, tidal wave, water walk, storm sphere, watery sphere, control winds, and maelstrom spells. They ignore the swimming speed restrictions of wildshape. They can heal creatures with the rejuvenating waters. They can create a temporary wall of water to block a foe’s attacks. They can heal allies when they reduce a creature to 0HP. They become resistant to cold and fire damage.
**Circle of the Swarm**
They can use their wildshape to transform into a swarm of beasts. They have an extra 1d12 damage if they expend a spell slot in swarm form. They can redirect an attack to a creature who’s space they occupy. They can disperse their swarm shape imposing opportunity attacks to disadvantage, become invisible, cannot be targeted or make attacks, reassembling as a bonus action. They can cast regenerate on themselves without using a spell slot absorbing tiny beasts into their swarm.
**Circle of Flora**
They learn the find familiar cantrip and can cast it as a ritual, using a plant. They can turn into a plant creature as high as CR 1. Spending an hour motionless as a wild shaped plant does not count towards the expending of their wildshape and gives them advantage to pass themselves off as a plant. If they spend an hour in sunlight they do not require food for the day, and water lasts them a week. They can plant seeds of rebirth allowing themselves reborn via the reincarnate spell should they die while the seed is active.
**Circle of the Shaman**
They know shillelagh. They can infuse magic into their weapon as a bonus action with concentration they can entangle, deal 3d8 lighting or 1d8 force damage with a push. They gain the extra attack feature. They gain access to other infusions for their weapon attack, ignite, decay, and poison. They can enchant their weapon with two infusions.
**Circle of the Beast**
They gain 1 additional HP for every druid level they have. They can change into a monstrous beast. They are able to deal more damage and have special abilities to overcome immunities and resistances.
**Circle of the Sun**
They can channel radiant energy to form tiny creatures that follow their commands. They can cause a creature’s soul to flare in a burst of light as if falls, causing radiant damage to those around it as it dies. When they summon spirits they can summon 2 instead of just 1. They become immune to radiant damage and can use their action to turn into a mote of light.
**Circle of the Ancient**
They can only transform into reptilian beasts, with the usual wildshape restrictions. They gain a climb and swim speed, and have advantage on perception checks that rely on smell. They gain the spells alter self, enlarge/reduce, fear, haste, dominate beast, freedom of movement, commune with nature, and tree stride. Their attacks in ancient form count as magical. They can transform into a dinosaur. They can cast enlarge/reduce while wildshaped without consuming a spell slot.
**circle of the Moon**
They can wildshape as a bonus action, and expend a spellslot to regain 1d8 health per level of spell slot expended. They can transform into more dangerous animal forms as high as CR 1. The attacks in their beast form count as magical. They can expend 2 uses of wildshape to transform into an elemental. They can use alter self at will.
**Circle of Concrete**
They can equip metal armor, and shields. They have advantage on intelligence investigation checks to learn about people or locations in a city. They have advantage to haggle and lie to authorities. Moving through crowds is no longer difficult terrain, and have advantage to hide in them. They can turn into constructs with their wildshape. They can cast passwall or dimension door without using a spell slot.
**Circle of Life**
They know spare the dying. They have the ability to heal the badly wounded, restoring a number of HP equal to their druid level as an action, as long as it is less than half their max HP. They know aid, lesser restoration, beacon of hope, revivify, aura of life, death ward, greater restoration and circle of power as circle spells. Healing spells heal themselves when they heal others. They can turn into the form of the goddess, a unicorn, gaining advantage on charisma checks, double walking speed, and resistance to necrotic damage. The range of revivify for them increases to 30 ft and targets 2 creatures at once, or choose the form a reincarnated creature takes, or cast resurrection once without burning a spell slot (while still providing material components) once per day.
**Circle of the Fury**
They know the lightning lure and thunderclap cantrips. They have advantage on saving throws against weather effects. They know dust devil, snilloc’s snowball swarm, call lighting, erupting earth, ice storm, storm sphere, control winds and maelstrom as circle spells. They can add elemental damage to their spells that deal cold fire lightning or thunder damage. They gain resistance to lighting and thunder damage, when hit by a melee attack they can use their reaction to deal thunder damage to the creatures around them. They can cast enraged fire storm that deals extra damage castable once per day.
**Circle of the City**
They rarely lose their way in cities. They can cast command, lesser restoration, haste tongues, freedom of movement, greater invisibility, cloudkill, and passwall as circle spells. They can mold earth or spike growth in urban environments covered by cobblestones or concrete. In an urban environment humanoids are hesitant to attack, choosing a different target if it fails a wisdom saving throw.
**Circle of the Land**
They learn an additional druid cantrip of their choice. Each terrain choice gives different circle spells at their disposal. They can move through nonmagical difficult terrain costing no extra movement. They can’t be charmed or frighted by elementals or fey and are immune to poison and disease. Natural creatures become hesitant to attack, and must succeed a saving throw or choose another creature or the attack automatically misses.
[[Accept|Druid]]
[[Keep Browsing|Choose Class]]
Fighters are a somewhat versatile class that can be either ranged or melee, focusing more on dexterity or strength.
They recover most of their abilities after a short or long rest.
They are proficient with all armors, all weapons, and all shields. They have extra flexibility having the most ability score increases of any class.
[[Accept|Fighter]]
[[Keep Browsing|Choose Class]]
//Quick Overview//
They get a fighting style and a second wind that allows them to recover health as a bonus action once per long or short rest.
They get an action serve that allows them to take an additional action and bonus action at the second level.
They choose their martial archetype at the 3rd level
They get ability score increases at the 4th, 6th, 8th, 12th, 14th, 16th, 19th levels.
They get extra attack at level five.
At level nine they can reroll a saving throw they fail, being able to use this feature twice at the thirteenth level, and three time at the seventeenth level.
At the eleventh level they can attack 3 times instead of 2 when they take the attack action.
At the seventeenth level they get two uses of action surge.
At the twentieth level they can attack 4 times when they take the attack action.
//Subclass Overview//
**Eldritch Knight**
They learn magic from the wizard spell list using their intelligence modifier. They can bind their weapon to themselves with magic. When they use their action to cast a cantrip they can attack as a bonus action. They can give a creature disadvantage on the next saving throw it makes against a spell they cast. They can teleport when they use their action surge. When they cast a spell they can use their bonus action to make a weapon attack.
**Field Medic**
They can use a healing kit to stabilize a creature, and allow that creature to use hit dice to regain HP. They can use a healers kit to help creatures regain HP equal to the result of the check + their fighter level. They can make a wisdom medicine check and shove a soul back into the body reviving them with 1 HP. They can tell how injured an enemy is, what their resistance or immunities are. They give a target advantage on constitution saving throws for a minute. They can swiftly resuscitate more quickly and more often, and cure more.
**Ghost Knight**
When they are reduced to 0HP and not killed outright they can drop to a number of HP equal to half their fighter level rounded up. They can see into the Ethereal plane. They become immune to diseases, do not need to drink or breathe, but can ingest food and drink if they wish. They can move like a ghost, moving through objects and creatures. They become more spirit and are immune to frightened and necrotic damage. They can transform into a ghost form and have resistance to all damage except force and radiant damage gaining a fly speed, for 1 minute.
**Battle Master**
They use superiority dice to do different maneuvers. They can tell things about a creature after interacting with it for one minute. They get more and better superiority dice, and can gain them back if they roll for initiative with none.
**Gallant**
They can taunt their opponents. They can attempt to charm those who tried to charm them. When a creature is taunted other creatures have disadvantage on attack rolls against them and the taunted creature. They can drop to 1 HP when they are not killed outright but reduced to 0HP. Allies can regain limited HP within 15ft of them.
**Valkyrie**
They can summon the power of the glorious dead of Valhalla to their side, making an inspiring cry or rise again. They can prepare a ritual to return a fallen fighter to life, using a minute long ritual to waive the material cost of the resurrection. They can don their shield as an object interaction and change their armor in half the time. Using rise again or inspiring cry grants the target and themselves a fly speed of 60 for 1 minute. They can cast speak with dead, not expending the spell slot if the target had died violently. Allies within 30 ft have advantage on death saves. They can cast mass heal once per day and grant the targets a fly speed of 60 ft for 1 minute.
**Champion**
They crit on a 19 or 20. They can add half their proficiency bonus to any strength, dexterity, or constitution check that doesn’t already get their proficiency bonus. They get an additional fighting style. They also crit on an 18. At the start of each of their turns they regain 5+ constitution modifier of health if they have less than half their HP, but not 0 HP.
**Weapon Master**
They can conceal a weapon and crit on a 19 or 20. They choose a weapon and they gain an extra d6 of damage with it, they can add their proficiency to their initiative rolls. They can dash as a bonus action and do not provoke opportunity attacks when they use this dash. They gain + 2 Ac if they are using their weapon Mastery weapon. They gain additional weapons and damage. And once per long rest they can do max damage.
**Calvary**
They can easily control a mount in battle, and use a steed, that gets special bonuses. They can have a mounted fighting style. Their steed gets special bonuses to their horse armor. They have advantage on initiative rolls if they are mounted. Their steed can reroll saving throws it fails. And have a choice of dealing extra damage or their horse regaining HP with the second wind ability.
**Three Halflings in a Trench Coat**
A very special subclass, that can only be chosen by halflings at the first level. They have disadvantage on dexterity saving throws, and cannot add proficiency bonus to dexterity skills, or use finesse weapons, movement is decreased by 5 ft. They have a warding bond that shares the max HP of class between the three halflings, it gives them +1 ac. If a creature is within melee range they can make three attacks in each action, stacking with action surge. They can use a free action to split up into 3 halflings. Witnesses to the multiform technique are terrified of the consequences of snitching, keeping their secret. Their movements look real, but not quite, they have advantage on intimidation checks on anyone who hasn’t seen through their disguise. There is one they call Steve, making them 4 halflings in a trench coat.
[[Accept|Fighter]]
[[Keep Browsing|Choose Class]]
Monks are dexterous front line fighters.
They are a dexterity and wisdom based class.
They are able to use simple weapons, and shortswords. Their main weapon is their unarmed strikes. And their main defense is their unarmored defense.
[[Accept|Monk]]
[[Keep Browsing|Choose Class]]
//Quick Overview//
They get unarmed defense which adds their dexterity and wisdom modifiers to an AC of 10. While unarmed and not wielding a shield they can use their dexterity instead of strength for attacks, they can use 1d4 instead of unarmed or monk weapon damage, and can make an unarmed strike as a bonus action. At the first level.
They can use ki points at the second level that allow them to use flurry of blows, patient defense, and step of the wind. Their movement increases by 10 ft as long as they are unarmored.
They choose a monastic tradition at the 3rd level, and can deflect missiles as their reaction, spending a ki point to throw it back at the attacker.
They get an ability score increase at the 4th, 8th, 12th, 16th, 19th levels.
They get an extra attack at the fifth level allowing them to attack twice instead of once. They can use ki to sun their enemies.
At the sixth level their unarmed strikes count as magical for the purposes of overcoming resistances.
They get evasion at the seventh level allowing them to dodge and take half damage from dexterity saving throws they fail, and no damage on a success. They can use their action to end an effect like charmed or frightened.
They can move along vertical surfaces and liquids without falling during the move at the ninth level.
The mastery of ki at the 10th level makes them immune to diseases and poison.
They understand and can speak all spoken languages at the 13th level.
They are proficient in all saving throws at the 14th level, they can spend their ki to reroll a fail and take the second result.
They gain a timeless body at the fifteenth level, the ki sustaining them so they don’t need food or water, and suffer none of the frailty of old age.
At the 18th level they can spend 4 ki points to become invisible, and have resistant to all damage. And they can spend 8 ki points and cast the astral projection spell without any material components and can’t take any creatures with them.
At the twentieth level if they roll initiative with no ki points, they regain 4 of them.
//Subclass Overview//
**Way of the four elements**
They harness their ki to cast spells.
**Way of the Lunar Protector**
They can attune to the moon, giving their strikes a range of 10 ft, using their wisdom modifier instead of strength or dexterity. They can spend ki to rebuff enemies, taking the damage delt as temp HP. They can make a orb of moonlight, that causes them to be unable to move or knocked prone, hostile creatures take damage and have disadvantage on attacking. They can glow and shed dim light for 30 ft.
**Way of the Golden Needle**
They know the spare the dying cantrip, and are proficient with the medicine skill, and herbalism kit. They can spend ki to give temp HP with a dart. They can cure diseases and conditions with ki, and cast revivify for 3 ki points, once per long rest. They can expend a ki point before throwing a dart and on a hit the creature must make a saving throw against a variety of effects and take the damage from the dart.
**Way of the Iron Mountain**
They can spend additional ki points when they use their patient defense or step of the wind to gain extra resistances, or extra ac, or advantage on checks and saving throws against being forcibly moved or grappled. Unarmed strike damage increases. They can spend ki to reduce the damage of a melee attack. They can spend ki to add to their ability modifier temporarily.
**Way of the Shadow**
They can use ki to cast certain spells that assist in stealth. They can teleport in darkness or dim light, and have advantage on the first melee attack they make. They can become invisible. They can use their reaction to attack when a creature is hit by another attack by someone else.
**Way of the Frozen Fist**
They can spend ki to make ice bracers. They gain proficieny in deception, intimidation, insight or perception checks. If they hit a creature with both their flurry of blows the creature becomes slow. They are resistant to cold damage. They can spend more ki to turn their bracers into gauntlets.
**Way of the Kensai**
They have a signature weapon that allows them special abilities. They can spend ki to gain advantage on their next deception, intimidation, or persuasion check. They can spend ki to scare their enemies. They can spend ki to give their allies advantage on saving throws and immunity to fear.
**Way of the Open Hand**
They can impose additional effects when a creature is hit by their flurry of blows. They can heal themselves. They can gain the effects of a sanctuary spell at the end of a long rest with special meditation. They can spend ki to send lethal vibrations through an enemy’s body when hit with their flurry of blows.
**Way of the Winds**
They can move further with their step of the wind. They can dash and use ki to make a special strike. They can spend ki to make a crashing strike, forcing a variety of effects on the target.
**Way of the Desert Wind**
Their flurry of blows deals fire damage. They can use ki to control the wind. They gain a flying speed. They become resistant to fire damage.
**Way of the Blade Dancer**
They can summon and control flying blades. They can teleport to make a special attack. When they use their patient defense they can’t be moved forcibly. They can make special attacks when they reduce a creature to 0HP. They can stop creatures in their tracks, with a barrage of ki blades.
[[Accept|Monk]]
[[Keep Browsing|Choose Class]]
Paladins are front line fighters and limited support casters.
They need good strength and charisma scores.
They can use all armors, weapons, and shields.
[[Accept|Paladin]]
[[Keep Browsing|Choose Class]]
//Quick overview//
They have a divine sense that allows them to sense good and evil. They have a small pool of healing that they can use to heal themselves or others at the first level.
At the second level they gain spellcasting and a fighting style, and divine smite.
They become immune to disease and take a sacred oath, and can channel their divinity into special power at the third level.
At the 4th, 8th, 12th, 16th, 19th levels they gain ability score increases.
They gain extra attack at the fifth level, when they take the attack action they can take a second attack.
At the sixth level they boost their allies saving throw abilities, which becomes a 30 ft radius at level eighteen.
At level ten they gain the aura of courage keeping allies within 10 ft from being frightened. This increases to 30 ft at level eighteen.
Whenever they hit a creature with a melee strike they deal extra damage, and can deal even more damage if they use smite along with it, at level eleven.
At the fourteenth level they can use their action to end a spell effect on a creature or themselves.
//Subclass Overview//
**Oath of the Unyielding**
Gain the spells False life, Shield, Enhance Ability, Phantasmal Force, Protection from Energy, Revivify, Guardian of Faith, Freedom of Movement, Wall of Force, Mass Cure Wounds. They can channel their divinity to make them immovable, or hold the weak willed creatures at bay. They have an aura of unyielding giving friendly creatures an advantage against being moved that increases to 30 ft later. They gain proficiency in the persuasion and intimidation skills. They become a bastion of defense when they hit 0HP, gaining temp HP and giving enemies disadvantage to hit them.
**Oath of the Ancients**
They gain the spells Ensnaring Strike, Speak with Animals, Moonbeam, Misty Step, Plant Growth, Protection from Energy, Ice Storm, Stoneskin, Commune with Nature, Tree Stride. The channel divinity options of nature’s wrath creating spectral vines to restrain creatures, or turn the faithless to drive fey and fiends away. They gain an aura of warding, giving allies within 10 ft resistance to spell damage, which increases to 30 ft. They can drop to 1 HP when they are dropped to 0 HP and not killed outright. They can take on the vestiges of nature, altering their appearance, and regaining HP, using a bonus action to cast paladin spells, and enemies have disadvantage to hit them.
**Oath of Purification**
They gain the spells, Burning Hands, Faerie Fire, Calm Emotions, Moonbeam, Clairvoyance, Fireball, Fire shield, wall of fire, Dawn, flame strike. They can channel their divinity into trial by fire, forcing fire damage on an enemy or Oculus of truth, giving them a bonus to intelligence investigation and wisdom insight checks for 10 minutes. They have an aura of cleansing, extending the range of their lay on hands to 10 ft. They can use their reaction to conjure a mote of flame when an enemy attacks them or someone in their aura. They can become a paragon of purification, becoming immune to fire and radiant damage, dispelling diseases and poisons, and dealing extra fire damage, even to those immune and resistant.
**Oath of the Drowned**
They gain the spells Thunderous Smite, Heroism, Gust of Wind, Misty Step, Water Breathing, Aura of Vitality, Control Water, Freedom of Movement, Cone of Cold, Raise Dead. They can channel their divinity into turning the sea, making amphibious and creatures of the sea frightened of them, or conquer the water, causing swirling water to latch onto 4 creatures, giving them a swim speed. They have an aura of humidity that is considered difficult terrain, excluding those they choose, which becomes 30 ft. They have a dancing water weapon, using swirling water to wield 2 weapons. They can cause the ground around them to swell and bubble with water, giving a variety of effects.
**Oath of the Grim Hunt**
They learn the spells Hunter’s Mark, Faerie Fire, See Invisibility, Hold Person, Dispel Magic, Magic Circle, Locate Creature, Elemental Bane, Hold Monster, Scrying. They gain two channel divinity options, hunt’s end, increasing the damage of the divine smite dice, or Merciless Crippling which reduces a creatures movement speed to 0. They have a aura of defiance allowing creatures within 10 ft to be able to repeat saving throws, increasing to 30 ft. They cannot be charmed or paralyzed or sensed with scrying or divination magic. They can become the champion of the grim hunt, increasing in size and strength, critting on 10-20 if the creature is a certain type, and creatures within 10 ft have disadvantage on any attack roll not against them.
**Oath of the Protector**
They gain the spells Disguise Self, Sanctuary, Alter Self, Flame Blade, Fireball, Slow, Fire Shield, Greater Invisibility, Reincarnate, Wall of Force. They can channel their divinity into dragons breath, allowing them to do a breath weapon attack, or Golden Protection, giving 2 creatures +2 to their ac, and resisting fire and physical nonmagical attacks. Leading the charge allies within 10 ft gain temp HP. They can use their reaction to switch places with an ally who is attacked. They can assume the form of a dragon, gaining a swim speed, and a fly speed, a healing aura and a fire breath attack.
**Oath of Truth**
They gain the spells inhibit, comprehend languages, Calm emotions, zone of truth, dispel magic, tongues, fabricate, otiluke’s resilient sphere, Skill empowerment, wall of light. They can channel their divinity into emissary of truth, giving them a bonus to wisdom insight checks, or destroy all falsehoods, advantage on insight checks and dealing extra smite damage to the creature. They have an aura of truth, stopping enemies from using spells that make them invisible or change shape. They can become the Avatar of Truth, with truesight, creatures targeted by destroy all falsehoods cannot hide, and they can use it a number of times.
**Oath of the Valkyrie**
They gain the spells Thunderwave, Shield of Faith, Enlarge/Reduce, Spiritual Weapon, Haste, Revivify, Death Ward, Guardian of Faith, Mass Cure Wounds, Raise Dead. They get two channel divinity options, thunderous blade, able to deal extra thunder damage, or word of protection, giving an ally resistance to all damage until the beginning of their next turn. They can gain a flying speed of 30 ft. They can make a melee attack as a bonus action if they move at least 60 ft in a turn, and can deal additional force damage. They can turn themselves into the Avatar of the Valkyrie, gaining a fly speed, resistance to damage, and allies within 20 ft can’t die (they can be unconscious).
**Oath Of Love**
They gain the spells Color Spray, Sanctuary, Calm Emotions, Warding Bond, Sending, Tongues, Freedom of Movement, Moderkiaen’s Private Sanctum, Dream, Passwall. They can use their divine sense to know the general love life of a specific individual. They can channel their divinity to Passion Prowess, all friendly in range gain temp HP, or Heart’s Desires, revealing knowledge of the truest desire of a creature within range. They have an aura of affection, increasing healing by two. They gently charm nearby creatures into not harming them. They can use endless deviton, allowing them to glow, they can use their reaction to half allies damage, causing enemies within range to drop their weapon and not attack.
**Oath of the Shield**
They gain the spells Compelled Duel, Sanctuary, Warding Bond, Zone Of Truth, Spirit Guardians, Counterspell, Guardian of Faith, Banishment, Hold Monster, Mass Cure Wounds. They can channel their divinity to make a divine challenge, drawing in enemies towards them, or Divine Protection, which allows the paladin to use their reaction to impose a radiant shield. Allies within range of their shield of sentinel can add 2 to their ac. They can shrug off damage of spells that would result in half damage. When they drop to 0 but are not killed outright they can drop to 1HP instead, as long as they have an ally within range they cannot be reduced below 1 HP for a minute.
**Oath of the Grave**
They know the spells, Inflict wounds, Ice Knife, Gentle Repost, Snilloc’s Snowball Swarm, Sleet Storm, Speak with Dead, Blight, Ice Storm, Cone of Cold, Destructive Wave. They can channel their divinity into an icy repost, causing undead to become frozen, or make a Vow of Death, dealing extra damage whenever they hit. Their aura range gives resistance to necrotic damage and they cannot be frighted, charmed or possessed by undead.
**Oath of the Unbreakable**
They get the Thunderwave, Sanctuary, Barkskin, Find Trap, Major Image, Protection From Energy, Resilient Sphere, Stone Skin, Passwall, Wall of stone spells. They gain the channel divinity options of Admantine bulwark, able to reduce the damage of an incoming attack, and Unstoppable Tilt, making a charge attack to all creatures in the line that fail the saving throw. They get an aura of Iron, reducing incoming damage to those within 10 ft then 30 ft. They become a living bulwark, keeping themselves from being restrained and providing cover to allies behind them. They can gain the Armor of The Gods, ignoring some damage, drawing in attacks, and giving allies half cover.
**Oath of Attrition**
They gain the spells Sanctuary, shield, Barkskin, warding bond, Magic Circle, protection from energy, Death Ward, aura of life, Antilife shell, greater restoration. They can channel their divinity to create a warding shield , or blowing enemies away from them. They have an aura of defense, giving defense against being restrained or paralyzed. They have some abilities to cheat death and come back with certain requirements. They can become a stalwart guardian, and add their charisma to their ac, gain temp HP, and resist poison.
**Oath of Devotion**
They gain the spells Protection from Evil and Good, Sanctuary, Lesser Restoration, Zone of Truth, Beacon of Hope, Dispel Magic, Freedom of Movement, Guardian of Faith, Commune, Flame Strike. They can channel their divinity to add a bonus to their weapon, or turn undead or fiends. They have a charm resistant aura. They are always under the protection from evil and good spell. They can summon their a holy nimbus, allowing them to shine, and deal radiant damage.
**Oath of the Hand**
They gain the spells Charm person, disguise self, Spider Climb, Calm Emotions, Blink, Sending, Mordenkainen’s Private Sanctum, Confusion, Seeming, Mislead. They get the channel divinity options that allow them to smite without consuming spell slots and with ranged attacks, or erase all trace of their passing. Their aura adds disadvantage on insight and perception checks that they choose. They gain proficiency in persuasion, and can untraceably enchant if the creature fails the saving throw against an enchantment. They can become the Whispered Warrior, being invisible, casting spells without components, and creatures have disadvantage on resisting enchantments.
**Oath of Heroism**
They gain the spells Bless, Sanctuary, Calm Emotion, Hold Person, Glyph of Warding. Tint hut, Polymorph, Resilient Sphere, Hold Monster, wall of force. They can channel their divinity to be helped by divinity, and stop the charm or frightened effect. Their aura allows them to split damage between themselves and allies. They can help as a bonus action, and have advantage on charisma checks involving heroic individuals. They can become a guardian, glowing, restoring HP, and allowing allies to automatically succeed saving throws at their own expense.
**Oath of death**
They have the spells Cure Wounds, Inflict Wounds, Gentle Repose, Warding Bond, Lesser Restoration, Mass Healing Word, Aura of Life, Ice Storm, Cone of Cold, Greater Restoration. They can channel their divinity to cast chill touch, or allow creatures do deal additional radiant damage. Their aura allows them to resist specific types of damage. They can use their reaction to cast a spell when a friendly deals radiant or fire damage. They can become a Deathly Presence, becoming shrouded in heavy shadow, gaining temp HP, creatures have disadvantage on constitution saving throws, and have reduced speed.
**Oath of Stone**
They gain the spells Absorb elements, Earth’s Tremor, Earth Bind, Maximillian’s Earthen Grasp, Erupting Earth, Meld Into Stone, Stone Shape, Stone Skin, Wall of stone, Transmute Rock. They can use their channel divinity to either command the earth to rise up or deal more damage with bludgeoning weapons. They can use their aura to give a ally resistance to an attack. They become resistant to poison. They can become a scion of the stone lords they can use their channel divinity options without consuming their channel divinity, they can reflect some spells back at the caster, and become resistant to magical weapons.
**Oath of Temperance**
They gain the spells Bless, Heroism, Calm Emotion, Hold Person, Glyph of Warding, Leomund’s Tiny Hut, Polymorph, Otiluke’s Resilient Sphere, Hold Monster, Wall of Force. They gain the channel divinity options to pray for the soul of a creature dealing extra smite damage but will be nonlethal or stop a creature from being charmed or frightened. Their aura allows them to split the damage between themselves and an ally with their reaction. They can cast spare the dying as a bonus action. They can become the savior of souls, rolling hit dice, losing HP, and restoring creatures around them the same healing, knocking creatures out they hit before they reach 0 HP.
**Oath of Vengeance**
They gain the spells Bane, Hunter's Mark, Hold Person, Misty Step, Haste, Protection from Energy, Banishment, Dimension Door, Hold Monster, Scrying. They can channel their divinity to make a creature frightened of it, or gain advantage on attack rolls against a creature. They can move half their movement as their reaction when they hit a creature with an opportunity attack. They can use their reaction to make a melee weapon attack when a creature under their vow of enmity makes an attack. They can become an avenging angel, gaining a fly speed, frightening creatures that enter their aura, giving advantage on attack rolls against the frightened creature.
[[Accept|Paladin]]
[[Keep Browsing|Choose Class]]
**This class is under construction, will need playtesting for refinement. You will need to work closely with your dungeon master with this class**
Princesses are a roleplay focused class, with support features.
They have proficiency with Daggers, light crossbows, rapiers, darts, slings.
They can inspire their companions, call beasts to help them, gain guardians.
[[Accept|Princess]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**Warrior Princess**
Are the fighter princesses. Gain a fighting style. They can do a war cry to deal additional damage. They can gracefully dash, dodge or disengage as a bonus action. They gain extra attack. They can destroy morale to frighten enemies. Eventually becoming a lady of war, increasing their modifiers and doubling their proficiency bonus for an hour.
**Royal Heiress**
They are the best educated gaining additional skills, languages, tools and weapon proficiencies. They have a beguiling ability to cast suggestion. They can either detect good and evil or repel evil and good. They can berate their foes into missing their target. They gain a pool of healing hit points. They become fully prepared to take the throne allowing them to issue royal decrees to the people of their homeland, permanently doubling their proficiency bonus in persuasion and intimidation.
**Fairytale Princess**
They are born or given a curse. They gain a fairy godmother, to bless and beguile. Their lips can cure aliments. Their hair can fully heal one creature that it touching it. They can cast ice storm. And should eventually find their prince charming to break their curse.
[[Accept|Princess]]
[[Keep Browsing|Choose Class]]
Rangers are fairly versatile class that can utilize both combat and spellcasting.
They get a fighting style, spellcasting, favored terrain and enemies to track and travel in specific regions and creatures, extra attack, primeval awareness to sense specific creatures in a region, the ability to move through nonmagical difficult terrain without difficulty, Hiding in plain sight, and are an master hunter able to deal extra damage to their chosen foes.
They are proficient with light armor, medium armor, shields, all simple and all martial weapons.
[[Accept|Ranger]]
[[Keep Browsing|Choose Class]]
//Subclass overview//
**Commando**
They have danger sense, and can move through urban settings like the natural world they usually explore. They can swiftly reload weapons, draw or stow items and shields, and use an object. They can dispose of an enemy and quickly extract themselves to hide. They gain another specialized fighting style.
**Beast Master**
They get a beast companion, fitting certain requirements. They train the beast, and can use their actions to command it do specific things. They can target themselves and their best with the same spell if it is close.
**Strider**
They can use mounts effectively, tame a wild horse for their mount instead of purchasing one. They get a fighting style related to being mounted. They can choose a specialized ability for using their horse. They can cast commune with nature as a bonus action, and have advantage on survival and nature check.
**Hunter**
The most versatile of subclasses for ranger. They gain a specialized ability to deal with either groups of foes, if they are lower than their max health, or if the creature is large or larger. They get a defensive tactic that allows them to either escape, gain defense when hit with an attack, or be resilient against being frightened. They can learn to attack with ranged or melee attacks in a special way. They can either learn evasion, using their reaction to force a creature to make a second attack against another creature, or uncanny dodge.
**Death Stalker**
They gain archetype spells that don’t count against their usual spellcasting. They can preform an exorcism to deal radiant damage. They can consider crypts, graveyards, cemeteries and places where bodies are interred as a favored terrain. They fall under the effects of protection from evil and good spell.
**Winter Stalker**
They are an artic survivor, having advantage in surviving cold or windy environments. They can use the wind to their advantage when attacking with ranged weapons, dealing extra damage and slowing them down. They can deal cold damage with their hunters mark. They can see in heavily obscured areas of fog, or wind or other cold effects. They can use the wind to assist their movement and teleport around, they can deal extra frost damage with their arrows or bolts, and can block creatures into ice.
**Deepwood Sniper**
They have specialized spellcasting that doesn’t count against their known ranger spells. They can peer through thick brush and have advantage on perception checks based on sight. If they haven’t moved they can give themselves advantage on their next attack roll, decreasing their movement speed to 0 until the start of their next turn. They can call their shot, if both shots of a ranged attack with advantage hit they add an additional damage dice. They can designate a new creature if they just killed a creature to take their hunters mark, and make a single ranged attack dealing reduced damage as a bonus action. They can cover fire, making an attack with disadvantage as a reaction to another creature making an attack.
**Spell Seeker**
They know when spells are cast near them. When they see creatures casting spells they can make a weapon attack against them as a bonus action. They get advantage on saving throws against magic. They can infuse the magic of their spell slots into an attack dealing additional force damage for each level or spell slot expended. When a caster fails to cast a spell because of their attack, the caster expends the spell slot, and are unable to cast that spell again until the end of a long rest or magic to remove the effect.
**Bladeslinger**
They get a special bonus to their thrown weapons. They can choose a trick to preform with their thrown weapons. They can evade. They can catch missiles that would hit them. They have an expanded critical on their thrown weapons.
**Marksman**
They have exceptional range and can take an aimed shot if they haven’t moved that turn and their movement becomes 0 until the start of their next turn. They can still deal half damage dice even if they don’t exceed the AC of an enemy and cannot benefit from anything that would increase the damage beyond the dice roll. They can call a headshot using their bonus action, forcing their next attack to be a critical. They can cast hunters mark on a number of creatures equal to the spell level it is cast with.
**Shadow Walker**
They can summon ghostly images of themselves, switching with them as a bonus action, summoning more shadows as they level. They can make their shadows explode dealing massive necrotic damage.
[[Accept|Ranger]]
[[Keep Browsing|Choose Class]]
Rogues are single shot high damage dealers that usually rely on others being in range or stealth to deal their damage. They have a lot of skills to assist in a variety of situations.
They get two skills in which they are proficient to be extra proficient in. They can sneak attack dealing extra damage. They speak the language of Thieves. They can act quickly using their bonus action to dash disengage or hide. They can uncannily dodge attacks causing them to deal half damage if they can see the attack. They can evade attacks that force them to make dexterity saving throws as their reaction. They can treat their rolls less than 10 as 10 for skills they are proficient with. They get blind sense. They gain proficiency with wisdom saving throws. They become elusive, having advantage with every single attack as long as they aren’t incapacitated. They can treat a roll less than 20 on the d20 as a 20.
[[Accept|Rogue]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**Theif**
They can use items, unlock things, disarm traps, or use an object as a bonus action. They can climb things without expending the additional movement of difficult terrain. They get advantage on their stealth checks if they’ve moved less than half their speed. They can use magic items that aren’t meant for them. They can jump initiative order the first round of combat, taking minus ten to their position in the following rounds.
**Mystical Psion**
They can create a magical blade that deals psychic damage. They can telepathically speak with creatures near them. Wisdom checks to see them have disadvantage if they’ve moved less than half their movement speed. They can travel around if they throw their psi blade and hit with it teleporting to it instead of it teleporting to them. They can use their psi blade to ignore some of a creature’s armor.
**Marksman**
They can take a deadeye shot, choosing to use their bonus action to gain advantage on perception checks against the creature. They don’t suffer disadvantage from things being lightly obscured. If they don’t move they can add 10 to their stealth check and attempt to hide while lightly concealed. They can forgo advantage on a shot from their deadeye feature and deal critical damage if the creature fails the saving throw. They can make a ranged attack against a another creature if they’ve reduced a creature to 0 hp with their deadeye feature.
**Ambusher**
Climbing crawling or swimming do not cost them extra movement. If they are 10 ft higher than a creature they can attempt to hide. They can take the disengage action and move freely through a creatures space without it being difficult terrain or impassable. They gain advantage against being grappled or restrained. They can observe another creatures actions, read their lips, and gain knowledge of their behaviors and awareness, the observed creature gains advantage on checks to see them after a minute. They can gain a second action and attack an additional time.
**Mistwalker**
They can summon mists to hide in. They can sense what is in their mists. They can make a weapon out of mists. They can melt into the mists casting gaseous form on themselves at will.
**Archeologist**
They gain proficiency with more kills, and whips. They can use their whip to grapple things and people. They can use magical devises and artifacts that aren’t meant for them. They gain advantage on saving throws against spells, and have resistance to damage inflicted by spells.
**Quickster**
They are quick and creatures have disadvantage on opportunity attacks against them. Their speed increases as long as they aren’t wearing heavy armor. They are always under the effects of freedom of movement. They can run along vertical surfaces and liquids without falling. They can reduce their speed to 0 at the start of their turn and choose to make a melee attack against each creature within 60 ft of themselves.
**Arcane Trickster**
They can cast spells. They can cast a spell from hiding and the creature will have disadvantage on the saving throw. They can distract creatures with their mage hand. They get the ability to cast an invisible mage hand, and steal with it.
They can use their reaction to make a creature miss them with a spell and steal the knowledge of the spell being able to cast it with spell slots for 8 hours.
**Raven’s Shadow**
They can see normally in darkness, magical and nonmagical, for 120 ft. They can deal radiant damage with sneak attack. They cannot be frightened. They can detect evil and good. They can reduce aberrations, fiends or undead under cr 5 to 0 HP with their sneak attack damage.
**Thieving Magpie**
They can steal items with the help of their familiar. They can cast the find familiar spell as a ritual. Their familiar gains special abilities. They can add their proficiency to damage if their familiar uses help and stays within 5 ft of them.
**Shadow**
They can sever their shadow sending it up to 120ft away and teleport to it. They gain advantage on stealth checks in dimness and darkness.
**Assassin**
They have advantage on attack roll on creatures who haven’t taken their turn in combat yet. If they hit a creature who is surprised it is critical. They can create false identities. They can mimic another person’s behavior, writing, and speech. They can surprise a creature and deal double attack damage.
**Phantom**
They can move through obstacles and enemies, becoming incorporeal. They can deal necrotic, force or psychic damage with their sneak attack. They can cast silence and are always under the effects of nondetection. They can outright steal another creatures body and possess it.
**Sniper**
They gain bonus proficiencies with firearms and heavy crossbows. They can deal sneak attack if they’ve moved 0 ft during their turn. They can make ranged attacks while hidden and not reveal their position if they’ve had time to prepare it. They can use their reaction to make a ranged weapon attack when an enemy makes an attack on an ally if they have a higher elevation.
**Steeplejack**
They are good at climbing, having advantage on ability checks to climb hang or grab vertical surfaces. They can adjust their fall if they fall more than 20 ft, moving horizontally 10 ft and taking less damage if they land on a creature. They can walk way from falling on a creature without provoking opportunity attacks. They can leap triple their jump distance.
**Invisible Blade**
They are proficient with the deception skill. They can cause a wound that bleeds and deals damage for multiple rounds. They can make a distraction. They can use their distraction to different means. They can expend their wounds and sneak attack dice to make a creature bleed out all at once.
[[Accept|Rogue]]
[[Keep Browsing|Choose Class]]
Sorcerers are powerful spellcasters able to manipulate their spells in unique ways that are different than other caster classes. They have a wide variety of subclasses that enhance the flavor of spellcasting in interesting ways.
They have spellcasting, they can use their magic to gain sorcery points, converting spell slots into sorcery points and vice versa. They can spend their sorcery points on metamagic which allows them to shape their spells.
[[Accept|Sorcerer]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**Oracle Bloodline**
They can gain insight on their enemies next move, subtracting a dice from the attack roll of an enemy. They can cast ritual spells. On a failed dexterity saving throw they can see into the future and succeed instead. They aren’t incapacitated if they are surprised at the start of combat. They can spend sorcery points to concentrate on two spells at once. They can warn allies of incoming danger, imposing disadvantage on spell attacks made against a specific creature.
**Blood Magic**
They gain extra HP for every sorcerer level, Hit dice restore HP max and HP. they can reduce their HP max to ignore spell components that do not have a cost associated with them. They can use their blood and max HP to use their metamagic. They can preform rituals reducing their max hp. They can reduce their HP max and cast charm person, or hold person without expending spell slots.
**Frozen Heart**
They are resistant to cold damage. They can make a melee spell attack with their frigid touch dealing cold damage. They can reduce a creatures speed when they deal cold damage. They can spend sorcery points and create water in a shape which it holds for one turn. They can trap a creature in ice. They can exude a freezing aura, creatures in it take cold damage.
**Angel Bloodline**
They can manifest their angelic blood in different ways. They can speak read and write in celestial. They can spend an additional sorcery point to deal radiant damage when using their metamagic. When they survive making 3 death save successes they return to life with hp equal to their sorcerer level plus their charisma modifier, and regain half sorcery points, on three failures they revive regaining all spell slots, sorcery points and can cast twice that turn but then they die outright.
**Draconic Bloodline**
They get additional HP and their ac while wearing armor is higher. When they cast spells associated with their elemental type they can add their charisma modifier to the damage. They gain a pair of dragon wings and a fly speed. They can spend sorcery points to frighten or awe creatures nearby.
**Siren Born**
They get a bonus cantrip, and are immune to being charmed. They can roll the damage dice twice and use either total of any spell that has a voice component not influenced by subtle spell. All creatures have disadvantage on enchantment spells cast by them. They can draw creatures closer to them with their siren song.
**Sealed Horror**
They have a creature sealed inside them that gives them resistance to a type of damage. They can push creatures away from them with their magic pulled from the creature inside them. They can speak read and write in the language associated with their horror. They can frighten creatures who come too close. They can easily interact with creatures of the same type as their horror. The horror forms a kind of kinship helping them in a specific way. They eventually become partners with the horror giving them a variety of benefits.
**Vampiric Bloodline**
They get darkvision, or extend darkvision. They are effective in unarmed melee combat. They gain temp hp during combat. They get extra attack. They can turn into bats. They can charm people without expending a spell slot.
**Wild Magic**
They have a wild magic surge, causing random effects when spells are cast. They can turn the tides of chaos for advantage on an attack, ability check, or saving throw. They can ben their luck spending sorcery points to change a roll by another creature. They gain some control over their wild magic. They can roll extra damage on their damage dice.
**Cosmic Origin**
They have phases that change their appearance, and alter their sorcery point and metamagic. They gain some control over this change. The phase they are in has an effect on their body even when they are at rest, and has a stronger effect. They eventually can be in two phases at once.
**The First Flame**
They can manipulate small flames and can empower spells that deal fire damage. They get a resistance to fire damage. They can make a spell deal fire damage instead of its normal damage type. They can deal fire damage when they make a melee attack. They invigorate their allies, giving them advantage and their attacks deal fire damage.
**Inner Darkness**
They have a signature weapon. They can sense their prey and cast hunters mark without expending a spell slot. They can track their marked prey at great distances. If their HP goes to 0 they can choose to instead hit 1 HP, and feign death. They can spend sorcery points to spider climb. They can teleport to their prey, and frighten them.
[[Accept|Sorcerer]]
[[Keep Browsing|Choose Class]]
Gunslingers are a ranged combat expert.
They can tinker to craft and repair their firearms. They have a natural talent to one of their skills doubling proficiency, and have the marksman fighting style. They gain Grit which allows them to take special actions during combat, costing Grit Points. They can fire a blank to scare enemies. They gain the extra attack ability. They can specifically target areas of a creature to different effects, spending grit points. They gain evasion. They can hide weapons on their person. They can use their luck to automatically succeed a saving throw. They gain a specific item that gives them a special bonus, like a lucky hat, or a comfortable duster. They gain grit back more efficiently.
[[Accept|Gunslinger]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**Trail of the Desperado**
They have fast reflexes as long as they aren’t wearing heavy armor. They can use their bonus action to repair or reload their weapon. They Can quick draw and add their wisdom modifier to their initiative roll and can spend grit to make a weapon attack at the top of the initiative order. They can tumble away from trouble after taking damage. They can make two extra attacks.
**Trail of the Gunsmith**
They take crafting to the extreme. They can craft a mechanism that allows them to easily equip and store their firearms, allowing them to not use their object interaction to draw. They can craft new firearms and modify old ones. They can craft a variety of ammo. They can craft and use blast packs. They can ignore a misfire in the field.
[[Accept|Gunslinger]]
[[Keep Browsing|Choose Class]]
Warlock are the most versatile of the caster classes. They have the most customizable features of any class. They also have fewer spell slots that are all the same level, and are recovered after a short rest.
They have an otherworldly patron who grants them special extended spell lists and abilities. They have spellcasting. They can use eldritch evocations which have special boots associated with them. They can choose a pact boon which gives them more customization. They gain special spells for their 6th, 7th, 8th, and 9th level spells that are regained after a long rest. They can entreat their patron and regain all expended spell slots for this class.
[[Accept|Warlock]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**The Fiend**
When they reduce a creature to 0HP they gain temp HP. They can call on their patron to add to their ability check or saving throw. They gain fiendish resilience becoming resistant to a particular damage type of their choosing. They can teleport a target of their attack to the lower planes.
**The Archfey**
They can project the presence of the fey and charm or frighten a creature. They can turn into mist and escape teleporting to a point within range. They are immune to charm, and can use their reaction when an attempt to charm them is made to charm the creature back. They can frighten or charm a creature for up to 1 minute with an illusion only it can see.
**The Symbiote**
They have a bonus cantrip. They have a symbiote that can jump and defend them at critical moments, even turning the attack against the attacker. They can gain the strength of their symbiote. They can feed the symbiote and restore HP and features. Their symbiote can protect them in the most critical of moments to gain resistance to the type of damage that was just inflicted. They can let the symbiote completely take over and gain special abilities.
**The Ice Queen**
They know the shape water spell as a cantrip. They can freeze their enemies. They are resistant to cold damage, gaining temp HP instead. They can petrify an attacking creature in ice.
**Great Old One**
They can speak telepathically with those around them. They can magically ward themselves against an enemies attack and impose disadvantage. Their minds can’t be telepathically read , and have psychic resistance, and creatures that deal psychic damage take the same themselves. They can charm a creature until a remove curse spell is cast on it.
**The Genie**
They have an elemental specialty that deals that type of damage instead of force damage. They have access to spells of their elemental specialty type. They can create an aura of elemental energy in combat. They can reroll damage dice and use either total of their elemental specialty.
**The Reaper**
They gain inspiration from killing creatures. They can drop to 1Hp and blind the creature that would have caused them to drop to 0 HP. They can hex sleeping creatures to track them. They can have the effects of greater invisibility on themselves, where only their hexed creature can see them to deliver the killing blow.
**The Fallen**
They can blind their enemies. They can give themselves extra AC if hit by an attack, if that causes the attack to miss the creature may take the damage themselves. They can tell when a creature is lying. They gain the ability to grow a pair of wings and have a fly speed equal to double their current movement speed.
**The Celestial**
They know the light and sacred flame cantrips. They can heal from their pool of d6s. They are resistant to radiant damage and can deal more damage with radiant or fire damage spells. They gain temp HP when they finish a long or short rest. They can resist death when they need to make a death saving throw they can stand up with a blast of radiant energy, regaining HP.
**The Archdryad**
They know the druidcraft cantrip, an moving through difficult terrain created by plants causes no extra movement. They can use their bonus action to restrain creatures with vines. They can have vines sprout from the ground to protect them and deal damage. They can spread plants and create difficult terrain. They can imbue a particular ability with the plants they create.
**The Legion**
They have an invisible aura of souls that can attempt to grapple a creature within them, and they can preform the help action to an ally within the aura. They call forth a court of specific souls to aid them. They can have the aura become corporeal, becoming difficult terrain and possibly magical darkness if they choose. They can expand their aura and deafen creatures within it.
**The Leviathan**
They learn the ray of frost and shape water cantrips. They gain a swim speed, and don’t have disadvantage on ranged or melee attacks made under water. They can blend in with the ocean making themselves invisible. They are resistant to cold and acid damage, as well as drawbacks of a deep underwater environment. They can cause of illusion of the depths and drowning on a creature dealing psychic damage continuously until they free themselves of the illusion.
[[Accept|Warlock]]
[[Keep Browsing|Choose Class]]
Witchers are a unique martial class with limited special spellcasting. They make excellent front line fighters, and do the best when they have time to prepare for a fight.
They have a necklace that gives them a warning about magic, vibrating gently in the presence of magic and strongly when touching a magical thing. They have schools of study that specialize in a particular style of witchery. They learn signs, their magic equivalent, and can cast them with sign points. There are only six signs they can learn, the only way to learn signs is by being a witcher. They learn to prepare for fights and can create oils which they apply to their blades to deal extra damage to a particular creature type. They learn how to craft elixirs that require special ingredients and can only be consumed by witchers. They can attack more, and learn to cast their signs, apply oils, and drink elixirs as bonus actions. They can reduce the toxicity of their elixirs. They can learn to do more damage with their signs. And they gain witcher senses, giving them advantage on certain checks. They learn to be more efficient with their oils. They can spend hit dice if revived by magic or a potion after falling to 0 hp.
[[Accept|Witcher]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**School Of The Wolf**
They specialize in fighting, they have proficiency in nature, survival skills and can track their quarry and know their numbers. They have expanded critical. They rely on their allies getting advantage when allies are within 5ft of their enemies. They can preform a second attack action against the same target.
**School Of The Bear**
They specialize in defense. They have proficiency in heavy armor, shields, and heavy crossbows, and get bonus ac while wearing heavy armor. They can shove as a bonus action. They gain a bonus to their constitution score, and a higher maximum constitution score. They take half damage from any nonmagical weapon attack dealing physical damage.
**School Of The Viper**
They are proficient in poisons and the preparation of elixirs. They can hide while lightly obscured by nature or shadows and are proficient with the poisoners kit and the stealth skill. They can recover twice as fast from ingesting an elixir and take half health damage from them. They can prepare more elixirs and oils in half the time. They concoct the most potent oils of any school.
**School Of The Cat**
They are a school focusing on dexterity. They are proficient with acrobatics and dexterity saving throws, and while wearing light armor they gain a bonus to their ac while not grappled, restrained, or incapacitated. They gain additional movement speed. They can take half damage or no damage from an effect that forces them to make a dexterity saving throw. They can inflict bleed damage on an enemy forcing them to make constitution saving throws to avoid bleeding to death.
**School Of The Griffin**
This school focuses on using signs. They are proficient with the arcana skill, and have more castings of their signs. They regain a sign during a short rest. They can cast two of the same sign at the same target with one action/bonus action. If the roll imitative with no sign castings left they regain 3 castings.
[[Accept|Witcher]]
[[Keep Browsing|Choose Class]]
Wizards are a full caster class, based in intelligence, and have the most spells they can learn, because of their spell book. They are the only class that can learn spells outside of leveling up.
They have spellcasting, and a spellbook where they keep all their spells. They can copy new spells into the spellbook for gold and time. They can prepare spells from their spellbook, changing them after a long rest. They can cast ritual spells from their spellbook without having them prepared. They can recover some of their spell slots during a short rest. They can cast particular spells at will without expending a spell slot with their spell mastery. They gain signature spells having two powerful 3rd level spells that they can cast at will without expending a spell slot once per long or short rest.
[[Accept|Wizard]]
[[Keep Browsing|Choose Class]]
//Subclass Overview//
**School of Abjuration**
They specialize in abjuration spells, copying them with less time and gold into their spellbooks than other spells. When they cast abjuration spells they can make a ward around themselves that lasts until they long rest, the ward takes the damage before themselves. They can use their arcane ward to protect others from taking damage. They can add their proficiency bonus to abjuration spell checks. They gain advantage on saving throws against spells, and are resistant to damage from spell.
**School of Conjuration**
They specialize in conjuration spells taking less time and gold to copy them into spellbooks. They can conjure a visibly magical, inanimate object. They can teleport either within 30 ft or swap places with a creature. They won’t lose concentration on a conjuration spell if they take damage. Their conjurations have 30 temp HP.
**School of Divination**
They specialize in divination spells and can copy them into their spellbook for less gold and time. They can roll 2 d20’s after a long rest and use those to replace an ability check, saving throw or attack roll made by them or a creature, doing so before the roll once per turn, only using each d20 once. IF they cast a divination spell of the 2nd level or higher they regain an expended spell slot lower than the level of the divination spell not exceeding the 5th level. They can either get darkvision (Seeing in darkness and dim lighting conditions), Ethereal sight, (seeing into the ethereal plane), Greater Comprehension (reading any language), or See Invisibly (Seeing invisible creatures and objects) lasting until they take a long or short rest, and changeable upon completion of the rest.
**School of Enchantment**
They specialize in Enchantment spells, copying them into their spellbook for less gold and time than other spells. They can magically enthrall a creature, in which it looses its speed, it’s incapacitated, and visibly dazed. They can use their reaction to divert attacks to another creature. They can target two creatures with enchantments that usually only target one. When they cast enchantment spells the creature targeted is unaware it was magically charmed, and before the spell expires they can try to make the creature forget some of the time it was charmed.
**School of Evocation**
They specialize in Evocation spells, and can copy them into their spellbook for less time and gold than other spells. They can protect a number of creatures equal to 1+ the spells level from the damage of evocations spells. When a creatures succeeds a saving throw against a cantrip they take half damage and suffer no additional effects. They can add their intelligence modifier to the damage roll of any wizard spell they cast. They can deal maximum damage with wizard spells cast with over a 5th level spell slot, they can use it once per long rest with not ill effect, but can use it more than once per long rest taking 2d12 necrotic damage for each level of the spell after casting it, increasing by 1d12 per spell level for each time they use they use it.
**School of Illusion**
They focus on illusion spells, they can copy them into their spellbook for less gold and time than other spells. They learn the minor illusion cantrip, and can use it with both sound and image with a single casting. When they cast an illusion spell with the casting time of a minute or longer they can use their action to change the nature of that illusion if they can still see it. They can create an illusionary duplicate of themselves and use their reaction to interpose the duplicate between themselves and the attacker causing the attack to miss and the illusion to dissipate. When they cast an illusion spell of the 1st level or higher they can choose to make one inanimate, nonmagical object that is part of the illusion real.
**School of Necromancy**
They focus on Necromancy spells, and can add them to the spellbook for less gold and time than other spells. They can steal the life from creatures they kill with necromancy spells. They can add animate dead to their spellbook and target an additional pile of bones. When they create undead using a necromancy spells it also has more HP, and can add the wizards proficiency to the weapon damage rolls the undead makes. They gain resistance to necrotic damage and their HP max cannot be reduced. They can take control of undead that were creature by other wizards, taking control of any undead that fails charisma saving throw against their wizard spell save dc, creatures with an intelligence of 8 or higher have advantage, and creatures with intelligence of 12 can repeat the saving throw at the end of every hour.
**School of Transmutation**
They focus on transmutation spells and can copy them into their spellbook for less time and gold. They can alter the physical properties of one nonmagical object from one substance to another. They can spend 8 hours creating a transmuter’s stone that gives the benefits of either darkvision, an increase in speed, a proficiency in constitution saving throws, resistance to a type of damage, changing the stone type if they choose any time they cast a transmutation spell. They can add polymorph to their spellbook and cast it without expending a spell slot to transform into a CR 1 or lower beast once per day, they can still cast it and expend a spell slot to use it normally. They can consume their transmuters stone to do a major transformation, create a panacea and remove all curses diseases and poisons, restore life and raise dead on a creature they touch with the transmuters sone without needing the spell in their spellbook or expending a spell slot, they can restore youth and reduce a creature’s apparent age by 3d10 years to a minimum age of 13, this doesn’t extend the creature’s lifespan.
[[Accept|Wizard]]
[[Keep Browsing|Choose Class]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP to 1)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP to 2)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP to 3)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP to 4)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP to 5)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP to 6)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP to 7)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP to 8)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP to 9)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP to 10)]]
(if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP to 11)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP to 3)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP to 4)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP to 5)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP to 6)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP to 7)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP to 8)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP to 9)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP to 10)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP to 11)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP to 12)]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP to 13)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP to 5)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP to 6)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP to 7)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP to 8)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP to 9)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP to 10)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP to 11)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP to 12)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP to 13)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP to 14)]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP to 15)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP to 7)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP to 8)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP to 9)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP to 10)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP to 11)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP to 12)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP to 13)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP to 14)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP to 15)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP to 16)]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP to 17)]]
(Go-to: "Passive Perception")
(Set:$Passive_Perception += 10)
(if:$Wisdom_Modifier is "-5") [ (set:$Passive_Perception -= 5)]
(if:$Wisdom_Modifier is "-4") [ (set:$Passive_Perception -= 4)]
(if:$Wisdom_Modifier is "-3") [ (set:$Passive_Perception -= 3)]
(if:$Wisdom_Modifier is "-2") [ (set:$Passive_Perception -= 2)]
(if:$Wisdom_Modifier is "-1") [ (set:$Passive_Perception -= 1)]
(if:$Wisdom_Modifier is "+0") [ (set:$Passive_Perception -= 0)]
(if:$Wisdom_Modifier is "+1") [ (set:$Passive_Perception += 1)]
(if:$Wisdom_Modifier is "+2") [ (set:$Passive_Perception += 2)]
(if:$Wisdom_Modifier is "+3") [ (set:$Passive_Perception += 3)]
(if:$Wisdom_Modifier is "+4") [ (set:$Passive_Perception += 4)]
(if:$Wisdom_Modifier is "+5") [ (set:$Passive_Perception += 5)]
(if:$Perception is true) [ (if:$Proficiency_Bonus is "+2") [(Set:$Passive_Perception += 2)](if:$Proficiency_Bonus is "+3") [(Set:$Passive_Perception += 3)](if:$Proficiency_Bonus is "+4") [(Set:$Passive_Perception += 4)](if:$Proficiency_Bonus is "+5") [(Set:$Passive_Perception += 5)] (if:$Proficiency_Bonus is "+6") [(Set:$Passive_Perception += 6)]]
(if:$Class is "Cleric")[(go-to: "Wisdom Number Of Spells") ]
(if:$Class is "Druid") [(go-to: "Wisdom Number Of Spells") ]
(if:$Class is "Paladin") [ (if:$Level is > 1) [ (Go-to: "Paladin Number Of Spells")] ]
(if:$Class is "Wizard") [ (Go-to:"Intelligence Number Of Spells")]
(Go-to: "Loading SSDC")
(if:$Wisdom_Modifier is "-5") [ (set:$Number_Of_Spells -= 5)(set:$Known_Spells -= 5) ]
(if:$Wisdom_Modifier is "-4") [ (set:$Number_Of_Spells -= 4)(set:$Known_Spells -= 4) ]
(if:$Wisdom_Modifier is "-3") [ (set:$Number_Of_Spells -= 3) (set:$Known_Spells -= 3)]
(if:$Wisdom_Modifier is "-2") [ (set:$Number_Of_Spells -= 2) (set:$Known_Spells -= 2)]
(if:$Wisdom_Modifier is "-1") [ (set:$Number_Of_Spells -= 1) (set:$Known_Spells -= 1) ]
(if:$Wisdom_Modifier is "+0") [ (set:$Number_Of_Spells += 0)(set:$Known_Spells += 0) ]
(if:$Wisdom_Modifier is "+1") [ (set:$Number_Of_Spells += 1)(set:$Known_Spells += 1) ]
(if:$Wisdom_Modifier is "+2") [(set:$Number_Of_Spells += 2) (set:$Known_Spells += 2)]
(if:$Wisdom_Modifier is "+3") [ (set:$Number_Of_Spells += 3)(set:$Known_Spells += 3) ]
(if:$Wisdom_Modifier is "+4") [(set:$Number_Of_Spells += 4)(set:$Known_Spells += 4) ]
(if:$Wisdom_Modifier is "+5") [ (set:$Number_Of_Spells += 5) (set:$Known_Spells += 5)]
(if:$Level is > 0) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 1) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 2) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 4) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 5) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 6) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 7) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 8) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 9) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 10) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 11) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 12) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 13) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 14) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 15) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 16) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 17) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 18) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Level is > 19) [ (Set:$Known_Spells += 1) (set:$Number_Of_Spells += 1)]
(if:$Number_Of_Spells is < 1) [ (Set:$Number_Of_Spells to 1) ](if:$Known_Spells is > 1) [(Set:$Known_Spells to 1)]
(go-to: "Loading SSDC")(if:$Charisma_Modifier is "-5") [ (set:$Known_Spells -= 5) ]
(if:$Charisma_Modifier is "-4") [ (set:$Known_Spells -= 4) ]
(if:$Charisma_Modifier is "-3") [ (set:$Known_Spells -= 3) ]
(if:$Charisma_Modifier is "-2") [ (set:$Known_Spells -= 2) ]
(if:$Charisma_Modifier is "-1") [(set:$Known_Spells -= 1) ]
(if:$Charisma_Modifier is "+0") [(set:$Known_Spells -= 0) ]
(if:$Charisma_Modifier is "+1") [(set:$Known_Spells += 1) ]
(if:$Charisma_Modifier is "+2") [(set:$Known_Spells += 2) ]
(if:$Charisma_Modifier is "+3") [ (set:$Known_Spells += 3) ]
(if:$Charisma_Modifier is "+4") [(set:$Known_Spells += 4) ]
(if:$Charisma_Modifier is "+5") [ (set:$Known_Spells += 5) ]
(if:$Charisma_Modifier is "-5") [ (set:$Number_Of_Spells -= 5) ]
(if:$Charisma_Modifier is "-4") [ (set:$Number_Of_Spells -= 4) ]
(if:$Charisma_Modifier is "-3") [ (set:$Number_Of_Spells -= 3) ]
(if:$Charisma_Modifier is "-2") [ (set:$Number_Of_Spells -= 2) ]
(if:$Charisma_Modifier is "-1") [(set:$Number_Of_Spells -= 1) ]
(if:$Charisma_Modifier is "+0") [(set:$Number_Of_Spells += 0) ]
(if:$Charisma_Modifier is "+1") [(set:$Number_Of_Spells += 1) ]
(if:$Charisma_Modifier is "+2") [(set:$Number_Of_Spells += 2) ]
(if:$Charisma_Modifier is "+3") [ (set:$Number_Of_Spells += 3) ]
(if:$Charisma_Modifier is "+4") [(set:$Number_Of_Spells += 4) ]
(if:$Charisma_Modifier is "+5") [ (set:$Number_Of_Spells += 5) ]
(if:$Level is >1) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >3) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >5) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >7) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >9) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >11) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >13) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >15) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >17) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Level is >19) [(Set:$Known_Spells += 1) (Set:$Number_Of_Spells += 1)]
(if:$Number_Of_Spells is < 1) [(Set:$Number_Of_Spells to 1)]
(if:$Known_Spells is < 1) [(set:$Known_Spells to 1)]
(go-to: "Loading SSDC")(if:$Intelligence_Modifier is "-5") [ (set:$Number_Of_Spells -= 5) ]
(if:$Intelligence_Modifier is "-4") [ (set:$Number_Of_Spells -= 4) ]
(if:$Intelligence_Modifier is "-3") [ (set:$Number_Of_Spells -= 3) ]
(if:$Intelligence_Modifier is "-2") [ (set:$Number_Of_Spells -= 2) ]
(if:$Intelligence_Modifier is "-1") [(set:$Number_Of_Spells -= 1) ]
(if:$Intelligence_Modifier is "+0") [(set:$Number_Of_Spells += 0) ]
(if:$Intelligence_Modifier is "+1") [(set:$Number_Of_Spells += 1) ]
(if:$Intelligence_Modifier is "+2") [(set:$Number_Of_Spells += 2) ]
(if:$Intelligence_Modifier is "+3") [ (set:$Number_Of_Spells += 3 ) ]
(if:$Intelligence_Modifier is "+4") [(set:$Number_Of_Spells += 4) ]
(if:$Intelligence_Modifier is "+5") [ (set:$Number_Of_Spells += 5) ]
(if:$Level is > 0) [(set:$Number_Of_Spells += 1)]
(if:$Level is > 1) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 2) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 3) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 4) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 5) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 6) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 7) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 8) [(set:$Number_Of_Spells += 1)]
(if:$Level is > 9) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 10) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 11) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 12) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 13) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 14) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 15) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 16) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 17) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 18) [ (set:$Number_Of_Spells += 1)]
(if:$Level is > 19) [(set:$Number_Of_Spells += 1)]
(if:$Number_Of_Spells is < 1) [ (Set:$Number_Of_Spells to 1) ]
(go-to: "Loading SSDC")(if:$Roll_Health is true) [ (if:$Level is > 1) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 2) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 3) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 4) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 5) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 6) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 7) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 8) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 9) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 10) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 11) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 12) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 13) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 14) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 15) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 16) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 17) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 18) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]
(if:$Level is > 19) [ (if:$Hit_Dice is "1d6") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += 1)] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,2))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,8))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,9))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,10))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,12))]]
(if:$Hit_Dice is "1d8") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,3))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,4))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,5))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,7))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,10))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,11))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,12))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,13))]]
(if:$Hit_Dice is "1d10") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP+= (Random:1,5))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP += (Random:1,6))] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,8))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,11))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,12))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,13))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,14))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,15))]]
(if:$Hit_Dice is "1d12") [ (if:$Constitution_Modifier is "-5")[ (set:$Starting_HP += (Random:1,7))] (if:$Constitution_Modifier is "-4")[ (set:$Starting_HP+= (Random:1,8) )] (if:$Constitution_Modifier is "-3")[ (set:$Starting_HP += (Random:1,9))] (if:$Constitution_Modifier is "-2")[ (set:$Starting_HP += (Random:1,10))] (if:$Constitution_Modifier is "-1")[ (set:$Starting_HP += (Random:1,11))] (if:$Constitution_Modifier is "+0")[ (set:$Starting_HP += (Random:1,12))] (if:$Constitution_Modifier is "+1")[ (set:$Starting_HP += (Random:2,13))] (if:$Constitution_Modifier is "+2")[ (set:$Starting_HP += (Random:3,14))] (if:$Constitution_Modifier is "+3")[ (set:$Starting_HP += (Random:4,15))] (if:$Constitution_Modifier is "+4")[ (set:$Starting_HP += (Random:5,16))] (if:$Constitution_Modifier is "+5")[ (set:$Starting_HP += (Random:6,17))]] ]]
(if:$Toughness_Race is true) [ (if:$Level > 0) [ (set:$Starting_HP += 1) ](if:$Level > 1) [ (set:$Starting_HP += 1) ](if:$Level > 2) [ (set:$Starting_HP += 1) ](if:$Level > 4) [ (set:$Starting_HP += 1) ](if:$Level > 5) [ (set:$Starting_HP += 1)] (if:$Level > 6) [ (set:$Starting_HP += 1) ](if:$Level > 7) [ (set:$Starting_HP += 1) ](if:$Level > 8) [ (set:$Starting_HP += 1)] (if:$Level > 9) [ (set:$Starting_HP += 1) ](if:$Level > 10) [ (set:$Starting_HP += 1) ](if:$Level > 11) [ (set:$Starting_HP += 1) ](if:$Level > 12) [ (set:$Starting_HP += 1)] (if:$Level > 13) [ (set:$Starting_HP += 1) ](if:$Level > 14) [ (set:$Starting_HP += 1) ](if:$Level > 15) [ (set:$Starting_HP += 1) ](if:$Level > 16) [ (set:$Starting_HP += 1)] (if:$Level > 17) [ (set:$Starting_HP += 1)] (if:$Level > 18) [ (set:$Starting_HP += 1)] (if:$Level > 19) [ (set:$Starting_HP += 1)] ](if:$Toughness_Feat is true) [ (if:$Level > 0) [ (set:$Starting_HP += 2) ](if:$Level > 1) [ (set:$Starting_HP += 2) ](if:$Level > 2) [ (set:$Starting_HP += 2) ](if:$Level is > 3) [(set:$Starting_HP += 2)] (if:$Level > 4) [ (set:$Starting_HP += 2) ](if:$Level > 5) [ (set:$Starting_HP += 2)] (if:$Level > 6) [ (set:$Starting_HP += 2) ](if:$Level > 7) [ (set:$Starting_HP += 2) ](if:$Level > 8) [ (set:$Starting_HP += 2)] (if:$Level > 9) [ (set:$Starting_HP += 2) ](if:$Level > 10) [ (set:$Starting_HP += 2) ](if:$Level > 11) [ (set:$Starting_HP += 2) ](if:$Level > 12) [ (set:$Starting_HP += 2)] (if:$Level > 13) [ (set:$Starting_HP += 2) ](if:$Level > 14) [ (set:$Starting_HP += 2) ](if:$Level > 15) [ (set:$Starting_HP += 2) ](if:$Level > 16) [ (set:$Starting_HP += 2)] (if:$Level > 17) [ (set:$Starting_HP += 2)] (if:$Level > 18) [ (set:$Starting_HP += 2)] (if:$Level > 19) [ (set:$Starting_HP += 2)] ]
(if:$Class is "Bard") [(if:$Charisma_Modifier is "+2") [ (Set:$Special_Ability_Uses += 1)]
(if:$Charisma_Modifier is "+3") [ (Set:$Special_Ability_Uses += 2)]
(if:$Charisma_Modifier is "+4") [ (Set:$Special_Ability_Uses += 3)]
(if:$Charisma_Modifier is "+5") [ (Set:$Special_Ability_Uses += 4)]
]
(Go-to: "Loading Variables")
(Set:$SSDC += 8) (if:$Proficiency_Modifier is "+2") [(Set:$SSDC += 2) ](if:$Proficiency_Modifier is "+3") [(Set:$SSDC += 3)] (if:$Proficiency_Modifier is "+4") [(set:$SSDC += 4)] (if:$Proficiency_Modifier is "+5") [(Set:$SSDC += 5)] (if:$Proficiency_Modifier is "+6") [ (Set:$SSDC += 6) ] (if:$Spellcasting_Ability is "Intelligence") [ (if:$Intelligence_Modifier is "-5") [ (Set:$SSDC -= 5) ] (if:$Intelligence_Modifier is "-4") [(set:$SSDC -= 4)] (if:$Intelligence_Modifier is "-3") [ (set:$SSDC -= 3) ] (if:$Intelligence_Modifier is "-2") [(Set:$SSDC -= 2)] (if:$Intelligence_Modifier is "-1")[(set:$SSDC -= 1) ](if:$Intelligence_Modifier is "+0") [(Set:$SSDC += 0)] (if:$Intelligence_Modifier is "+1") [(Set:$SSDC += 1)](if:$Intelligence_Modifier is "+2") [(Set:$SSDC += 2)](if:$Intelligence_Modifier is "+3")[(Set:$SSDC += 3) ](if:$Intelligence_Modifier is "+4")[(Set:$SSDC += 4)] (if:$Intelligence_Modifier is "+5") [(Set:$SSDC += 5) ]](if:$Spellcasting_Ability is "Charisma") [ (if:$Charisma_Modifier is "-5") [ (Set:$SSDC -= 5) ] (if:$Charisma_Modifier is "-4") [(set:$SSDC -= 4)] (if:$Charisma_Modifier is "-3") [ (set:$SSDC -= 3) ] (if:$Charisma_Modifier is "-2") [(Set:$SSDC -= 2)] (if:$Charisma_Modifier is "-1")[(set:$SSDC -= 1) ](if:$Charisma_Modifier is "+0") [(Set:$SSDC += 0)] (if:$Charisma_Modifier is "+1") [(Set:$SSDC += 1)](if:$Charisma_Modifier is "+2") [(Set:$SSDC += 2)](if:$Charisma_Modifier is "+3")[(Set:$SSDC += 3) ](if:$Charisma_Modifier is "+4")[(Set:$SSDC += 4)] (if:$Charisma_Modifier is "+5") [(Set:$SSDC += 5) ]](if:$Spellcasting_Ability is "Wisdom") [ (if:$Wisdom_Modifier is "-5") [ (Set:$SSDC -= 5) ] (if:$Wisdom_Modifier is "-4") [(set:$SSDC -= 4)] (if:$Wisdom_Modifier is "-3") [ (set:$SSDC -= 3) ] (if:$Wisdom_Modifier is "-2") [(Set:$SSDC -= 2)] (if:$Wisdom_Modifier is "-1")[(set:$SSDC -= 1) ](if:$Wisdom_Modifier is "+0") [(Set:$SSDC += 0)] (if:$Wisdom_Modifier is "+1") [(Set:$SSDC += 1)](if:$Wisdom_Modifier is "+2") [(Set:$SSDC += 2)](if:$Wisdom_Modifier is "+3")[(Set:$SSDC += 3) ](if:$Wisdom_Modifier is "+4")[(Set:$SSDC += 4)] (if:$Wisdom_Modifier is "+5") [(Set:$SSDC += 5) ]]
(go-to: "Loading Level Up Health")