Classes finished

This commit is contained in:
gaiety 2026-03-09 21:40:09 -06:00
parent 8cd249cd2a
commit f12844ef3a
247 changed files with 15844 additions and 368 deletions

View file

@ -0,0 +1,28 @@
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the barbarian class.
## Heroic Boons 
When you reach 10th level in the barbarian class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
## Heroic Boon 
10th-Level Barbarian Feature 
Your commitment to the barbarians path grants you a powerful ability. Choose one of the following heroic boons:
- Bloody Rage. While you are raging (see Rage feature in Players Guide), any bludgeoning, piercing, or slashing damage you deal with a weapon attack ignores resistances and immunities.
- Vengeful Rage. When a hostile creature damages you while you are raging (see Rage feature in Players Guide), you have advantage on the first attack you make against that creature on your next turn.
### Epic Boons 
When you reach 20th level in the barbarian class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
## Epic Boon
20th-Level Barbarian Feature
Your commitment to the barbarians path grants you a powerful new ability. You gain one of the following epic boons:
- Mighty Champion. When you make a **STR**-based weapon attack with advantage and successfully hit, you automatically deal maximum damage with that attack.
- Unbreakable Champion. When you enter a rage (see Rage feature in [[ToV - Players Guide.pdf]]), you automatically heal a number of hit points equal to half your **CON** score and gain temporary hit points equal to your full **CON** score.

View file

@ -0,0 +1,9 @@
**Barbarian Progression table** 
On the 14th-level line of the Barbarian Progression table, replace Persistent Rage with Relentless Rage.
**Fast Movement**
_5th-Level Barbarian Feature_ 
Your walking speed increases by 10 feet while you arent wearing heavy armor. In addition, when you roll initiative, you can immediately move up to half your speed.

View file

@ -0,0 +1,15 @@
![[assets/d11fa1baa6dd3b814c6874b5b846619d_MD5.jpg|Royz|247x385]]
Some warriors hail from untamed lands deemed inhospitable. These combatants, barbarians by name, are among the hardiest and most physically powerful warriors in the world. Though you may be born in the frozen wastes, the sweltering jungle, or the vast plains, your class options focus around your ability to slip into a state of frenzy, compounding your natural toughness and strength. Barbarian is a class that fights supremely well in bursts. Your class favors offense over defense, and has a lot of hit points to help absorb all the hits youll be taking.
## BARBARIANS AS ADVENTURERS
Barbarians rely on immense strength and a familiarity with violence to work as capable adventurers. Most barbarians feel more at home in the wilds or a battlefield than they do in big cities or unfamiliar finery.
Though barbarian adventurers commonly ally with skilled diplomats and cunning scholars, no ally is better suited to the bloodshed and chaos of combat than the barbarian. Whether facing maniacal hazards, scaling sheer cliffs, or holding off a swarm of ravenous undead, the barbarian is a powerhouse who survives horrific punishment with a smile.
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 23.
---
_Default is likely [[Path of the Beserker]]. Want to play a BG3s muscle mommy Karlach? Try [[Path of Hellfire]]._

View file

@ -0,0 +1,78 @@
Havoc. Mayhem. Chaos. Youve learned to embrace them as you once learned to embrace your rage. To some, havoc is the weapon that breaks, but to you, its the weapon that breaks your enemies. To some, mayhem is the wound that bleeds them dry, but to you, its fuel for the fire within. To some, chaos is a tribulation to overcome, but to you, its the only way to live.
| Chaos Progression | |
| ----------------- | ------------------------------ |
| Barbarian Level | Features |
| 3rd | Chaos Conduit, Random Polymath |
| 7th | Invoke Entropy |
| 11th | Mayhem Shield |
| 15th | Cry Havoc |
## Chaos Conduit
3rd-Level Chaos Feature 
The chaos in your blood empowers you. You gain a number of d10 dice equal to your **PB** + 1 (minimum of 3), and these dice are your Chaos Dice. You can spend Chaos Dice to empower your Chaos Banes, which are described later in this feature. You regain all expended Chaos Dice when you finish a short or long rest.
Saves. Some of your Chaos Banes require your target to make a save or suffer additional effects. The save **DC** for these bane effects is calculated as follows:
Bane save **DC** = 8 + your proficiency bonus (**PB**) + your **STR** or **CON** modifier (your choice)
## Chaos Banes 
When you successfully hit a creature with a melee attack while your Rage feature (see Players Guide) is active, you can choose to expend one chaos die. When you do so, roll the expended die. The creature then takes additional force damage equal to the number rolled and is afflicted with one of the following Chaos Banes of your choice.
- Enervate. The target must succeed on a **WIS** save or have disadvantage on the next attack roll it makes before the end of its next turn. 
- Impede. Your target must succeed on an **INT** save, or it cant take reactions until the start of its next turn. 
- Martyr. Roll your expended Chaos Die a second time. The target takes additional force damage equal to the result, and you take the same amount of damage. Damage you take from this feature cant be reduced by your resistances, immunities, or any other abilities. 
- Shunt. Your target must succeed on a **CON** save or be teleported to an unoccupied space of your choice you can see within 30 feet of you.
## Random Polymath 
3rd-Level Chaos Feature 
When you finish a long rest, you gain proficiency in a random skill determined by rolling a d20 and consulting the Random Skill table. If you are already proficient in the skill rolled, double your **PB** instead for checks with that skill for the duration. The benefits of this feature last until you finish a long rest.
| Random Skill | |
| ------------ | ----------------------- |
| d20 | skill |
| 1 | Acrobatics |
| 2 | Animal Handling |
| 3 | Arcana |
| 4 | Athletics |
| 5 | Deception |
| 6 | History |
| 7 | Insight |
| 8 | Intimidation |
| 9 | Investigation |
| 10 | Medicine |
| 11 | Nature |
| 12 | Perception |
| 13 | Performance |
| 14 | Persuasion |
| 15 | Religion |
| 16 | Sleight of Hand |
| 17 | Stealth |
| 18 | Survival |
| 19-20 | Any Skill (Your Choice) |
## Invoke Entropy
7th-Level Chaos Feature 
As a reaction when you or a creature you can see within 30 feet of you succeeds or fails a check, you can force that creature to reroll the check—potentially turning a failure into success or a success into failure. The target must use the result of the new roll. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest.
## Mayhem Shield 
11th-Level Chaos Feature 
You gain an additional way to use your Chaos Dice (see Chaos Conduit feature). When a creature you can see hits you with an attack, you can choose to expend one or more Chaos Dice. Roll the expended dice and reduce the damage you take from the triggering attack by the total amount rolled on the expended dice. If you roll either a 1 or 10 on any of the expended die, it triggers the following additional effects.
- Result of 1. For each result of 1 rolled, you regain a number of expended Chaos Dice equal to your **PB**. This feature cant give you more Chaos Dice than the maximum possible amount.
- Result of 10. For each result of 10 rolled, the attacking creature takes an amount of force damage equal to the combined total of your expended Chaos Dice results.
## Cry Havoc 
15th-Level Chaos Feature 
If you start your turn and have no Chaos Dice remaining (see Chaos Conduit feature), you automatically regain one expended die and have advantage on the first attack roll you make before the end of your turn.

View file

@ -0,0 +1,43 @@
---
source: Tome of Heroes
---
![[assets/067b055e3edad8ab3ba1667eee9f14ad_MD5.jpg|Erlan Arya]]
Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.
While some of these barbarians are enlisted to support the devils interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.
||**Hellfire Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Hellish Aspect|
|7th|Hells Vengeance|
|11th|Hellfire Shield|
|15th|Devilish Essence|
## Hellish Aspect 
_3rd-Level Hellfire Feature_ 
When you enter your rage, you take on minor fiendish aspects. The way these aspects manifest is up to you and can include sprouting horns from your head, changing the color of your skin, growing fangs or a tail, or other small physical changes. Though infused with fiendish power, you arent a fiend. 
While raging, you have resistance to fire damage, and the first creature you hit on each of your turns with a weapon attack takes 1d6 extra fire damage. This damage increases to 2d6 at 10th level.
## Hells Vengeance 
_7th-Level Hellfire Feature_ 
You can use your hellfire to punish enemies. If an ally you can see within 60 feet of you takes damage while you are raging, you can use your reaction to surround the attacker with hellfire, dealing fire damage equal to your proficiency bonus to it. 
## Hellfire Shield 
_11th-Level Hellfire Feature_ 
When you enter your rage, you can surround yourself with flames. This effect works like the fire shield spell, except you are surrounded with a warm shield only and it ends when your rage ends. Once used, you cant use this feature again until you finish a short or long rest.
## Devilish Essence 
_15th-Level Hellfire Feature_ 
While raging, you have advantage on saving throws against spells and other magical effects, and if you take damage from a spell, you can use your reaction to gain temporary hit points equal to your barbarian level.

View file

@ -0,0 +1,52 @@
---
source: "Campaign Builder: Dungeons and Ruins"
---
![[386b59f12f1ba2ce1c6db5c07d7a57a1.jpeg|Rob Brunette|637x358]]
Barbarians who walk the Mycelial path deliberately infest themselves with fungal spores, cultivating a fungal membrane, a second fungal skin that grows over their own, letting the mycelium penetrate throughout their bodies. Some barbarians choose to keep the presence of their second skin secret, keeping any visible signs beneath clothing, while others cultivate artistic patterns that resemble tattoos that they display proudly. As a Mycelial barbarian grows in power, their fungal membrane becomes more pronounced and prominent. Veteran Mycelial barbarians are entirely crusted over with fungal growths.
When a Mycelial barbarian enters a rage, their fungal membrane releases spores that remain active for the duration. These spores power some of their abilities but become quiescent when the barbarian isnt in rage. 
Certain sects of Mycelial barbarians revere mycolid culture and go on pilgrimages to mycolid settlements hoping to gain a better understanding of the fungi they are in symbiosis with. Savvy mycolids take advantage of this reverence, often setting tasks for the barbarian that help the mycolid collective.
||**Mycelial Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Spore Aura|
|7th|Devour Death|
|11th|Empowered Spore Aura|
|15th|Fungal Rebuke|
## Spore Aura
_3rd-Level Mycelial Feature_ 
While raging, the fungus on your skin releases an invisible cloud of spores that extends 10 feet from you in every direction, but not through total cover. This aura has an effect, based on the type of spores you emit, that activates when you begin raging, and you can activate the effect again on each of your turns as a bonus action. When you enter your rage, choose one of the following spores to emit for the duration of the rage:
- **Bolstering Spores.** One friendly creature you can see within the aura has advantage on the next attack roll it makes before the start of your next turn. Each time you activate this feature, you can choose a different creature.
- **Phrenic Spores.** One creature you can see within the aura has disadvantage on the next attack roll it makes against you before the start of your next turn, and you have advantage on the next save you make against its spells and other effects before the start of your next turn. Each time you activate this effect, you can choose a different creature.
- **Necrotic Spores.** Each creature within the aura must succeed on a **CON** save (**DC** equals 8 + your **PB** + your **CON** modifier) or take necrotic damage equal to your **PB**.
## Devour Death
_7th-Level Mycelial Feature_ 
Your fungal membrane makes you resistant to necrotic damage and allows you to gain some vitality from death around you. If you start your turn with 0 HP and you are within 10 feet of a creature that died no less than 1 hour ago, you have advantage on any death saves you make. If you are at 0 HP and become stable while within 10 feet of such a creature, you also regain HP equal to your **PB**, as your fungal membrane absorbs nutrients from that creatures corpse. If you regain HP in this way, that creature is no longer a valid target for this feature.
In addition, if you expend one or more hit dice during a short rest to regain hit points, and you are within 10 feet of a creature that died no less than 1 hour ago when you do so, you regain additional hit points equal to your **PB**.
## Empowered Spore Aura
_11th-Level Mycelial Feature_ 
The cloud of spores you emit becomes more potent. The effect of this potency changes depending on the type of spores you are emitting.
- **Bolstering and Phrenic Spores.** When you emit bolstering or phrenic spores, you can now choose a number of creatures up to your **PB**, and those creatures can be within 30 feet of you rather than within 10 feet of you.
- **Necrotic Spores.** While you are emitting necrotic spores, you can choose for your melee weapon attacks to deal necrotic damage instead of their normal damage. In addition, when a creature in this aura is reduced to 0 HP, you gain temporary hit points equal to your **PB**. If necrotic damage reduced the creature to 0 HP, you gain temporary hit points equal to double your **PB** instead. These temporary HP last until expended or until you finish a short or long rest.
## Fungal Rebuke
_15th-Level Mycelial Feature_ 
Your fungal spores can react to mortal danger. When a creature hits or misses you with an attack while within 10 feet of you, you can use your reaction to deal necrotic damage equal to half your barbarian level to that creature.

View file

@ -0,0 +1,51 @@
---
source: Tome of Heroes
---
![[assets/3a908fa13757c9a79b3dcd6b9c698dc3_MD5.jpg|John Pozzi]]
Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power.
Though named for the thorns that covered the first barbarians to walk this path, current followers of this path can display thorns, spines, or boney growths while raging.
||**Thorns Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Blossoming Thorns, Thorned Grasp|
|7th|Natures Blessing|
|11th|Toxic Infusion|
|15th|Thorn Barrage|
## Blossoming Thorns 
_3rd-Level Thorns Feature_ 
When you enter your rage, hard, sharp thorns emerge over your whole body, turning your unarmed strikes into dangerous weapons. When you hit with an unarmed strike while raging, your unarmed strike deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. 
The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level.
## Thorned Grasp
_3rd-Level Thorns Feature_ 
When you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4.
## Natures Blessing 
_7th-Level Thorns Feature_ 
The thorns you grow while raging become more powerful and count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. When you are hit by a melee weapon attack by a creature within 5 feet of you while raging, that creature takes 1d4 piercing damage. When you reach 10th level in this class, this damage increases to 2d4.
Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus) or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction.
## Toxic Infusion
_11th-Level Thorns Feature_ 
When you enter your rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Thorn Barrage 
_15th-Level Thorns Feature_ 
You can use an action to shoot the thorns from your body while raging. Each creature within 10 feet of you must make a Dexterity saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus), taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

View file

@ -0,0 +1,57 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/f0a245d1f2755f4e35856fdd294d9480_MD5.jpg|lie setiawan]]
Through primal rite or natural bloodthirst, some barbarians can work themselves into a rage so ferocious and explosively violent that it risks breaking their bodies. Berserkers may lose themselves in their frenzy, seething with raw brutality, embracing the blood-soaked battlefield, uncaring of their own safety.
||**Berserker Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Frenzy, Ruthless Bearing|
|7th|Mindless Rage|
|11th|Intimidating Presence|
|15th|Retaliation|
## Frenzy
_3rd-Level Berserker Feature_ 
You go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns.
## Ruthless Bearing
_3rd-Level Berserker Feature_ 
Your ferocity looms at all times. You gain proficiency in the Intimidation skill. If you are already proficient, double your **PB** instead for Intimidation checks.
**Mindless Rage**
_7th-Level Berserker Feature_ 
While raging, you gain the following benefits:
- You ignore any levels of exhaustion you currently suffer for the duration of your rage.
- You cant be charmed or frightened. If you are already charmed or frightened when you enter a rage, the effect is suspended for the duration of the rage.
- If you score a critical hit or reduce a creature to 0 HP, you gain a number of temporary hit points equal to your **PB** + your **CON** modifier. These hit points last until expended or until you finish a short or long rest.
**Intimidating Presence**
_11th-Level Berserker Feature_ 
Your weapon attacks deal an amount of additional damage, equal to your **PB** (of the same damage type as the weapon), to frightened creatures.
In addition, as a bonus action, you can attempt to frighten a number of creatures, up to your **PB**, within 30 feet of you that can see or hear you. 
Each target must make a **WIS** save (**DC** 8 + your **PB** + your CHA modifier + the number of temporary hit points you currently have from your Mindless Rage feature). On a failure, a creature is frightened of you until the end of your next turn.
On subsequent turns, you can use your bonus action to extend the duration of this effect on each frightened creature until the end of your next turn. This effect ends if the creature ends its turn more than 60 feet away from you or can no longer see or hear you.
If the creature succeeds on its save, you cant use this feature on that creature again for 24 hours.
**Retaliation**
_15th-Level Berserker Feature_ 
When a creature hits or misses you with an attack, you can use your reaction to move up to half your speed toward that creature and make a single melee attack against it. If the creature is Large or larger, you have advantage on the attack roll.

View file

@ -0,0 +1,47 @@
---
source: Tome of Heroes
---
![[assets/0985778edc3efbab2d8cd9e286558a25_MD5.jpeg|Andrea De Dominicis]]
Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.
||**Booming Magnificence Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Roar of Defiance, Running Leap|
|7th|Lions Glory|
|11th|Resonant Bellow|
|15th|Victorious Roar|
## Roar of Defiance 
_3rd-Level Booming Magnificence Feature_ 
You can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesnt target you. 
Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The **DC** is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you cant use this feature on that creature again.
## Running Leap
_3rd-Level Booming Magnificence Feature_ 
While you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet up to half your walking speed. With a 10-foot running start, you can long jump a number of feet up to your walking speed.
## Lions Glory 
_7th-Level Booming Magnificence Feature_ 
When you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you cant use this feature again until you finish a long rest.
## Resonant Bellow
_11th-Level Booming Magnificence Feature_ 
Your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you cant use this feature again until you finish a short or long rest.
## Victorious Roar
_15th-Level Booming Magnificence Feature_ 
You exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a **DC** equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isnt frightened.

View file

@ -0,0 +1,60 @@
---
source: Tome of Heroes
---
![[assets/de0b7abb3983224198283d3d4a148c94_MD5.jpg|Hugo "Progos" Gomes]]
Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you dont solely aspire to emulate these creatures—you seek to become one. The barbarians who follow this path often do so after surviving a dragon encounter or are raised in a culture that worships them. Dragons tend to have a mixed view of the barbarians who choose this path. Some dragons, in particular the metallic dragons, view such a transformation as a flattering act of admiration. Others may recognize or even fully embrace them as useful to their own ambitions. Still others view this path as embarrassing at best and insulting at worst, for what puny, two-legged creature can ever hope to come close to the natural ferocity of a dragon? When choosing this path, consider what experiences drove you to such a course. These experiences will help inform how you deal with the judgment of dragons you encounter in the world.
||**Dragon Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Totem Dragon, Wyrm Teeth|
|7th|Legendary Might|
|11th|Aspect of the Dragon|
|15th|Wyrm Lungs|
## Totem Dragon
_3rd-Level Dragon Feature_ 
You choose which type of dragon you seek to emulate. You can speak and read Draconic, and you are resistant to the damage type of your chosen dragon.
|Dragon|Spells|
|---|---|
|Black or Copper|Acid|
|Blue or Bronze|Lightning|
|Brass, Gold or Red|Fire|
|Green|Poison|
|Silver or White|Cold|
|Void|Necrotic|
|Yellow|Radiant|
## Wyrm Teeth
_3rd-Level Dragon Feature_ 
Your jaws extend and become dragon-like when you enter your rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus.
## Legendary Might
_7th-Level Dragon Feature_ 
If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you cant use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests.
## Aspect of the Dragon
_11th-Level Dragon Feature_ 
You take on additional draconic features while raging. When you enter your rage, choose one of the following aspects to manifest. 
- Dragon Heart. You gain temporary hit points equal to 1d12 + your barbarian level. Once you manifest this aspect, you must finish a short or long rest before you can manifest it again. 
- Dragon Hide. Scales sprout across your skin. Your Armor Class increases by 2. 
- Dragon Sight. Your senses become those of a dragon. You have blindsight out to a range of 60 feet.
- Dragon Wings. You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You cant manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
## Wyrm Lungs 
_15th-Level Dragon Feature_ 
While raging, you can use an action to make a breath weapon attack. You exhale your breath in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (**DC** equal to 8 + your proficiency bonus + your Constitution modifier), taking 12d8 damage of the type associated with your totem dragon on a failed save, or half as much damage on a successful one. Once you use this feature, you cant use it again until you finish a long rest.

View file

@ -0,0 +1,49 @@
---
source: Labyrinth Worldbook
---
![[assets/38ebdaa2967d3df80144a7376d7fc657_MD5.jpg|Daryl Mandryk]]
Barbarians who travel the path of the Forsaken can hear the whispered regrets of those unjustly or violently slain before their time. These warriors possess remarkable souls that shine as beacons to lost spirits. Those who embrace this path learn to listen to the forgotten and are rewarded with their undying protection.
||**Forsaken Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Hungering Swarm, Whispered Knowledge|
|7th|Consume Suffering|
|11th|Wave of Wrath|
|15th|Spirit Sacrifice|
## Hungering Swarm 
_3rd-Level Forsaken Feature_ 
While raging, creatures of your choice that come within 5 feet of you for the first time on a turn or start their turn within 5 feet of you take 1d6 radiant or necrotic damage (you choose which).
When you reach certain levels of barbarian, this damage increases, becoming 2d6 damage at 7th level, 3d6 damage at 11th level, and 4d6 damage at 15th level.
## Whispered Knowledge 
_3rd-Level Forsaken Feature_ 
As part of a short or long rest, you can ask the spirits linked to you to imbue you with their knowledge. At the end of the rest, you become proficient in one skill, vehicle, or tool of your choice until you use this feature again.
## Consume Suffering 
_7th-Level Forsaken Feature_ 
Your spirit allies can consume ailments that hinder your physical form. While raging, as a bonus action you can end one condition afflicting you and gain temporary hit points equal to half your barbarian level (rounded down). These temporary hit points last until expended or you finish a short or long rest.
## Wave of Wrath 
_11th-Level Forsaken Feature_ 
While you are raging, you can use an action to temporarily manifest the spirits bound to you. When you do so, all creatures of your choice within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your **PB** + your **CON** modifier) or take 4d8 radiant or necrotic damage (you choose which) and become frightened of you for 1 minute or until they are more than 60 feet away from you. On a successful save, a creature takes half as much damage and isnt frightened.
Once you use this feature, you cant use it again until you finish a short or long rest.
## Spirit Sacrifice 
_15th-Level Forsaken Feature_ 
The vengeful dead bound to you refuse to let you be lost. If you die and your body is destroyed, one of the spirits bound to you sacrifices itself to preserve your soul. After 24 hours, your soul inhabits and animates another Humanoid corpse on the same plane of existence, and that body returns to life with all your hit points. Upon awakening, you recall your former life and experiences. You retain the capabilities you had in your original form, except you exchange your original lineage for the new one (if different than your previous body) and change your lineage traits accordingly.

View file

@ -0,0 +1,57 @@
---
source: Players Guide 2
---
Some barbarians come from the windswept plains or frostbitten tundra, where the kiss of a breeze and howl of a tempest might hold a wisp of magic. Barbarians that travel the path of Four Winds have learned, through ancient custom or shamanic connection to nature, how to harness the wind themselves in their rage. These barbarians are renowned for their swift movement, skill with thrown weapons, and ability to hurl themselves into the fray, protected at all times by the swirling winds of their ancestral home.
| Four Winds Progression | |
| ---------------------- | ----------------------------------- |
| Barbarian Level | Features |
| 3rd | Implacable Presence, Winds of Wrath |
| 7th | Cyclonic Ward |
| 11th | Howling Charge |
| 15th | Raging Storm |
## Implacable Presence 
3rd-Level Four Winds Feature 
The implacable and effortless nature of the windswept hills instills in you with competency. You gain proficiency in the Acrobatics skill. If you are already proficient, double your **PB** instead for checks made with that skill.
## Winds of Wrath 
3rd-Level Four Winds Feature 
Each time you enter a rage (see Rage feature in Players Guide), the swirling winds of your ancestral home surround you. While raging and conscious, you cant be knocked prone, and you land on your feet after falling. When you first enter your rage, choose one of the following additional benefits that activates for the duration:
- The buffeting winds protect you. You are lightly obscured by the swirling dust. Ranged attacks against you are made at disadvantage, and you gain resistance to lightning and thunder damage. 
- When you leap 10 feet or more straight toward a creature and hit it with a melee weapon attack on the same turn, the first attack deals an additional 1d6 thunder damage for every 10 feet you traveled, up to a maximum of 10d6. A creature that takes any of this damage must succeed on a **STR** save or fall prone. The **DC** equals the damage dealt by your attack. 
- You can use Reckless Attack with thrown weapons using your **STR**. When you do, the range of your thrown weapons is doubled, and you can add double your rage damage bonus to the damage roll.
When you first enter your rage, you can expend an additional use of your Rage to select an additional option from Winds of Wrath. 
## Cyclonic Ward 
7th-Level Four Winds Feature 
The howling gales protect you and your allies. You reduce any falling damage you take by an amount equal to twice your barbarian level. While raging (see Rage feature in Players Guide), this reduction occurs after the damage is already halved by your rage.
While raging, as a reaction when you or an ally within 30 feet that you can see or hear takes damage, you can reduce that damage by an amount equal to your barbarian level, and you can move the targeted ally up to 10 feet in a direction of your choice (provided the ally is willing). 
## Howling Charge 
11th-Level Four Winds Feature 
As a bonus action, you can take the Dash action. Whenever you Dash, until the start of your next turn, you ignore difficult terrain, and you cant be paralyzed or restrained.
## Raging Storm 
15th-Level Four Winds Feature 
The winds that aid you have grown violent, made more ferocious by your wrath. While you are raging, you gain the following benefits:
- Each time you hit a creature with a melee weapon attack or unarmed strike, the target and each hostile creature within 10 feet of you takes 1d6 thunder damage.
- Each time you use Cyclonic Ward to reduce the damage of a melee attack, the attacking creature must make a **CON** save (**DC** 8 + your **PB** + your **CON** modifier), taking 4d6 thunder damage on a failed save or half as much damage on a successful one. A creature that fails its save by 5 or more is also deafened for 1 minute.
- The first time you hit a creature with a thrown weapon attack (using **STR**) on your turn, in addition to the normal effects of the attack, the target and each creature within 10 feet of them takes 3d6 lightning damage. 
Thunder damage caused by Raging Storm is audible out to a distance of 300 feet.

View file

@ -0,0 +1,49 @@
---
source: Book of Blades
---
Deep in the frozen wastes, some barbarians find their flesh infused with elemental cold. Others embrace ancestral spirits of icy winter. Empowered by the deepest chill, they can call forth unrelenting cold. They sheathe their bodies in an armor of ice and summon blizzards to hinder their foes.
| Frostborn Raider Progression | |
| ---------------------------- | ------------------------------- |
| Barbarian Level | Features |
| 3rd | Bitter Animus, Home in the Wild |
| 7th | One with the Storm |
| 11th | Summon the Rampant Snowstorm |
| 15th | Raging Blizzard |
## Bitter Animus 
3rd-Level Frostborn Raider Feature 
Your bitter, frozen soul surfaces when you rage, sheathing your flesh in plates of ice and covering your fists with gauntlets that sprout jagged icicles. While you arent wearing armor, your AC equals 15 + your **CON** modifier. (**DEX** doesnt factor into your AC for this class feature.) 
In addition, your ice-covered fists act as spiked gauntlets that deal 1d8 + your **STR** modifier piercing damage. The spiked ice gauntlets are light weapons and allow you to use the Bash weapon option. They cannot be disarmed and instantly melt when you stop raging. 
## Home in the Wild  
3rd-Level Frostborn Raider Feature 
You are skilled at surviving in wild places and enduring extreme climates. You gain proficiency in the Survival skill. If you already have proficiency, double your **PB** instead for **WIS** (Survival) checks.
## One With the Storm 
7th-Level Frostborn Raider Feature 
You walk through winter storms without concern and have become inured to their fury. You are resistant to cold damage. Your speed isnt halved when you move through nonmagical or magical difficult terrain caused by ice or snow.
## Summon the Rampant Snowstorm 
11th-Level Frostborn Raider Feature 
 While raging, you gain the following benefits: 
- As a ranged weapon attack, you can fling icicles from your Bitter Animus ice gauntlets that deal 1d6 + your **STR** modifier + Rage Damage bonus piercing damage. A new icicle regrows immediately after you throw one.
- While raging, you call upon the blizzard within to cast sleet storm as an action, requiring no material components. **CON** is your spellcasting ability for this spell. You can cast this spell once each time you use your Rage feature. You are immune to the effects of the spell, you dont need to concentrate to maintain it and cannot end it before its 1 minute duration elapses. 
- Spell save **DC** = 8 + your **PB** + your **CON** modifier 
## Raging Blizzard 
15th-Level Frostborn Raider Feature 
Melee and ranged attacks made with your Bitter Animus ice gauntlets now deal an additional 1d8 cold damage. On your turn, after you take an Attack action with your ice gauntlets, you can use a bonus action to make two additional attacks with your ice gauntlets instead of the one attack typically granted by two-weapon fighting.

View file

@ -0,0 +1,61 @@
---
source: Players Guide 2
---
Barbarians who travel the path of the Kraken manifest some aspect of the fearsome leviathans, causing them to partially transform when they rage and take on the aspect of the sea-dwelling titans. 
| Kraken Progression | |
| ------------------ | ------------------------------------------ |
| Barbarian Level | Features |
| 3rd | Deep Vision, Krakens Grasp (d4) |
| 7th | Ink Cloud, Krakens Grasp (d6), Titan Grip |
| 11th | Krakens Grasp (d8), Tentacle Fling |
| 15th | Krakens Grasp (d10), Leviathan Wakes |
## Deep Vision 
3rd-Level Kraken Feature 
You gain a swimming speed equal to your walking speed, and you can breathe water as if it were air. 
In addition, when you are submerged in water, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet while submerged.
## Krakens Grasp 
3rd-Level Kraken Feature 
When you activate your Rage feature (see Players Guide), you call on your primal connection to the kraken. While raging, two spectral tentacles sprout from your body. The tentacles count as melee weapons with which you are proficient. Each tentacle has a reach of 10 feet.
As a bonus action (which can be part of the same bonus action used to activate your Rage), you can make up to two melee weapon attacks with the tentacles (one attack per tentacle). On a successful hit, a tentacle deals force damage equal to 1d4 + your **STR** modifier. If the target is a Large or smaller creature, it is also grappled (escape **DC** 8 + your **PB** + your **STR** modifier). A tentacle can grapple only one target at a time. If a tentacle is grappling a target, it can make attacks against only that target.
You can use your tentacles to grasp and lift objects that weigh up to a number of pounds equal to your **STR** score × your **PB** and also to perform simple tasks like opening unlocked containers or pushing doors closed/open. You cant use them for tasks that require manual precision like wielding weapons, using tools, or activating magic items. 
The base damage of your tentacles increases as you gain barbarian levels, becoming d6 at 7th level, d8 at 11th level, and d10 at 15th level.
## Ink Cloud 
7th-Level Kraken Feature 
As a bonus action, you can create a stationary, inky black cloud in a 20-foot-radius sphere centered on yourself. To other creatures, the area is heavily obscured, but you can see normally within it. This effect lasts for 1 minute or until you choose to end it (no action required). You can use this feature a number of times equal to your **PB** and recover all expended uses when you finish a long rest.
## Titan Grip 
7th-Level Kraken Feature 
When a creature is successfully grappled by your tentacles, it becomes restrained until the grapple ends.
In addition, when you take the Attack action, you can use your tentacles to make any number of your attacks. 
## Tentacle Fling 
11th-Level Kraken Feature 
When you take the Attack action, you can use one or more of your attacks to hurl a creature, grappled by your tentacles, up to 30 feet away from you. When the creature lands, it is knocked prone, and if it strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a **DEX** save (**DC** 8 + your **PB** + your **STR** mod) or take the same damage and be knocked prone.
## Leviathan Wakes 
15th-Level Kraken Feature 
Your reach with your tentacles increases by 10 feet.  
In addition, each time you use your bonus action to make a tentacle attack, you can make one additional tentacle attack as part of that same bonus action.

View file

@ -0,0 +1,53 @@
---
source: Tome of Heroes
---
![[assets/e3a0f6cc9f79645bb109777c62d1aca8_MD5.jpg|Nomax]]
The first barbarians that traveled the path of mistwood were [[Dryad]]s who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home.
||**Mistwood Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Bonus Proficiency, Mistwood Defender, Expanded Talent List|
|7th|From the Mist|
|11th|Mist Dance|
|15th|War Bands Passage|
## Bonus Proficiency 
_3rd-Level Mistwood Feature_ 
You gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice. 
## Mistwood Defender 
_3rd-Level Mistwood Feature_ 
You can use the Reckless Attack feature on ranged weapon attacks with thrown weapons, and, while you arent within melee range of a hostile creature that isnt incapacitated, you can draw and throw a thrown weapon as a bonus action. 
In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon. 
## Expanded Talent List 
_3rd-Level Mistwood Feature_ 
When you gain a new talent, you can select that talent from either the martial or the technical talents list (see Talents in Chapter 4).
## From the Mist 
_7th-Level Mistwood Feature_ 
Mist and fog dont hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
## Mist Dance 
_11th-Level Mistwood Feature_ 
When you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
## War Bands Passage 
_15th-Level Mistwood Feature_ 
When you use your From the Mist feature to cast misty step, you can bring up to two willing creatures within 5 feet of you along with you, as long as each creature isnt carrying more than its carrying capacity. Attacks against you and any creatures you bring with you have disadvantage until the start of your next turn.

View file

@ -0,0 +1,73 @@
---
source: Drakkenheim
---
These barbarians consider themselves natural weapons, born of the gods to stand against the enemies of their chosen deity. The Old Gods represent raw power, the untamed wild, and traditional worship. A barbarian who follows the Old Gods is often close to nature, and sees glorious battle as the arena of their gods, and their purpose is to destroy the enemies of their chosen god. 
| Old Gods Progression | |
| -------------------- | ---------------------------------- |
| Barbarian Level | Features |
| 3rd | Brute Strength, Imbued by the Gods |
| 7th | Adaptable Combatant, Sturdy Build |
| 11th | Brutal Kills |
| 15th | Gifts of the Gods |
## Brute Strength  
3rd-Level Old Gods Feature 
You are relentless in battle, filled with a bloodlust and rage of the Old Gods. You are proficient with improvised weapons. Your unarmed strike and attacks with any melee weapons or improvised weapons that arent light deal damage equal to 1d12 plus your Strength modifier.
While you are raging, you gain the following benefits:
- All melee weapons you wield that arent light gain the heavy and thrown properties, including improvised weapons. A weapon which doesnt specify a thrown range gains a range of 30/60 while you are wielding it.
- Once on your turn when you hit a creature within 5 feet of you with a melee weapon attack, you can try to grapple or shove that creature as part of the same attack.
- If your size is Small, you dont have disadvantage on attack rolls when wielding a heavy weapon.
## Imbued by the Gods
3rd-Level Old Gods Feature 
Your natural strength is amplified, and the gods you worship bestow upon you inhuman capabilities:
- You gain proficiency in Intimidation if you dont already have it, and add twice your proficiency bonus to Intimidation checks.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your long jump and high jump are doubled. 
## Adaptable Combatant 
7th-Level Old Gods Feature 
You gain a climb speed equal to your walking speed. Additionally, your ability to grab enemies and turn anything into a weapon grows stronger. You gain the following benefits:
- You can try to grapple or shove a creature up to two size categories larger than you. 
- Your speed is no longer halved when you try to move a creature youre grappling.
- Your unarmed strikes and attacks with improvised weapons count as magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing damage.
- You can treat a creature you are grappling as an improvised weapon. When you hit another target using a grappled creature as an improvised weapon, the grappled creature takes damage equal to your Strength modifier plus your proficiency bonus. When you use a creature as an improvised weapon, thrown attacks made with it have a range of 10/20 feet.
## Sturdy Build
7th-Level Old Gods Feature 
Whenever you enter your rage or willingly end your rage on your turn, you can expend Hit Dice and regain hit points as if you had finished a short rest.
## Brutal Kills
11th-Level Old Gods Feature 
While you are raging, if you reduce a creature to 0 hit points, you can choose to kill them brutally, tearing off limbs, and savaging your enemy. The violent display terrifies those around you. 
Any enemies that can see you must make a successful Wisdom saving throw or become frightened of you for the next minute. The save **DC** is 8 + your proficiency bonus + your strength modifier.
Once you use this feature, you must finish a short or long rest you can do so again.
## Gifts of the Gods 
15th-Level Old Gods Feature 
The Old Gods have chosen you as their divine weapon, a tool to be used against evil. You gain the following benefits:
- When you are raging, you can attack three times whenever you take the Attack action on your turn. 
- You can grapple or shove any creature, regardless of size.
- You can add your Strength score to the short and long ranges of all thrown weapons. 
- When you shove a creature, you can push it 10 feet.

View file

@ -0,0 +1,45 @@
---
source: Old Margreve
---
Moonlit people who live in their enclaves of light in the Shadow Realm or in areas where the Shadow Realm encroaches on the Material Plane keep the darkness at bay thanks to the green magic of Freyr and Freya. When the shadows gather too close to the borders of their land, the people call upon the wild warriors known as the Shadow Chewers. Sometimes called “Angels of Freyr,” these fearsome heroes bring tooth, sword, and radiance to bear against the darkness.
| Shadow Chewer Progression | |
| ------------------------- | ------------------------------ |
| Barbarian Level | Features |
| 3rd | Chew Shadows, Teeth of the Sun |
| 7th | Divine Sustenance |
| 11th | Emboldening Light |
| 15th | Rage of the Roaring Sun |
## Chew Shadows
3rd-Level Shadow Chewer Feature 
You are imbued with radiant power when you rage. While raging, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. The bright light shed by this feature is immune to the effects of magical darkness and cant be covered or dispelled; however, it cant pass through solid objects and otherwise behaves like normal light. 
## Teeth of the Sun
3rd-Level Shadow Chewer Feature 
When you activate your Rage feature, your face grows a short muzzle and your mouth sprouts radiant, bear-like fangs, granting you a bite, which you can use to make unarmed strikes. This transformation doesnt inhibit your ability to speak. When you hit with your bite, the attack deals piercing damage or radiant damage (your choice) equal to 1d8 + your **STR** modifier, instead of the bludgeoning damage normal for an unarmed strike.
As you gain levels in this class, your bite becomes more powerful. Your bite attacks damage die increases to a d10 at 7th level and to a d12 at 11th level.
## Divine Sustenance
7th-Level Shadow Chewer Feature 
While raging, you can use a bonus action to bolster each creature of your choice—which can include yourself— that is in the bright light shed by your Chew Shadows feature. Each target regains hit points equal to half your barbarian level (rounded down). This feature can restore a creature to no more than half its hit point maximum. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
## Emboldening Light
11th-Level Shadow Chewer Feature 
You and friendly creatures in the bright light shed by your Chew Shadows feature are immune to the frightened condition. When you reach 18th level, this benefit extends to friendly creatures in both the bright and dim light shed by your Chew Shadows feature.
## Rage of the Roaring Sun
15th-Level Shadow Chewer Feature 
 While raging, you can use a bonus action to send searing light toward each creature of your choice that is in the light shed by your Chew Shadows feature. Each target takes radiant damage equal to half your barbarian level (rounded down). You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.

View file

@ -0,0 +1,49 @@
---
source: Book of Blades
---
![[assets/47176546aecfd85db2c2f1676457f537_MD5.jpg|Panagiotis Giannakopoulos]]
An Undying Warrior possesses a soul that has crossed into death, then pulled back into the world of the living by extraordinary magical means. Returning from true death is a turbulent process that shatters a soul then reforges it entirely. Creatures who have such souls are often psychically scarred by the experience, but they gain a measure of mastery over death. Those who walk this path cant be pulled into death until their destiny—the reason their soul returned—is fulfilled.
||**Undying Warrior Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Defy Death, Soul of Wrath|
|7th|Feast of Suffering|
|11th|Vengeance Snare|
|15th|Rejected by Death|
## Defy Death 
_3rd-Level Undying Warrior Feature_ 
When you begin your turn with hit points fewer than your number of barbarian levels, you may expend one of your hit dice to recover hit points equal to the number rolled plus your **CON** modifier (no action required). You can use this feature while unconscious, but not if you are dead.
## Soul of Wrath 
_3rd-Level Undying Warrior Feature_
You become possessed by supernatural wrath when you enter your rage. While you are raging, once during each of your turns when you hit a creature with an attack roll, you can force them to make a **WIS** save with a **DC** equal to 8 + your **PB** + your **CON** modifier. On a failed save, the creature is frightened of you until the end of your next turn.
In addition, you deal an extra 1d6 psychic damage when you hit a creature that is frightened of you with a weapon attack.
## Feast of Suffering 
_7th-Level Undying Warrior Feature_ 
Your soul consumes ailments that hinder your physical form. As a bonus action, you can end one condition afflicting you and gain temporary hit points equal to half your barbarian level (rounded down). These temporary hit points last for 1 minute.
## Vengeance Snare 
_11th-Level Undying Warrior Feature_ 
While you are raging, you can use a bonus action to project your wrathful soul outward. When you do so, all creatures of your choice within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your **PB** + your **CON** modifier) or become frightened of you for 1 minute or until they are more than 60 feet away from you. If a creature was already frightened of you when it fails this save, it is also paralyzed until the end of your next turn.
Once you use this feature, you cant use it again until you finish a long rest.
## Rejected by Death 
_15th-Level Undying Warrior Feature_ 
Death no longer desires you. If you die and your body is destroyed, your soul remains. After 24 hours, your soul inhabits and animates another humanoid corpse on the same plane of existence, and the body returns to life with all your hit points. Upon awakening, you recall your former life and experiences. You retain the capabilities you had in your original form, except you exchange your original lineage for the new one (if different than your previous form) and change your lineage features accordingly.

View file

@ -0,0 +1,63 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/4ac2b112d46a0cecd36cc569eebcedb2_MD5.jpg|Anthony Catillaz]]
Barbarians that travel the path of Wild Fury share an affinity and connection with the most ferocious and cunning animals of the natural world. Such barbarians often share close connections with druids or primordial spirits, but even a skeptical warrior might don the skin of a felled beast and feel its power fuel their rage.
||**Wild Fury Progression**|
|---|---|
|**Barbarian Level**|**Features**|
|3rd|Animal Focus, Natures Cunning|
|7th|Primal Aspect|
|11th|Ferocious Howl|
|15th|Empowered Rage|
## Animal Focus
_3rd-Level Wild Fury Feature_ 
You adopt the methods and abilities of a beast from your homeland to hone the power granted by your rage. To channel a beasts might, you must have a marking, symbol, or token that represents it, such as tattoos reminiscent of a tigers stripes, a helm and cloak made of a bears hide, or a token made from hawk feathers.
The Beasts listed here might not be appropriate for your character. In such instances, choose a listed option and represent it instead with a more fitting Beast. For example, a constrictor could stand in for an alligator or a mountain lion instead of a tiger.
- **Alligator.** While raging, creatures you grapple are also restrained, and your speed isnt halved while carrying or dragging a creature that you are grappling. As a bonus action, you can deal force damage equal to your **STR** modifier + your rage damage bonus to one creature grappled by you.
- **Bear.** While raging, you can use a bonus action to gain temporary hit points, equal to your barbarian level + your **CON** modifier, that last for 1 hour. While you have any of these temporary hit points, you have advantage on attack rolls made with melee weapons.
- **Tiger.** While raging, when you use your action to Dash, you can use a bonus action to make a melee weapon attack. If you move 20 feet or more in a straight line immediately before making this attack, you gain a +5 bonus to the attack and damage rolls. On a critical hit, roll your weapons damage dice three times instead of twice. 
- **Toad.** While raging, you gain resistance to all damage types except psychic. 
## Natures Cunning
_3rd-Level Wild Fury Feature_ 
The ways of the wild embolden you. You gain proficiency in the Animal Handling skill. If you are already proficient, double your **PB** instead for Animal Handling checks. 
## Primal Aspect
_7th-Level Wild Fury Feature_ 
The bestial power within you has grown, offering you one of the following benefits, granted by a beast you have an affinity for. You must possess an additional marking, symbol, or token related to the chosen animal to gain this effect.
- **Hawk.** You have advantage on Perception checks and gain a +5 bonus to passive Perception. If you hit a creature with two or more melee attacks on a turn, you can attempt to grapple it as a bonus action.
- **Lizard.** Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed. In addition, when you take the Dash action, you can also gain the effects of a Disengage action in the same action.
- **Turtle.** You gain a +1 bonus to AC while not wearing armor. While wearing armor, you gain a bonus to **DEX** saves equal to your rage damage bonus.
- **Wolf.** Allies that can see or hear you have advantage on attack rolls against creatures within 5 feet of you.
## Ferocious Howl
_11th-Level Wild Fury Feature_ 
You learn to spur your allies with the primal ferocity of your rage. When you enter a rage, you can use your reaction to bellow a primal battle cry. Each ally within 60 feet of you that can hear you gains advantage on ability checks, attack rolls, and saves until the start of your next turn.
## Empowered Rage
_15th-Level Wild Fury Feature_ 
Your connection with the beasts of the world is down in your marrow. Your rage is further improved by ties with another beast. You must possess an additional marking, symbol, or token related to the chosen animal to gain this effect.
- **Crane.** While raging, your jump distance increases by 20 feet, and you take no damage from falling 100 feet or less. In addition, your reach with melee weapons (but not unarmed attacks) increases by 5 feet.
- **Ram.**  While raging, if you move 20 feet or more in a straight line toward a Huge or smaller creature and hit it with a melee weapon attack, the target takes 2d6 additional damage (of the same damage type as the weapon) and is knocked prone.
- **Shark.** While raging, each time you hit a creature that is below its hit point maximum with a melee weapon attack, the attack deals an additional 1d12 damage (of the same damage type as the weapon). 
- **Snake.** While raging, you have advantage on opportunity attacks. When you hit a creature with an opportunity attack, you can move up to your speed to remain within reach of the target.

View file

@ -0,0 +1,28 @@
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the bard class.
## Heroic Boons 
When you reach 10th level in the bard class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
## Heroic Boon 
10th-Level Bard Feature 
Your commitment to the bards path grants you a powerful ability. Choose one of the following heroic boons:
- Infectious Inspiration. When a creature adds one of your Bardic Inspiration dice (see Bardic Inspiration feature in Players Guide) to an ability check, attack roll, or save, and the roll succeeds, the creature can choose an ally it can see within 30 feet of it. That ally gains a Bardic Inspiration die. Inspiration given in this way doesnt expend a use of your current Bardic Inspiration dice. 
- Restorative Inspiration. When a creature with one of your Bardic Inspiration dice (see Bardic Inspiration feature in Players Guide) casts a spell that restores hit points, it can choose to expend and roll the die to increase the total hit points the spell can heal by an amount equal to the result. The caster chooses how these additional hit points are distributed if the spell heals multiple targets. Alternatively, when a creature with one of your Bardic Inspiration die recovers hit points due to a spell, magic item, or class feature, it can use its reaction to roll and expend the Bardic Inspiration die to recover additional hit points equal to the result.
### Epic Boons 
When you reach 20th level in the bard class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
## Epic Boon
20th-Level Bard Feature 
Your commitment to the bards path grants you a powerful new ability. You gain one of the following epic boons:
- Dual Performance. When you use your Bardic Performance feature (see Players Guide) to begin a performance, you can choose two Bardic Performances you know and blend them together to simultaneously activate their benefits. You still must spend any actions or meet any specific requirements to activate specific effects described in either performance, but you can maintain and spend Bardic Inspiration to maintain both as you would with a single performance.
- Master Performer. You now have unlimited uses of your Bardic Performance feature (see Players Guide). In addition, you can automatically begin a performance of your choice when initiative is rolled (no action required). As normal, you must still expend a bonus action each turn (including your first turn) to maintain this performance.

View file

@ -0,0 +1,31 @@
**Bardic Inspiration**
_1st, 5th, 9th, and 14th-Level Bard Feature_  
You can inspire others through stirring words, music, or other kinds of performance. As a bonus action on your turn, you can choose a creature within 60 feet of you, other than yourself, who can hear or see you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll that die and add the number rolled to one ability check, attack roll, or save that it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your CHA modifier. You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th.
**BARDIC PERFORMANCE** 
_2nd and 6th-Level Bard Feature_
_…_
**Bardic Performance: Celebrate Life** 
At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier.
In addition, allies within range have advantage on death saves, though they dont need to see or hear you to receive this benefit.
**HEROIC BOON** 
_10th-Level Bard Feature_
- **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier.

View file

@ -0,0 +1,11 @@
![[assets/76243f05f153bf263ef0d1839c751cae_MD5.jpg|Khoa Viet]]
Bards are born performers who complement their diverse skillset with magical prowess. Their breadth of expertise makes them exceptional at whatever options they choose to cultivate. As a bard, your innate charisma makes you the class best suited to dealing with others, whether navigating tense social encounters or ensuring your allies survive a fight.
Bard is a class that can do a little bit of everything in a game that often rewards specialization. The signature trick of a bard is your ability to quickly, directly boost your allies. Use this ability early and often.
## BARDS AS ADVENTURERS
All bards are driven to seek stories, secrets, songs—and audiences—which are gained most readily on the road. Whether traveling with a performing troupe or as a solitary wanderer trading songs for supper, a bards mix of proficiencies and spellcasting make them more than capable of handling a challenge.
Continued in the Players Guide; Chapter 2, pg 28.

View file

@ -0,0 +1,63 @@
---
source: Players Guide 2
---
Bards who align with the college of Allure understand the power of the mind and how the smallest nudge can bend that power in their favor. These bards are masters of subtle manipulation, crafting illusions and nudging viewers minds in just the right ways to give full credibility and belief to those illusions. They use this unique power to fascinate, distract, and even tempt those around them.
| Allure Progression | |
| ------------------ | ------------------------------------------------------------------------- |
| Bard Level | Features |
| 3rd | Bardic Performance: Mirror Mirror, Expanded Talent List, Illusory Reality |
| 7th | Twinned Illusion |
| 11th | Illusion Confusion |
| 15th | Lasting Illusions |
## Bardic Performance: Mirror Mirror 
3rd-Level Allure Feature 
You weave illusions to protect your companions. When you use your Bardic Performance feature (see Players Guide), you can create an illusory duplicate of one willing creature you can see. The duplicate moves with the target, mimicking its actions and shifting position, so its difficult to track which is real. On subsequent turns, as part of each bonus action spent maintaining your performance, you can create a duplicate of a different willing creature you can see. A creature cant have more than one duplicate of itself, and you can only maintain a number of duplicates equal to your **PB** at a time. If you create another duplicate when you are already at your limit, the oldest duplicate vanishes to accommodate the new one. All duplicates disappear once your performance ends.
As a reaction when a creature you can see makes an attack roll against a creature with an illusory duplicate, you can have the double attempt to distract the attacker. When you do so, roll a d20. On a roll of 11 or higher, the attacker targets the duplicate instead of the real creature. A duplicates AC is equal to your spellcasting **DC**. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that specifically targets the creature (and by extension, the duplicate), not spells that affect an area, such as the fireball spell. A duplicate ignores all other damage and effects.
## Expanded Talent List 
3rd-Level Allure Feature 
When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Players Guide).
## Illusory Reality 
3rd-Level Allure Feature 
You learn the minor illusion cantrip if you dont already know it. This cantrip counts as an Arcane spell when you cast it, but it doesnt count against the number of cantrips you know, as listed in the Bard Progression table (see Players Guide). You cant replace this spell when you gain levels in the bard class. 
In addition, as an action, you can subtly manipulate the mind of a creature you can see within 60 feet of you, making it capable of interacting with your illusions. The target must succeed on a **WIS** save against your spell save **DC**, or its belief in your illusions becomes unshakeable. For 1 minute, or until the target takes damage from one of your illusions, the target automatically fails any **INT** (Investigation) checks to discern the truth of any illusions you create with the disguise self, major image, minor illusion, mislead, programmed illusion, project image, seeming, and silent image spells, and it can physically interact with such spells, its mind filling in any gaps in logic or expected sensations. For example, if you use the disguise self spell to give yourself a hat, and the target pats your head, their hand stops at the hat and perceives the fabric and shape of the hat rather than of your head. If you use your action to cast one of these spells, you can expend a use of Illusory Reality as part of the same action.
If the illusion is dangerous (such as a fire or an ogre with a greatclub) and the target interacts with it (such as touching the fire or being hit by the ogres greatclub attack), the target takes psychic damage equal to your bard level + your CHA mod, perceiving that damage as the type appropriate for the illusion, and then the Illusory Reality ends on the target. If the target attacks a creature protected by one of the illusory duplicates from the Mirror Mirror effect of your Bardic Performance, the target rolls two dice to determine if it targets the duplicate, using the higher of the two rolls.
Starting at 9th level, you can target up to two creatures when you use this feature. At 13th, you can target up to three, and at 17th, you can target up to four. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest.
## Twinned Illusion 
7th-Level Secrecy Feature 
When you cast the major image, minor illusion, or silent image spell, you can create two illusions simultaneously with a single casting of the spell. You can move, manipulate, or otherwise control both illusions, using either your action or bonus action. If using a bonus action, it can be part of the same bonus action used to maintain your performance for the Mirror Mirror effect of your Bardic Performance. 
In addition, creatures have disadvantage on **INT** (Investigation) checks to disbelieve the illusions created by these spells.
## Illusion Confusion 
11th-Level Allure Feature 
You have learned greater control over subtle influences of the mind. As an action, you can befuddle and confuse the senses of a creature you can see within 30 feet of you, sending illusory sounds, smells, and sights into its mind. The target must succeed on a **WIS** save against your spell save **DC** or be convinced that the sights, sounds, and smells of your allies and the targets allies are exchanged for 1 minute—making its actual allies look, sound, and smell like its enemies and vice versa. The target believes the illusion and acts accordingly, protecting and helping its “allies” or attacking and hindering its “enemies.” The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. 
You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.
## Lasting Illusions 
15th-Level Allure Feature 
The duration is doubled when you cast the disguise self, major image, minor illusion, mislead, project image, seeming, and silent image spells.
In addition, when you make a save to maintain concentration on a spell from the illusion school and have at least one use of your Bardic Inspiration feature (see Players Guide) available, you can use it to roll a Bardic Inspiration die and add the number rolled to your save. If you succeed on the save, you get to keep the Bardic Inspiration die, but if you fail, the die is expended.

View file

@ -0,0 +1,71 @@
---
source: Deep Magic 2
---
![[assets/21a7449cc8bdd90b82e408def2c3ff4c_MD5.jpg|Rebel Drone]]Not all bards inspire others through their words and songs. Bards of the College of Cuisine express themselves through food and drink. These bards hand out mugs of ale, homemade cookies, and flasks of Fresh-ground coffee to bolster their allies spirits. They are adventuring celebrity chefs, spreading inspiration and comfort with their culinary power. They repeat the motto, “Food is Magic,” and those who taste their creations spread the gospel. 
||**Cuisine Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Bonus Proficiencies, Magical Treats|
|7th|Tasty Treats|
|11th|Top Chef|
|15th|Culinary Champion|
## Bonus Proficiencies 
_3rd-Level Cuisine Feature_ 
You gain proficiency in Provisioner tools. You can use these tools as your spellcasting focus. 
## Magical Treats 
_3rd-Level Cuisine Feature_ 
You can infuse magic into food and drink. You can infuse a number of treats equal to twice your proficiency bonus. Infusing a treat takes an action. When you infuse a treat, choose a spell of 1st or 2nd circle that has a casting time of 1 action, that targets only one creature, that requires you to touch the target, and doesnt target yourself. You infuse the treat with the chosen spell, expending the spell slot as if you had cast the spell. 
 If the spell you are infusing into a treat requires you to make a decision about its effect, such as choosing the curse of bestow curse, you make the choice when you infuse the treat with the spell. If the spell you are infusing into a treat can be cast at a higher circle for more potent effect, such as the increased healing of cure wounds, you can expend a higher-circle spell slot to infuse the treat with the higher-circle spell slot to infuse the treat with the higher-circle version of the spell. If the Spell you are infusing into a treat can be cast at a higher circle to affect additional targets, the treat affects only one creature, regardless of the circle of the spell slot infused into it. If the spell you are infusing into a treat has a material component, you must expend the component. 
A creature, including you, can eat a magical treat as an action, becoming affected by the spell infused into the treat as if you had cast the spell on the creature. The effect lasts for the spells maximum duration, and you dont need to maintain concentration on it. If the spell requires a saving throw, the creature makes the saving throw when it eats the treat and repeats the saving throw if the spell requires repeated saving throws, as normal. 
If a creature is incapable of eating a treat due to a condition, such as being incapacitated or unconscious, another creature can use its action to feed the treat to the indisposed creature. A creature cant be affected by more than one treat at a time. 
Infused treats lose their magic when you finish a long rest. You regain all expended uses of this feature when you finish a long rest. The maximum circle of spell you can infuse into treats increases when you reach certain levels in this class. At 5th level, you can infuse up to 3rd-circle spells into treats. At 10th level, you can infuse up to 5th-circle spells. At 15th level, you can infuse up to 8th-circle spells.  
## Tasty Treats 
_7th-Level Cuisine Feature_ 
Your mastery of food magic reaches new heights. As a bonus action, you can expend a use of bardic inspiration while holding one of your magical treats and give it one of the following flavor profiles. When a creature eats that treat, it gains the listed benefit, in addition to the treats other effects. 
- **Fruity.** The Targets Speed increases by 10 feet for the duration of the infused spell or 10 minutes, whichever is higher.  
- **Herbaceous.** End one of the Following conditions on the target: Charmed or frightened. 
- **Tangy.** One disease affecting the target end
- **Toasted.** The Target gains temporary hit points equal to a roll of your bardic inspiration die + your charisma modifier for the duration of the infused spell or 10 minutes, whichever is higher.  
You can also choose to use your Tasty Treats feature as part of the same bonus action required to maintain a performance.
## Top Chef
_11th-Level Cuisine Feature_ 
Your skill with food magic has been refined. When you expend a Bardic Inspiration die to give a magical treat a flavor profile, you can give it a flavor profile from Tasty Treats or from the following options:
- **Spicy. The target can use its Bonus Action on subsequent turns to spit fire out of its mouth, this lasts for the duration of the infused spell or 10 minutes, whichever is higher. Make a Ranged Spell attack with a range of 30 feet, on a hit the target takes damage equal to two rolls of your Bardic Inspiration dice. This effect can be done as part of the same bonus action required to maintain a performance.**
- **Umami. One Short-term Dread affecting on the target ends.**
- **Sweet. The Target gains an additional action on its turn until the end of its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.**
- **Bitter.  End one of the Following conditions on the target: Poisoned or Blinded** 
## Culinary Champion 
_15th-Level Cuisine Feature_ 
You become a master of the magical culinary arts. Whenever you infuse a treat using Magical Treats, you can infuse a second treat with the same action, expending spell slots for each treat, as normal. 
In addition, when you expend a Bardic Inspiration die to give a magical treat a flavor profile, you can give it one additional flavor profile from Tasty Treats, Top Chef or from the following options:
- **Caramelized.** The targets exhaustion is reduced by one level. 
- **Earthy.** One curse affecting the target ends. 
- **Floral.** An effect reducing one of the targets ability scores ends.
- **Nutty.** One effect reducing the targets hit point maximum ends.

View file

@ -0,0 +1,54 @@
---
source: Tome of Heroes
---
![[assets/ccd95a95b8431cbc77e0f651316c8ea9_MD5.jpg|Ryan Anelowe]]
In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created.
||**Echoes Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Echolocation, Alter Sound|
|7th|Resounding Strikes|
|11th|Bardic Performance: Echo Chamber|
|15th|Reverberating Strikes|
## Echolocation 
_3rd-Level Echoes Feature_ 
You learn how to see with your ears as well as your eyes. As long as you can hear, you have Keensight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you. 
At 15th level, your Keensight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you. 
## Alter Sound 
_3rd-Level Echoes Feature_ 
You can manipulate the sounds of your speech to mimic any sounds youve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check. In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects. 
- **Enhance.** You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die. 
- **Dampen.** You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die. 
- **Distort.** You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GMs discretion, this effect can alter sounds that arent words or melodies, such as altering the cries of a young animal to sound like the roars of an adult. 
- **Disrupt.** When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (**DC** 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell circle you can cast.
## Resounding Strikes 
_7th-Level Echoes Feature_ 
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapons damage. The extra damage is 1d6 for a 1st-circle spell slot, plus 1d6 for each spell circle higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal.
## Bardic Performance: Echo Chamber
_11th-Level Echoes Feature_ 
You learn to concentrate the sound into a deadly hum that you can fire out. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can create a 30 foot cone originating from you. Each creature of your choice in the cone must make a **CON** save. A creature takes 3d6 thunder damage and is Deafened until the start of your next turn, or half as much damage and isnt Deafened on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. When you reach level 17, you can create a 60 foot cone originating from you instead of a 30 foot cone. 
A non-magical object that isnt being worn or carried also takes the damage if its in the cone. 
## Reverberating Strikes 
_15th-Level Echoes Feature_ 
Your Bardic Inspiration infuses your allies weapon attacks with sonic power. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, and all of the damage from that attack becomes thunder damage. The target of the attack must succeed on a Strength saving throw against your spell save **DC** or be knocked prone.

View file

@ -0,0 +1,49 @@
---
source: "Campaign Builder: Dungeons and Ruins"
---
 Bards who align with the college of Elegy seek to discover and chronicle the lives and histories of the dead. They form a direct spiritual connection to the realms of the dead and can call on spirits and other passed souls. When not interacting with a spiritual presence, they search for the stories of those long lost and forgotten. When they find such stories they treasure and protect them, so that such histories are never forgotten. In addition to learning these stories, they share them with members of their order and others so that their death does not consign those stories to the past once more.
| The Elegy Progression | |
| --------------------- | ----------------------------------------------------------------------------- |
| Bard Level | Features |
| 3rd | Bardic Performance: Channel Spirits, Student of History, Witness for the Dead |
| 7th | Power from the Grave |
| 11th | Inspired Improvisation |
| 15th | Spiritual Protection |
## Bardic Performance: Channel Spirits 
3rd-Level Elegy Feature 
You put on a performance dedicated to reaching across the veil into the realms where spirits reside, weaving word and song to draw them through and power your performance. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can choose up to three hostile creatures, who can hear or see you. Each target must succeed on a **WIS** save against your spell save **DC** or be frightened until the start of your next turn.
## Student of History
3rd-Level Elegy Feature 
The stories of the dead are the stories of the past. You gain proficiency in the History skill if you dont already have it and learn two languages of your choice.
## Witness for the Dead
3rd-Level Elegy Feature 
You know the speak with dead ritual. It counts as an Arcane spell for you and doesnt count against the number of rituals you know.  
## Power From the Grave
7th-Level Elegy Feature 
Even apart from a specific spirit, you can call on the dead to empower your attacks. As a bonus action, you can imbue your weapon with necrotic energy for 1 minute. When you hit a creature with a melee weapon attack, the weapon deals extra necrotic damage equal to your CHA modifier (minimum of 1). You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest.
## Inspired Improvisation
11th-Level Elegy Feature 
You can draw on the knowledge of the spirits of the dead. As a bonus action, choose one skill that you arent proficient with and one language you dont know. You gain proficiency in the chosen skill and know the language for 1 hour. In addition, the first ability check you make with the chosen skill is made with advantage. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. 
## Spiritual Protection
15th-Level Elegy Feature 
When you must make a save and have at least one use of your Bardic Inspiration feature available, you can use it to roll a Bardic Inspiration die and add the number rolled to your save. If you succeed on the save, you get to keep the Bardic Inspiration die, but if you fail the save, the die is expended.

View file

@ -0,0 +1,79 @@
---
source: Heliana's Guide to Monster Hunting
---
If leather is a material, then why not skin itself? Students of the College of Fleshweaving make works of art out of weeping wounds, transform disfigurement into displays of transcendent beauty, and mould flesh into innovative adaptations inspired by the flora and fauna around them. A fleshweaver bard down on their luck might find employment as a battlefield surgeon, while the epitome of a fleshweavers career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework. 
| Fleshweaving Progression | |
| ------------------------ | ------------------------- |
| Bard Level | Features |
| 3rd | Malleable Visage, Suturer |
| 7th | Ritual Reskin |
| 11th | Patchwork Repair |
| 15th | Soulsew |
## Malleable Visage
3rd-Level Fleshweaving Feature 
Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeons tools* (Included in this document), which you can use as a spellcasting focus, and you know the alter self spell, which counts as an arcane spell for you, but it doesnt count against the number of arcane spells you know. Over the course of 1 minute, you can cast the spell without expending a spell slot, choosing only the Change Appearance option. When you cast the spell in this way, it doesnt require concentration. 
In addition, over the course of 10 minutes, you can use your surgeons tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a long rest. After you use your surgeons tools in this way, you cant do so again until you finish a long rest.
## Suturer
3rd-Level Fleshweaving Feature 
You know the spiritual weapon spell, which is an arcane spell for you, but doesnt count against the number of spells you know. You can cast this spell once without expending a spell slot, and you regain the ability to cast it in this way when you finish a long rest. When you cast it as an arcane spell, the weapon takes the form of a giant needle and thread, and deals piercing damage instead of force damage. 
You also learn different ways to use this spiritual weapon. You gain the Suture benefit below, and you gain an additional benefit below when you reach 5th level and 10th level in this class.
- Suture (3rd Level). As a bonus action or an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and grant temporary hit points equal to one roll of your Bardic Inspiration die + your CHA Modifier to one creature within 5 feet of the weapon. If the creature has 0 hit points, you can stabilise it, instead. 
- Unspool (5th Level). As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and force one creature within 5 feet of the weapon to make a Strength saving throw against your spell save **DC**. On a failure, magical threads wrap around the creature, which is restrained for 1 minute. The target can use its action to repeat the saving throw, ending the effect on a success.
- Acupuncture (10th Level). As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and make a melee spell attack against one creature within 5 feet of it. On a hit, the creature takes piercing damage equal to one roll of your Bardic Inspiration die plus your CHA modifier, and must make a Constitution saving throw against your spell save **DC**. On a failure, the creature is paralysed until the end of its next turn.
You can also choose to make a bonus action from your Suturer feature as part of the same bonus action required to maintain a performance.
## Ritual Reskin
7th-Level Fleshweaving Feature 
Over the course of 10 minutes, you can perform a surgical ritual on creatures that you can see within 60 feet of you (including yourself), up to a number equal to your Charisma modifier (minimum of one creature). The creatures gain one of the following adaptations for the next hour. You choose one adaptation to affect all creatures:
- Bulls Buns. The target has advantage on Strength checks, and counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
- Cactus Skin. The target is covered in razor-sharp spikes. At the end of each of the targets turns, each creature grappling it must make a Constitution saving throw against your spell save **DC**. On a failure, a creature takes piercing damage equal to your Bardic Inspiration die and releases the target from its grapple. On a success, a creature takes half as much damage and doesnt have to release the target.  
- Cats Paws. The target has advantage on Dexterity checks. It also doesnt take damage from falling 20 feet or less if it isnt incapacitated. 
- Fish Form. The target can breathe underwater and gains a swimming speed equal to its walking speed.
- Owls Sight. The target has advantage on Wisdom checks and initiative rolls. 
- Rhinos Hide. The target has advantage on Constitution checks and gains temporary hit points equal to one roll of your Bardic Inspiration die plus your Charisma modifier (minimum 1), which are lost when the effect ends.
After you use this feature, you cant do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again.
## Patchwork Repair 
11th-Level Fleshweaving Feature 
You know the Mend cantrip, which is an arcane spell for you, but doesnt count against the number of spells you know. If you already know the Mend  cantrip, you can learn any Arcane cantrip instead. 
You also learned of a way to use mend on living creatures. You gain the Patchwork Repair benefits below. 
- Sew it back on. You can cast mend to reattach a missing limb to a willing creature. By taking the severed part and holding it to the stump, the spell instantaneously causes the limb to knit to the stump. The creature suffers disadvantage on **DEX** saves and attack rolls until the end of its next long rest. 
- Oops Wrong Arm. You can cast mend to attach a limb to a willing creature, even if its not theirs. When you do so, the extra limb function like their primary arms, with the following exceptions: 
- You can use the limb to wield a weapon that has the light property, but you cant use it to wield other kinds of weapons. 
- You cant wield a shield with the limb. 
After an hour, the limb stops working and falls off. A creature can only have one extra limb attached at a time. 
- Good as New. As an action, If a creature has 0 hit points, you can cast mend to restore a number of hit points equal to one roll of your Bardic Inspiration die plus your Charisma modifier. 
You can use these benefits a number of times equal to your **PB**,  you cant do so again until you finish a long rest. 
## Soulsew
15th-Level Fleshweaving Feature 
When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer features Unspool or Acupuncture effects, it becomes soulsewn to you for 1 minute. While soulsewn, an ethereal thread connects you to this creature via a straight line that only you and creatures with truesight can see. This thread breaks if the creature is ever more than 100 feet away from you.
- Spool. You can use a bonus action to teleport to the nearest unoccupied space of a soulsewn creature of your choice, or attempt to switch places with a soulsewn creature. If the creature is unwilling to switch places, you must succeed on a contested Charisma check against the creature. On a success, or if the creature is willing, you and the target teleport, switching places with one another. If there is not enough space for either of you to switch places, you automatically lose the contest. You can also choose to use Spool as part of the same bonus action required to maintain a performance.
You can teleport using this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.

View file

@ -0,0 +1,53 @@
---
source: Tome of Heroes
---
![[assets/f57f6bcdd25974daf799b9a5939f8dbd_MD5.jpg|Rudi Indra A|288x383]]
Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long.
||**Investigation Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Bonus Proficiencies, Quick Read|
|7th|Bardic Instinct|
|11th|Additional Expertise|
|15th|Hot Pursuit|
## Bonus Proficiencies 
_3rd-Level Investigation Feature_ 
You gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth.
## Quick Read 
_3rd-Level Investigation Feature_ 
Your knowledge of underhanded tactics allows you to gain insight into your foes strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creatures Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits: 
- The target has disadvantage on attack rolls against you for 1 minute. 
- You have advantage on saving throws against the targets spells and magical effects for 1 minute. 
- You have advantage on attack rolls against the target for 1 minute.
You can also choose to use your Quick Read feature as part of the same bonus action required to maintain a performance.
## Bardic Instinct
_7th-Level Investigation Feature_ 
You can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creatures attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction.
## Additional Expertise
_11th-Level Investigation Feature_ 
Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your **PB** for any ability check you make that uses either of the chosen proficiencies.
## Hot Pursuit 
_15th-Level Investigation Feature_ 
When a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you.
In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the marks attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined.

View file

@ -0,0 +1,86 @@
---
source: "Campaign Builder: Castles and Crowns"
---
The craft of the college of Jest—that of the jester— developed in glittering noble courts and disreputable taverns, on refuse-strewn street corners and makeshift wooden stages. The common jester is merely an entertainer, spurring laughter with their chaotic antics. Others, however, push past the mundane to explore the swirling maelstrom of chaos itself.
Distinct in your panoply of motley colors, you are an agent of havoc. You strive to become one with bedlam and dance on the eddies of mayhem. What others see as random chance, you bend to your will, adjusting the odds of fate so that your smiling face always comes out on top.
| | |
|---|---|
|Jest Progression| |
|Bard Level|Features|
|3rd|Martial Tumbler, Probability Trick, Chaotic Legerdemain|
|7th|Improbable Shield|
|11th|Chaotic Tumbler|
|15th|Surprise|
## Bardic Performance: Martial Tumbling
3rd-Level Jest Feature 
You can tumble over, around, and under your enemies, laughing all the while and inspiring your allies to do the same. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can use the Disengage action and can move through a hostile creatures space, regardless of its size, while disengaging. Each ally that starts its turn within range of your performance can move through a hostile creatures space, regardless of the creatures size, without provoking opportunity attacks.
## Probability Trick 
3rd-Level Jest Feature 
You can manipulate the myriad permutations of chaos. When an effect would cause you to roll a die and consult a table to determine a random result, such as the confusion spell or a wand of wonder, you can use a reaction to expend one use of your Bardic Inspiration feature and choose the result instead. This feature cant be used to manipulate artifacts, legendary or fabled magic items or other unique effects or relics. 
## Chaotic Legerdemain 
3rd-Level Jest Feature 
You can craft a marotte, a jesters stick topped with a carved head, that can be used as an arcane focus. In addition, you can use an action to tap your marotte on a container you wear or hold—such as a bag, pouch, pocket, or even a hat or closed fist—and magically draw an item from it. The size of the container or of the item doesnt limit this feature. The object, or effect, is chosen randomly by rolling on the Marotte Random Effects table (or GMs discretion).
Only one item you produce from the container can exist at a time. The item or effect vanishes after 1 hour, if it is sold, once it is used (in the case of consumable objects), or if you use this feature again. Once you use this feature, you cant use it again until you finish a short or long rest.
If you use your Probability Trick feature, you can roll twice on the table and choose which result to take. At 10th level, you no longer need to roll when using Probability Trick with this feature and can produce whichever item you desire.  
| Marotte Random Effects | |
| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------- |
| d20 | Spells |
| 1 | Oops! A part of you changes to that of an animal, like the ears of a donkey or a cats tail. |
| 2 | A bouquet of color-changing flowers that sing love songs in different languages. |
| 3 | A complete outfit of clothing of your choice. |
| 4 | A finely crafted set of tools of your choice. |
| 5 | A handful of tiny seeds that burst into magical sparkles when thrown into the air. |
| 6 | A life-sized marionette that resembles you and mimics your movements and actions. |
| 7 | A musical instrument that sounds like a completely different musical instrument. |
| 8 | A non-magical object weighing no more than a pound, which appears in the pocket of a friendly creature within 100 feet of you. |
| 9 | A non-magical weapon of your choice, which you gain proficiency with until it vanishes. |
| 10 | A piece of adventuring equipment, such as 50 feet of rope, a ladder, or an oil lamp. |
| 11 | A potion of healing |
| 12 | A small cake or cream pie. |
| 13 | A small hand puppet that comically resembles a random creature within 30 feet of you. |
| 14 | A small painted ball that always returns to your hand when you bounce it. |
| 15 | A Tiny Beast (CR 0) that flees the moment you release it. |
| 16 | A wicker picnic basket containing a fine meal for two, complete with wine and dessert. |
| 17 | An egg that utters any sound you choose at a volume up to a shout when it breaks. |
| 18 | The illusion of a random creature from a random bag of tricks, which lasts 1 minute and performs acrobatic tricks at your command. |
| 19 | The key to a lock within 1 mile of your current location. |
| 20 | Red dragon! Well, its head, which roars in fury before disappearing. |
## Improbable Shield 
7th-Level Jest Feature 
As an action, you can conjure a number of floating juggling batons, confections, balloon animals, or similar tools of the jester trade up to your **PB**, causing them to swirl around you for 1 minute. For the duration, ranged attacks made against you have disadvantage.
While this is active, you can use a bonus action to launch one of your batons (or other objects) at a target you can see within 30 feet of you. The target must succeed on an **INT** save or be blinded, incapacitated, or deafened (your choice) until the end of its next turn—as the pie splatters in its eyes, the baton bonks it on the head, or the cymbals crash on its ears.
The effect ends early if you expend the last floating object. You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest.
## Chaotic Tumbler 
11th-Level Jest Feature 
When you use your Martial Tumbler feature to move through a hostile creatures space, that creature must succeed on a **DEX** save against your spell save **DC** or be marked with chaos until the start of your next turn and knocked prone. Whenever a creature marked with chaos would roll a die and consult a table to determine a random effect, the creature must roll two dice for the effect, and you choose which die result the creature uses.
## Surprise
15th-Level Jest Feature 
As a bonus action, you can point your marotte (see the Chaotic Legerdemain feature) at a creature you can see within 60 feet of you. The target must succeed on an **INT** save, or you vanish from your current position and magically spring out of a container the target is wearing or holding—such as a bag, pouch, pocket, or even a hat or closed fist—appearing in an unoccupied space within 5 feet of the target. When you do so, you can make one weapon attack against that target as part of the same bonus action.
You can use this feature a number of times per day equal to your **PB** and regain all expended uses when you finish a long rest.

View file

@ -0,0 +1,51 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/b9eb8facee993d37e75e2c5e8f8d2c47_MD5.jpg|Bumblesteak]]
Bards who align with the college of Lore value knowledge most highly. Many from this college are preoccupied with preserving ancient rituals, folklore, and stories—or recovering such things that were lost. These bards glean wisdom from all manner of cultures and sources, allowing them to utilize their magic and talents in novel ways.
||**Lore Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Bardic Performance: Ode to Heroes, Expanded Talent List, Jack of All Trades|
|7th|Swift Ritual|
|11th|Magical Rites|
|15th|Peerless Skill|
## Bardic Performance: Ode to Heroes 
_3rd-Level Lore Feature_ 
You invoke songs and stories of legend to inspire your allies to new heights of heroism and to intimidate your foes. When you use your Bardic Performance feature, choose **STR**, **DEX**, **CON**, **INT**, **WIS**, or CHA. While your performance lasts, allies within range have advantage on ability checks that use that ability and enemies within range have disadvantage on ability checks that use that ability.
## Expanded Talent List
_3rd-Level Lore Feature_ 
When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Chapter 4).
## Jack of All Trades
_3rd-Level Lore Feature_ 
You make it your business to collect lessons and practical guidance from the stories, songs, and cultures you encounter. You can add half your **PB**, rounded down, to any ability check you make that doesnt already include your **PB**.
## Swift Ritual
_7th-Level Lore Feature_ 
You can cast an Arcane ritual you know as an action, instead of using the rituals listed casting time. You must still provide all other components necessary for the casting. Once used, you cant use this feature again until you finish a long rest.
## Magical Rites
_11th-Level Lore Feature_ 
You learn two ritual spells of your choice from any source list. Each spell you choose must be of a circle for which you have spell slots, as shown in the Bard Progression table. The chosen rituals count as Arcane spells for you and arent included in the number in the Rituals Known column of the Bard Progression table.
## Peerless Skill
_15th-Level Lore Feature_ 
When you make an ability check and have at least one use of your Bardic Inspiration feature available, you can use it to roll a Bardic Inspiration die and add the number rolled to your ability check. If you succeed on the check, you get to keep the Bardic Inspiration die, but if you fail the check, the die is expended.

View file

@ -0,0 +1,51 @@
---
source: Players Guide 2
---
Bards aligned with the college of Mockery have devoted their lives to perfecting their mordant repartee—both to entertain audiences and to use as a devastating weapon against their enemies. Since mockery is their game, bards of this college tend to make extensive use of this in combat, and their enemies stand little chance against it. When it comes to a battle of wits, these bards always slay.
| Mockery Progression | |
| ------------------- | --------------------------------------------- |
| Bard Level | Features |
| 3rd | Bardic Performance: Playful Banter, Razor Wit |
| 7th | Infectious Laughter |
| 11th | Crushing Jest |
| 15th | Mocking Rage |
## Bardic Performance: Playful Banter 
3rd-Level Mockery feature 
Your jests and banter bolster your allies defenses against similar assaults on the mind. While your performance lasts, each ally within range that takes psychic damage reduces that damage by an amount equal to your bard level + your CHA mod.
In addition, when an ally within range uses a Bardic Inspiration die (see Bardic Inspiration feature in Players Guide) to bolster an attack roll and the attack hits, the attack deals extra psychic damage equal to the number rolled. When an ally within range uses a Bardic Inspiration die to bolster a save against an effect created by another creature (such as a spell or breath weapon) and the save is successful, the creature that created the effect takes psychic damage equal to the number rolled.
## Razor Wit 
3rd-Level Mockery feature 
You learn the vicious mockery cantrip and the hideous laughter spell if you dont already know them. When you cast vicious mockery, you add your CHA modifier to the damage roll. 
In addition, when a creature succeeds on the save against your vicious mockery, it takes half the cantrips damage. 
These spells count as Arcane spells when you cast them, but they dont count against the number of cantrips or spells you know, as listed in the Bard Progression table (see Players Guide). You cant replace these spells when you gain levels in the bard class.
## Infectious Laughter 
7th-Level Mockery Feature 
When you cast vicious mockery, you can target a number of creatures equal to one + half your **PB** (rounded down). When you cast the hideous laughter spell, you can target an additional creature within 30 feet of the initial target.
## Crushing Jest 
11th-Level Mockery Feature 
Your insults are so crushing that even creatures with strong mental defenses wilt beneath the verbal assault. Creatures resistant to psychic damage arent resistant to psychic damage from spells you cast or from the Playful Banter effect of your Bardic Performance feature. Creatures immune to psychic damage are still immune to this psychic damage. 
## Mocking Rage 
15th-Level Mockery Feature 
Your banter and mockery can enrage creatures. As an action, choose a number of creatures up to your **PB** that you can see within 30 feet of you. Each target must make a **WIS** save against your spell save **DC** or succumb to a fit of rage for 1 minute. While in such a fit, a target is unable to distinguish friend from foe and must attack the nearest creature on its turn. If no other creature is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its rage. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Once used, you cant use this feature again until you finish a long rest.

View file

@ -0,0 +1,53 @@
---
source: Grim Hollow
---
![[assets/c39c3025adb4c41b7c2b6c2ff15a1cd2_MD5.jpg]]
Performing a macabre melody filled with grief-stricken chords with a mournful refrain, the funerary songs of the College of Requiems stir the very bones of the dead. The Requiem bard weaves necromantic magic into their repertoire to control and empower a host of undead minions.
||**Requiems Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Chilling Melody, Pluck the heartstrings|
|7th|Stir the Bones|
|11th|Bardic Performance: Necrodancer|
|15th|Dance of the Dead|
## Chilling Melody 
_3rd-Level Requiems Feature_ 
You learn two necromancy cantrips of your choice from any source list. These count as Arcane spells for you, but dont count against the number of cantrips you know. 
## Pluck the heartstrings
_3rd-Level Requiems Feature_ 
You gain the ability to use your bardic inspiration to pluck at the tethers of life within a creature. A creature with one of your bardic inspiration dice can expend it when dealing damage with a weapon attack, dealing additional necrotic damage equal to the die results.
Additionally, when a living creature that has your bardic inspiration die is reduced to 0 hit points, it can expand that die as a reaction to be reduced to 1 hit point instead. 
## Stir the Bones
_7th-Level Requiems Feature_ 
You learn the animate dead spell. It counts as an arcane spell for you, and it doesnt count against the number of arcane spells you know. 
When you give a creature one of your bardic inspiration dice, choose a number of undead creatures equal to your proficiency bonus under your control and within 60 feet of you. Chosen creatures each gain a dirge die, which the lose if they do not spend it within the next 10 minutes. Dirge dice can be spent the same way and under the same circumstances your bardic inspiration dice are. You can also issue mental commands to undead creatures under your control as part of the same bonus action. 
When an undead creature you can control expands a dirge die on an attack roll that hits, it can also apply the result to the damage roll. 
## Bardic Performance: Necrodancer 
_11th-Level Requiems Feature_ 
You learn to conjure a macabre melody and bolster the undead around you. When you use your Bardic Performance feature each undead creature within range has an extra 10 movement speed as long as you maintain your performance. Additionally, when you use your Bardic Performance feature and as part of each bonus action spent maintaining it you can choose a number of undead equal to your **PB** within range and give them Temp Hit points equal to your **PB** + your Charisma Modifier. 
## Dance of the Dead
_15th-Level Requiems Feature_ 
When you cast a necromancy spell that targets one creature, you can have it target a second creature within range. This does not consume additional components . 
Once you use this feature, you must finish a short or long rest before you can use it again.

View file

@ -0,0 +1,49 @@
---
source: Labyrinth Worldbook
---
![[assets/681681f0aa18a77dc63c1d9113fc74c1_MD5.jpg|S. Graves|245x378]]
Unlike the majority of their peers, bards that align with the college of Secrecy embrace the subtle and unseen arts. There are—of course—no public institutions dedicated to such training, but bards who display a gift for deception and subterfuge are often apprenticed by court spymasters, thieves guilds, and military agencies. 
||**Secrecy Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Bardic Performance: Velvet Lullaby, Slippery Strike|
|7th|Mind Games|
|11th|Shadow Shift|
|15th|Inspired Defense|
## Bardic Performance: Velvet Lullaby 
_3rd-Level Secrecy Feature_ 
When you use your Bardic Performance feature, you create a 20-foot-radius sphere of shifting shadows centered on you. The sphere moves with you and spreads around corners. The sphere lasts as long as you spend your bonus actions maintaining the performance.
Creatures of your choice (including you) within the spheres area have half-cover (+2 to AC and **DEX** saves), and creatures outside the sphere have disadvantage on **WIS** (Perception) checks made to perceive anything inside the sphere. Darkvision doesnt nullify this effect, but creatures that dont rely on eyesight are immune to this effect. If the spheres area overlaps with an area of light created by a spell of 2nd circle or lower, the spell that created the light is dispelled.
## Slippery Strike 
_3rd-Level Secrecy Feature_ 
If you make a weapon or spell attack against a creature on your turn, that creature cant make opportunity attacks against you for the rest of your turn.
## Mind Games
_7th-Level Secrecy Feature_ 
Whenever you fail a save against an effect that would cause you to be charmed or frightened, you can use a reaction to expend one use of Bardic Inspiration. When you do so, roll the Bardic Inspiration die and reroll the save, adding the result on the Bardic Inspiration die to the total.
Alternatively, when a creature you can see succeeds on a save against one of your spells or effects that would cause it to be charmed or frightened, you can use a reaction to expend one use of Bardic Inspiration. Roll the Bardic Inspiration die and the target rerolls the save, subtracting the result of the Bardic Inspiration from its total.
## Shadow Shift 
_11th-Level Secrecy Feature_ 
Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or save, the creature can magically teleport up to a number of feet equal to 10 feet times your **PB** to an unoccupied space it can see. Moving in this manner doesnt provoke opportunity attacks.
## Inspired Defense 
_15th-Level Secrecy Feature_ 
Once per turn, when you would be hit with an attack roll and you have at least one use of your Bardic Inspiration feature available, you can roll a Bardic Inspiration die and add the result to your AC. If your new AC total is high enough to overcome the attack roll, the attack misses, and you get to keep the Bardic Inspiration die. If your new AC total isnt enough to beat the attack roll, you take the hit, and the die is expended.

View file

@ -0,0 +1,53 @@
---
source: Book of Ebon Tides
---
![[assets/3d3cabe7dc89c5c7c6724bbd05cbc432_MD5.jpg|Egemen Berk Yıldız|300x400]]
Fear of darkness is one of the most primal emotions, and bards of the College of Shadow manipulate such fears to enhance their artistry. These bards weave the gray boundaries between light and dark to terrify and inspire captive audiences.
||**Shadow Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Bardic Performance: Dancing Shadow, Fear of the Dark|
|7th|Shade Step|
|11th|Dusk and Cover|
|15th|Night Music|
## Bardic Performance: Dancing Shadows 
_3rd-Level Shadow Feature_ 
You gain the ability to weave a pocket of protective shadows. While your Bardic Performance feature is active, you create a sphere of shifting shadows within range. The sphere moves with you and spreads around corners. 
Allied creatures (including you) standing in range have half cover, and creatures outside the sphere have disadvantage on **WIS** (Perception) checks made to perceive anything inside the sphere. Darkvision does not nullify this effect. Creatures that dont rely on eyesight are immune to this effect. 
If any of this effects area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
## Fear of the Dark
_3rd-Level Shadow Feature_ 
Your intimate knowledge of darkness allows you to harness its frightful properties to the fullest and keep your allies grounded. While in dim light or darkness, you and any allies that can see you have advantage against fear effects. Additionally, any hostile creatures that can see you roll with disadvantage against fear effects. 
## Shade Step
_7th-Level Shadow Feature_ 
Shadow gathers around those you inspire. Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, the creature can magically teleport up to 30 feet to an unoccupied space it can see. Moving in this manner does not provoke attacks of opportunity.
## Dusk and Cover
_11th-Level Shadow Feature_ 
When a Creature within 30 feet (including yourself) fails a **DEX** (Stealth) check or a save against fear, you can expend a Bardic Inspiration (no action required) to allow them to reroll the check and add the Bardic inspiration to the new check.
Once you use this feature, you cant use it again until you finish a short or long rest.
## Night Music
_15th-Level Shadow Feature_ 
You can imbue your spellcasting with the full energy and terror of night. When you cast a spell, you can spend your reaction to also choose a number of creatures within 60 feet of you who saw and heard you cast the spell, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Charisma saving throw against your spell save **DC** or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
Once you use this feature, you cant use it again until you finish a short or long rest.

View file

@ -0,0 +1,54 @@
---
source: Players Guide 2
---
Bards aligned with the college of Sound are often drawn to it out of a desire to master their musical talents. Those with perfect pitch or who are virtuosos with the lute are common among the colleges members. But it is those who move beyond the simple creation of sound, who learn to truly manipulate it—not just with music but with magic— that truly capture what it means to be a master of sound.
| | |
|---|---|
|Sound Progression| |
|Bard Level|Features|
|3rd|Amplify/Dampen, Bardic Performance: Spell Syncopation, Echolocation|
|7th|Cacophonous Burst|
|11th|Somatic Semantics|
|15th|Inspired Syncopation|
Amplify/Dampen 
3rd-Level Sound Feature 
You learn the message and thaumaturgy cantrips and the silence spell if you dont already know them. These spells count as Arcane spells when you cast them, but they dont count against the number of cantrips or spells you know as listed in the Bard Progression table (see Players Guide). When you learn a new spell from gaining a level in this class, you can learn any spell that creates sound (other than words or verbal components), dampens sound, or enhances a creatures ability to observe sound. These spells can come from any source spell list and count as Arcane spells when you cast them.
In addition, when you cast the silence spell, you can exclude a number of creatures from its effects equal to your **PB**, and if one of your spells normally causes sound (such as the thunderwave spell), you can choose to either make it silent or up to twice as loud, increasing the range at which it is audible.
## Bardic Performance: Spell Syncopation 
3rd-Level Sound Feature 
Your performance subtly manipulates the magic sounds of spellcasting, inhibiting or enhancing the spells. While your performance lasts, hostile creatures within range reduce spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down), and friendly creatures (which includes you) within range increase spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down). 
## Echolocation 
3rd-Level Sound Feature 
You learn how to use sound to perceive things your eyes cant. You have keensense to a range of 10 feet, but you lose this sense while deafened. Starting at 7th level, the range increases to 15 feet and by an additional 5 feet at 11th level (20 feet), 15th level (25 feet), and 20th level (30 feet).
## Cacophonous Burst 
7th-Level Sound Feature 
When a friendly creature you inspired rolls a Bardic Inspiration die (see Bardic Inspiration feature in Players Guide), a burst of sound ripples out from it. Each hostile creature within 5 feet of that friendly creature must succeed on a **DEX** save against your spell save **DC** or take thunder damage equal to twice the number rolled. 
In addition, you can roll a Bardic Inspiration die, using one of your uses of Bardic Inspiration, to add the number rolled as thunder damage when you hit with an attack.
## Somatic Semantics 
11th-Level Sound Feature 
Your mastery of sound affords you some protection from it and makes you less reliant on it. You are resistant to the deafened condition and to thunder damage, and you can replace the verbal components of your spells with somatic components. At the GMs discretion, some spells might not qualify for this kind of replacement, like the message spell, which requires you to speak a message.
## Inspired Syncopation 
15th-Level Sound Feature 
As a reaction when a creature you can see within 60 feet of you (which can include yourself) makes a save to maintain concentration on a spell or effect, you can roll a Bardic Inspiration die (see Bardic Inspiration feature in Players Guide), using one of your uses of Bardic Inspiration, to add or subtract the number rolled to that save. If this results in you or an ally successfully maintaining concentration or in an enemy failing to maintain concentration, you get to keep the Bardic Inspiration die. Otherwise, the die is expended.

View file

@ -0,0 +1,51 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/03a0be8d25baedced87439a4739c0d90_MD5.jpg|291x377]]
Bards who align with the College of Victory are tacticians who thrive in the heat of battle. Whether rallying battalions of troops or skirmishing with smaller parties, these bards lead allies to glory with their commanding presence and strategic genius.
||**Victory Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Battle March, Bonus Proficiencies, Expanded Talent List|
|7th|Multiattack (2/Attack Action)|
|11th|Unified Front|
|15th|Inspired Strike|
## Bardic Performance: Battle March 
_3rd-Level Victory Feature_ 
When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can command up to three willing allies, who can hear or see you, to use their reaction to move up to half their speed. This movement doesnt provoke opportunity attacks. 
## Bonus Proficiencies
_3rd-Level Victory Feature_ 
You gain proficiency with medium armor, shields, and one martial weapon of your choice.
## Expanded Talent List
_3rd-Level Victory Feature_ 
When you gain a new talent, you can select it from the martial or technical talents list (see Talents in Chapter 4).
## Multiattack
_7th-Level Victory Feature_ 
Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action.
## Unified Front
_11th-Level Victory Feature_ 
When you are affected by a spell or feature that targets an area and requires a save—like the fireball spell or a dragons breath weapon—you can use your reaction to expend a Bardic Inspiration die and add the number rolled to your save against the effect. On a success, any friendly creatures in the affected area automatically succeed on their saves as well.
## Inspired Strike
_15th-Level Victory Feature_ 
Once per turn, when you make a weapon or spell attack roll and have at least one use of your Bardic Inspiration feature available, you can roll a Bardic Inspiration die and add the number rolled to your attack roll. If you successfully hit with the attack, you get to keep the Bardic Inspiration die, but if you fail to hit, the die is expended.

View file

@ -0,0 +1,54 @@
---
source: Old Margreve
---
Bards who align with the college of Wildlife thrive in nature and have a natural connection with animals. These colleges are often on the outskirts of settlements with one foot in the woods and one in the streets. Whether delighting passersby with their dancing squirrel companions or leading legions of rats away from settlements, these bards excel at enchanting animals with their performances, driving the creatures to protect allies or attack enemies.
| | |
|---|---|
|Wildlife Progression| |
|Bard Level|Features|
|3rd|Bardic Performance: Hymn of the Hunt, Lasting Familiar, Natures Call|
|7th|Natures Song|
|11th|Shared Inspiration|
|15th|Inspiring Familiar|
## Bardic Performance: Hymn of the Hunt 
3rd-Level Wildlife Feature 
Your performance awakens primal fervor in your Humanoid allies, bringing them closer to nature and feeling as a unified pack alongside your bestial allies. While your performance lasts, each non-Beast ally within range has advantage on the first attack roll it makes each turn, if at least one of your Beast allies is within 5 feet of the target of the attack and that Beast isnt incapacitated.
## Lasting Familiar
3rd-Level Wildlife Feature 
You learn the create familiar ritual spell if you dont already know it. This spell doesnt count against your rituals known, and you can cast it as an action. Your familiar is considered a Beast, not a Construct, and if it dies while you are still alive, it regrows a new body in 1 minute instead of 1 hour. 
## Natures Call
3rd-Level Wildlife Feature 
You can use an action to magically call to a creature of the natural world to aid you. The creature can be any Beast with a challenge rating (CR) of 1/4 or less, and it appears in an unoccupied space you can see within 15 feet of you. The called creature is friendly to you and your companions and obeys your verbal commands (no action required by you). In combat, it acts on your initiative count, taking its turn immediately after yours. If you dont issue any commands during combat, it takes the Dodge action and uses its movement to avoid danger. The Beast remains for 1 hour, until it dies, until you die, or until you dismiss it as a bonus action. Once you call a Beast in this way, you cant do so again until you finish a short or long rest. When you reach 11th level in this class, you can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a short or long rest.
## Natures Song
7th-Level Wildlife Feature 
Creatures you call with Natures Call or conjure with a spell are more powerful. When you create a familiar, it has additional hit points equal to twice your level in the bard class, and it gains a bonus to its armor class and saves equal to your **PB**. When you use your Natures Call feature or conjure a Beast or a creature with the Animal tag—other than via the create familiar spell—each creature gains temporary hit points equal to twice your **PB**, and its attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage while it has temporary hit points.
In addition, when you use your Natures Call feature, you can now call Beasts or creatures with the Animal tag, or you can call a swarm of Beasts. If you call a creature with the Animal tag, it counts as a Beast when determining its interaction with your Hymn of the Hunt bardic performance. You can now also use the feature to call a number of creatures up to twice your **PB**, provided the combined total CR of the called creatures is no higher than 2. Creatures with a CR of 0 are treated as having a CR of 1/8 for the purpose of this calculation. This combined total CR limit increases to 3 when you reach 11th level in this class and 4 when you reach 15th.
## Shared Inspiration
11th-Level Wildlife Feature 
When you grant a Bardic Inspiration die to a non-Beast ally, one friendly Beast or creature with the Animal tag within 60 feet of you also gains one Bardic Inspiration die.
## Inspiring Familiar 
15th-Level Wildlife Feature 
Your familiars connection to you imbues it with the power to inspire other creatures as well, granting the familiar its own Bardic Inspiration feature. As a bonus action on its turn, your familiar can grant a Bardic Inspiration die, using the same die as your Bardic Inspiration, to a creature within 60 feet of it, other than itself, that can hear or see it. Your familiar can do this a number of times equal to half your **PB** (rounded down), and it regains all expended uses when you finish a short or long rest. When your familiar grants Bardic Inspiration to a creature, it expends its own use of its Bardic Inspiration feature, not yours. Your familiars Bardic Inspiration feature doesnt benefit from the Shared Inspiration feature you gain from this subclass.
The number of times a familiar can use this feature between rests remains the same regardless how many times the familiar dies and regrows a new body or how often you recast the create familiar spell.

View file

@ -0,0 +1,60 @@
---
source: Corpus Malicious
---
![[assets/b5f8bb1299e4c1cffb39580347a10e0f_MD5.jpg|Jㅇㅇ d r a w s]]
Tales of vengeful banshees and frightful sirens are common among all folk, even if they go by different names in different cultures. College of Banshee or College of Siren is a bardic college built upon one fundamental element, the power of the voice.
Bards of the College of Banshee or College of Siren can use their voice to shatter certain materials or to manipulate minds with their music. They are feared by common folk because of legends telling stories of how they can shatter the very fabric of ones mind using their voices, destroying their memories.
||**The Banshee/Siren Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Shout Them Apart, Phantasmal Voice|
|7th|Bardic Performance: Banshees Scream / Sirens Call|
|11th|Thunderstruck|
|15th|Voice of Helplessness|
## Shout Them Apart 
_3rd-Level Banshee/Siren Feature_ 
You learn to use your voice, or the sound of your instrument, to make a ranged spell attack against a target within 30 feet of you. You are considered proficient with this attack and it deals 1d6 + your CHA modifier thunder damage on a hit. 
The thunder damage increases as you gain levels in this class, increasing to 1d8 at 5th level, 2d6 at 10th level, and 2d8 at 15th level. 
Also, non-magical structures and creatures of glass, stone, wood, or crystal take double the damage from this attack.
## Phantasmal Voice 
_3rd-Level Banshee/Siren Feature_ 
You can project your voice to a point within 30 feet of you. For example, you can whisper to a creatures ears within 30 feet.
## Bardic Performance: Banshees Scream / Sirens Call 
_7th-Level Banshee/Siren Feature_ 
You learn the wicked ways of sounds. You discover how to scare, to calm, and to charm creatures. When you use your Bardic Performance feature you choose one of the following effects:
- You can scream in pain or play a chaotic, irritating song with your instrument. A number of creatures up to your Charisma modifier (minimum one) within range, and that can hear you, must succeed on a Wisdom saving throw against your spell save **DC** or become frightened of you. An affected creature must use its movement to get away from you. If it is not able to get out of your preformance range before the end of its turn, it takes 3d10 psychic damage. The frightened condition ends if the creature succeeds at getting out of your Preformance range or takes psychic damage from the sound. 
- You can sing or play a soothing, calming song or tune with your instrument. A number of creatures up to your Charisma modifier (minimum one) within range, and that can hear you, must succeed on a Wisdom saving throw against your spell save **DC** or become charmed by you. The charmed target must use their movement to try to get closer to you. At the end of each charmed creatures turn, the creature can make another Wisdom saving throw, ending the charm on a Success.
As part of each bonus action spent maintaining it, you can continue to use your chosen ability, 
## Thunderstruck
_11th-Level Banshee/Siren Feature_ 
You have mastered your voice, enhancing your shouts to be more terrifying or soothing. The range of your _Shout Them Apart_ and _Phantasmal Voice_ feature is increased to 60 feet. 
Additionally, when you hit a creature with thunder damage from your _Shout Them Apart_ feature, you can cause them to make a **WIS** saving throw against your spell save **DC** or become charmed or frightened of you (your choice) until the end of your next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
## Voice of Helplessness 
_15th-Level Banshee/Siren Feature_ 
You start to use your voice or tunes to shatter the minds of your enemies. You can cast the feeblemind spell without expending a spell slot except that the creature can repeat its saving throw at the end of every 8 hours. 
Once you use this feature, you cant use it again until you finish a long rest.

View file

@ -0,0 +1,53 @@
---
source: Tome of Heroes
---
![[assets/8b1b1a88bf20e6f2f4853bcc91b5a2dd_MD5.jpg|tatii]]
Scholars and spies, heroes and hunters: whether wooing an admirer in the bright sunlight or stalking prey under the gentle rays of the moon, bards of the College of the Cat excel at diverse skills and exhibit contrary tendencies. The adventurous spirits who favor the College of the Cat let their curiosity and natural talents get them into impossible places. Most are skilled, cunning, and vicious enough to extricate themselves from even the most dangerous situations.
||**The Cat Progression**|
|---|---|
|**Bard Level**|**Features**|
|3rd|Bonus Proficiencies, Inspired Pounce, Expanded Talent List|
|7th|My Claws Are Sharp|
|11th|Feline Grace|
|15th|Catlike Tread|
## Bonus Proficiencies 
_3rd-Level The Cat Feature_ 
You gain proficiency with the Acrobatics and Stealth skills and with thieves tools if you dont already have them. In addition, if youre proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
## Inspired Pounce 
_3rd-Level The Cat Feature_ 
You learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die. 
When you reach 7th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction. Inspired pounce can also now be part of the same reaction granted by font of inspiration if its used to add to an attack roll. 
## Expanded Talent List 
_3rd-Level The Cat Feature_ 
When your bard level grants you the Improvement feature and you choose to gain a new talent, you can select it from either the martial or the technical talents list (see Talents in Chapter 4).
## My Claws Are Sharp 
_7th-Level The Cat Feature_ 
You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you or maintain your Bardic performance as part of that same bonus action.
## Feline Grace 
_11th-Level The Cat Feature_ 
While your Bardic Performance is active, you have Advantage on Dexterity saves and +10 to your Movement.
## Catlike Tread 
_15th-Level The Cat Feature_ 
While a creature has one of your Bardic Inspiration dice, it has advantage on Dexterity (Stealth) checks. When you have no uses of Bardic Inspiration left, you have advantage on Dexterity (Stealth) checks.

View file

@ -0,0 +1,28 @@
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the cleric class.
## Heroic Boons 
When you reach 10th level in the cleric class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
## Heroic Boon 
10th-Level Cleric Feature 
Your commitment to the clerics path grants you a powerful ability. Choose one of the following heroic boons:
- Gift of Guidance. Whenever you make an ability check with a skill, tool, or vehicle you are proficient with, you can use your **WIS** modifier to calculate the check result instead of whatever ability modifier would normally apply.
- Gift of Sacred Power. Whenever you expend a spell slot to cast one of your domain spells (see Cleric Subclass feature in Players Guide), you can cast the spell as if you used a spell slot one circle higher than the slot expended.
### Epic Boons 
When you reach 20th level in the cleric class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
## Epic Boon
20th-Level Cleric Feature 
Your commitment to the clerics path grants you a powerful new ability. You gain one of the following epic boons:
- Divine Channeler. If you start your turn with no uses of your Channel Divinity feature (see Players Guide) remaining, you can beseech your deity to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again.
- Divine Warrior. Whenever you expend a Divine spell slot to cast a spell that deals necrotic or radiant damage, you automatically deal the maximum possible damage. This feature works on a spell even if its damage type is modified by a cleric class or cleric subclass feature, such as those modified by the Gift of Wrath heroic boon.

View file

@ -0,0 +1,19 @@
![[assets/d4a4ba4c12d285cbe4015e5c8499381f_MD5.jpg]]
Clerics are as diverse as the gods they serve, but all are united in their mission to act as their faith demands. A clerics abilities reflect the strength of their faith. The more powerful a cleric becomes, the more their features resemble those of the god they worship.
Cleric is a class that specializes in healing—a crucial part of the adventuring job. Your class features still give you plenty to do when no one is hurt, but no other class is set up to heal and restore damaged allies like yours.
## CLERICS AS ADVENTURERS
Few people can channel divine power as easily as a cleric, so they are typically expected to face the worlds challenges from an early age—or are compelled to do so if their power comes to them later in life.
Clerics possess awesome healing capabilities, a healthy mix of spells capable of harming foes or bolstering allies, and sturdy constitutions that allow them to survive a fight more easily than other casting classes. All these qualities make them welcome additions to an adventuring party.
However, clerics are bound to serve their faith first and their companions second. When faced with ethically or morally complex situations, a clerics presence can be a boon—or hindrance—to making decisions as a group.
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 33.
---
_The “default” choice is perhaps [[Light Domain]] or [[Life Domain]]._

View file

@ -0,0 +1,74 @@
---
source: Tome of Heroes
---
![[assets/3bd5e80c041cb638cb173a5169d2f207_MD5.jpg|Roger Gerzner]]
The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, revealing just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain.
||**Black Powder Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Black Powder Domain Spells, _Bonus Proficiencies, Gunpowder Blessing, Channel Divinity: Imbue/Remove Explosivity_|
|7th|Explosive Infusion|
|11th|Living bomb|
|15th|Greater Explosive Infusion|
## Black Powder Domain Spells 
_3rd-Level Black Powder Feature_ 
You gain domain spells at the cleric levels listed in the Black Powder Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
|**Black Powder Domain Spells**||
|---|---|
|**Cleric Level**|**Spells**|
|3rd|fog cloud, thunderwave, heat metal, shatter|
|5th|fireball, stinking cloud|
|7th|confusion, wall of fire|
|9th|cloudkill, deadly salvo*|
|*indicates a spell found in this Document||
## Bonus Proficiencies 
_3rd-Level Black Powder Feature_ 
You gain proficiency with alchemists supplies or gunsmiths tools (your choice). You also gain proficiency with all simple and martial weapons that have the gunpowder weapon property (see the Adventuring Gear), and when throwing an item with the gunpowder weapon property, such as a bomb, you dont treat the item as an improvised weapon.
## Gunpowder Blessing
_3rd-Level Black Powder Feature_ 
You can use an action to touch a weapon held by a willing creature. The weapon gains the gunpowder weapon property. This blessing lasts for 1 minute or until you use this feature again.
## Channel Divinity: Imbue/Remove Explosivity
_3rd-Level Black Powder Feature_ 
You can use your Channel Divinity to harness the power of black powder, infusing it into the weapons of allies to make them more deadly, or revoke your gods blessing, lessening the effects of enemy firearms. 
As an action, you present your holy symbol and evoke explosive energy that instills your Gunpowder Blessing on one weapon possessed by each creature of your choice within 30 feet of you for 1 minute.
Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores its full function.
## Explosive Infusion 
_7th-Level Black Powder Feature_ 
You can imbue an object you are holding or carrying with explosive power. The object must be non-magical and small enough to fit in one hand, such as a glass vial or a ball bearing. As a bonus action, you can expend a 1st-circle spell slot to fill the item with explosive power for 1 minute. Before the duration ends, you can use an action to throw the object at a point you can see up to 20 feet away, where it explodes on impact. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save **DC**, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage can experience bursts, as described in the gunpowder weapon property, but this effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected. 
If you expend a spell slot of 2nd circle or higher, the damage increases by 1d6 for each spell circle above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet of the point of impact must make the saving throw. If you dont throw the object before the duration ends, the magic fades, and the item becomes a normal object once again.
## Living bomb
_11th-Level Black Powder Feature_ 
The Imbue/Remove Explosivity effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use Imbue/Remove Explosivity, one creature of your choice within range makes a **CON** save. On a Failure, they take 4d8 fire damage and on a success, they take half that damage. If the damage reduces the creature to 0 HP the creature is reduced to ash and each creature within 10 feet takes 1d8 fire damage
## Greater Explosive Infusion 
_15th-Level Black Powder Feature_ 
You can imbue explosive power into larger objects with your Explosive Infusion. The target must be an object that isnt being worn or carried at the time you imbue it, must be no larger than can fit in a single 5-foot cube, and must be non-magical. Your infusion fills the object with explosive power for 10 minutes. Before the duration ends, you can detonate the object as an action, provided you are within 100 feet of it. Alternatively,you can detonate the object as a reaction to a specific event (a particular creature or certain number of creatures move within 20 feet of the object, for example), or you can set a specific time for the object to detonate, up to 10 minutes from the time at which you infused the object. If you set the object to detonate at a specific time, you dont need to be within 100 feet of the object for it to detonate.
When the object detonates, each creature within 20 feet of the object must make the saving throw. If you expend a use of your Channel Divinity when you first imbue the object, each creature in the area when it detonates has disadvantage on the saving throw. At any point before the object detonates, you can touch it as an action to disperse the energy and cause it to become a normal object once again, regaining the spell slot you expended to infuse the object.

View file

@ -0,0 +1,78 @@
---
source: Labyrinth Worldbook
---
![[assets/281054e182b8fff9b8371b7f24e98fb2_MD5.jpg]]
Gods of the Crafting domain embody creativity, invention, and all the various disciplines of making. Devotees of this domain are often working artisans who devote their lives to the creation of beautiful works, serving communities, or discovering new ways to utilize the raw building blocks of existence. 
||**Crafting Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Crafting Domain Spells, Channel Divinity: Animate Item, Tools of Divinity|
|7th|Reconfigure|
|11th|Superior Servant|
|15th|Rapid Alteration|
## Crafting Domain Spells 
 _3rd-Level Crafting Feature_ 
You gain domain spells at the cleric levels listed in the Crafting Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesnt count against the total number of ritual spells you know.
||**Crafting Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|fling, heat metal, identifyR , shatter|
|5th|column of cogs*, tiny hutR|
|7th|fabricateR, stone shape|
|9th|animate objects, create construct*|
*indicates a spell found in this Document, R indicates a Ritual Spell
## Channel Divinity: Animate Item 
_3rd-Level Crafting Feature_ 
As an action, you present your holy symbol and channel the power of creation to temporarily animate one Large or smaller nonmagical item you can see within 60 feet of you. You cant target an item that is being worn, carried, or wielded. If you target an item that is securely attached to a surface or larger item (like a chain bolted to a wall), the animated item is considered restrained until freed. The item remains animated for 1 hour, until it is reduced to 0 hit points, until you die, or until you use this feature again. 
The animated item is friendly to you and your companions and obeys your commands. See this creatures statistics in the animated item stat block.
In combat, the animated item shares your initiative, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you dont issue any commands, it takes the Dodge action and uses its move to avoid danger. 
[![[assets/81dd2b098057d0c031f512735ea20e4c_MD5.png]]](https://www.worldanvil.com/i/7139225 "Screenshot_20251109_091749.png")
## Tools of Divinity 
_3rd-Level Crafting Feature_ 
Gain proficiency with three tools of your choice. Whenever you make a check using these tools, add double your **PB**. Additionally, you can use a tool you are proficient with (or a specific item from a toolkit) as a spellcasting focus instead of a holy symbol.
## Reconfigure 
_7th-Level Crafting Feature_ 
Your spells can be used to greater effect on nonliving materials and artificial flesh. You gain the following benefits:
- When you use a Divine spell of 1st circle or higher to deal damage to an object or structure, you double the amount of damage dealt.
- When you cast a Divine spell of 1st circle or higher to restore hit points, you can target objects and creatures of the Construct type—even if a spell wouldnt typically allow you to do so.
## Superior Servant 
_11th-Level Crafting Feature_ 
 The Animate Item effect of your Channel Divinity feature improves in the following ways:
- When you cast a Divine spell with a range of touch, you can do so through the animated item as long as it is within 120 feet of you—the animated item must expend its reaction to deliver a spell in this way.
- When you cast a Divine spell with a range of self, you can choose for the spell to affect the animated item instead of you.
- Creatures within 5 feet of the animated item have advantage on ability checks made with tools.
## Rapid Alteration 
_15th-Level Crafting Feature_ 
You can temporarily reshape physical materials to reduce or enhance impact. Whenever you or a creature you can see within 60 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by an amount equal to your cleric level.
Alternatively, when a target you can see within 60 feet of you takes bludgeoning, piercing, or slashing damage from a weapon attack, you can use your reaction to increase the damage by an amount equal to your cleric level.
You can use this feature a number of times equal to your **PB** and you recover expended uses when you finish a long rest.

View file

@ -0,0 +1,69 @@
---
source: Players Guide 2
---
Gods of the Death domain govern death and the afterlife, exemplifying the inevitability and mystery of the beyond. Devotees of this domain bring peace to the bereaved, defend those who are not yet marked to die, and punish those who try to pervert or escape death.
| Death Domain Progression | |
| ------------------------ | -------------------------------------------------------------------- |
| Cleric Level | Features |
| 3rd | Channel Divinity: Forsee Doom, Death Domain Spells, Deaths Sentinel |
| 7th | Last Rites |
| 11th | Soul Tether |
| 15th | Envoy of the End |
## Death Domain Spells 
3rd-Level Death Feature 
You gain domain spells at the cleric levels listed in the Death Domain Spells table. See the Cleric Subclass class feature in the Players Guide for how these spells work.
| Death Domain Spells | |
| ------------------- | ----------------------------------------------------- |
| Cleric Level | Spells |
| 3rd | bane, cure wounds, gentle repose, ray of enfeeblement |
| 5th | revivify, speak with deadR |
| 7th | blight, death ward |
| 9th | antilife shell, mass cure wounds |
R indicates a Ritual Spell
## Channel Divinity: Foresee Doom 
3rd-Level Death Feature 
As an action, you curse one creature you can see within 30 feet of you for 1 minute. For the duration, any creature has advantage on the first attack roll it makes against the cursed target each turn. 
In addition, the target is vulnerable to any necrotic damage you deal to it for the duration of the curse.
## Deaths Sentinel 
3rd-Level Death Feature 
When you cast a spell that restores hit points to a creature with 0 HP, you restore the maximum possible amount of hit points.
In addition, you can now use the stabilize effect of the Medicine skill as a bonus action. When you successfully stabilize a creature, it regains a number of hit points equal to your cleric level and regains consciousness. 
## Last Rites 
7th-Level Death Feature 
When you deal damage to a creature already below half of its hit point maximum (rounded down), deal an additional 1d8 necrotic or radiant damage (your choice). A creature marked with the Foresee Doom effect of your Channel Divinity feature cant regain hit points while marked. 
In addition, you can now cast the speak with dead spell as an action without expending a spell slot or requiring any components.
## Soul Tether 
11th-Level Death Feature 
As a reaction when a creature you can see within 30 feet of you would be reduced to 0 HP or automatically slain, you can instead cause it to remain conscious with a number of hit points equal to your cleric level (rounded down). Once you have used this feature on a creature, you cant use it on the same creature again until it finishes a long rest.
You can use this feature a number of times equal to your **WIS** modifier (minimum of once). You regain all expended uses when you finish a long rest.
## Envoy of the End 
15th-Level Death Feature 
While you are below half your hit point maximum (rounded down), you are immune to the charmed and frightened conditions and have advantage on saves. 
In addition, a creature killed while marked with the Foresee Doom effect of your Channel Divinity feature cant be resurrected or return to life by any means short of the wish spell or Divine Intervention.

View file

@ -0,0 +1,63 @@
---
source: Deep Magic 2
---
![[assets/db0834db57c4e5876119249e6304ac8f_MD5.jpg|Aaron Williams]]
Gods with the Doom domain in their portfolios promote fear, judgment, punishment, and the end of all things. Priesthoods of such gods consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many, but not all, civilized places.
||**Doom Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Doom Domain Spells, Herald of the Apocalypse, Channel Divinity: Damnation|
|7th|Weight of Guilt|
|11th|Doom Eternal|
|15th|Apocalypse Born|
## Doom Domain Spells 
_3rd-Level Doom Feature_ 
You gain domain spells at the cleric levels listed in the Doom Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
|**Doom Domain Spells**||
|---|---|
|**Cleric Level**|**Spells**|
|3rd|Bane, Grim Siphon*, Blindness/deafness, enthrall|
|5th|Bestow curse, Glimpse the End*|
|7th|Caustic Waste*, Fear|
|9th|Insect plague, Souleater*|
|*indicates a spell found in this Document||
## Herald of the Apocalypse 
_3rd-Level Doom Feature_ 
You learn the vicious mockery cantrip. You also gain proficiency in the Arcana or Intimidation skill (your choice).
## Channel Divinity: Damnation 
_3rd-Level Doom Feature_ 
You can use your Channel Divinity to lash out at those who defy your deitys messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers. Each creature of your choice that can see you and that is within 30 feet of you must make a Wisdom saving throw, taking necrotic damage equal to 3d6 + your cleric level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.
## Weight of Guilt 
_7th-Level Doom Feature_ 
Your connection to the end of all things gives you greater understanding of the minds of others not enlightened by your deity. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you automatically know for the next 10 minutes whether anything the target says is true, a lie, or in between. When the effect ends, or if the target succeeds on the saving throw, the target cant be affected by this feature again until you finish a long rest. 
## Doom Eternal
_11th-Level Doom Feature_ 
The Damnation effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use your Damnation feature, Select one target that failed their save and they become cursed by your Damnation in one of the following ways:
- The creature has disadvantage on attack rolls before the end of its next turn. 
- Attacks against the creature have advantage until the end of its next turn.
## Apocalypse Born
_15th-Level Doom Feature_ 
You are prepared for the end of days. You gain resistance to acid, fire, and poison damage.

View file

@ -0,0 +1,69 @@
---
source: Old Margreve
---
![[assets/8c314a3d40bec5b9ca424abe756a6800_MD5.jpg|tatii]]
Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or cant be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem. 
Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey. 
||**Hunt Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Channel Divinity: Hunters Prowess, Bonus Proficiencies, Expanded Talent List, Hunt Domain Spells|
|7th|Relentless Hunter|
|11th|Shared Prowess|
|15th|Deadly Stalker|
## Hunt Domain Spells 
_3rd-Level Hunt Feature_ 
You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Cleric Subclass class feature for how these spells work.
||**Hunt Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|bloodhound*, illuminate spoor*, instant snare*, mark prey*|
|5th|blood offering*, tracer*|
|7th|harry*, heart-seeking arrow*|
|9th|harrying hounds*, maim*|
*indicates a spell found in this Document
## Channel Divinity: Hunters Prowess 
_3rd-Level Hunt Feature_ 
As a bonus action, you present your holy symbol and empower yourself with a predators hunting prowess. Until the start of your next turn, you have advantage on weapon and spell attack rolls. When such an attack hits a creature, the attack deals additional damage of the weapons or spells type equal to your **PB**.
## Bonus Proficiencies
_3rd-Level Hunt Feature_ 
You gain proficiency in the Survival skill and with one martial ranged weapon of your choice.
## Expanded Talent List 
_3rd-Level Hunt Feature_ 
When you gain a new talent, you can select it from the magic or martial talents list.
## Relentless Hunter
_7th-Level Hunt Feature_ 
When a friendly creature is affected by a Divine spell you cast, such as bless or cure wounds, non-magical difficult terrain, such as deep snow or a forests undergrowth, doesnt cost it extra movement until the start of your next turn or until the end of the spells duration, whichever is longer.
## Shared Prowess
_11th-Level Hunt Feature_ 
When you use the Hunters Prowess effect of your Channel Divinity feature, you can invoke that prowess in yourself and in a number of friendly creatures equal to your **PB**. All targets must be within 30 feet of you. When an affected creature hits with an attack, the attack deals additional damage of its type equal to your **PB**.
## Deadly Stalker
_15th-Level Hunt Feature_ 
Choose a creature you can see within 120 feet of you. For 24 hours or until the target is dead, whichever occurs first, you have advantage on **WIS** (Survival) checks to track the target and **WIS** (Perception) checks to detect the target. When the target is below half its hit point maximum, your weapon and spell attacks deal extra damage of the weapons or spells type equal to half your cleric level (rounded down), and you score a critical hit against the target on a d20 roll of 19 or 20. You cant use this feature again until you finish a short or long rest.

View file

@ -0,0 +1,68 @@
---
source: Book of Ebon Tides
---
The Keeper domain focuses on social bonds and well-regulated communities. These communities might be as small as an adventuring party or as large as a city, but all require safety and comfort to thrive. Keeper domain clerics excel in leadership positions and are the first to take up arms when their homes or allies need protection.
| Keeper Domain Progression | |
| ------------------------- | -------------------------------------------------- |
| Cleric Level | Features |
| 3rd | Blessed Chosen, Channel Divinity: Divine Intiative |
| 7th | Fighting Fit |
| 11th | Operation Hobble |
| 15th | Duty Over Death |
## Keeper Domain Spells 
3rd-Level Keeper Feature 
You gain domain spells at the cleric levels listed in the Keeper Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
| Keeper Domain Spells | |
| ----------------------------------------- | ------------------------------------------ |
| Cleric Level | Spells |
| 3rd | Command, Bane, calm emotions, warding bond |
| 5th | beacon of hope, spirit guardians |
| 7th | death ward, guardian of faith |
| 9th | hallow, telepathic bond |
| *indicates a spell found in this Document | |
## Blessed Chosen
3rd-Level Keeper Feature 
You can assert your divine will to protect your allies. When an enemy within 30 feet of you that you can see attacks one of your allies, you can use your reaction to impose disadvantage on the attack roll before it hits or misses.
You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.
## Channel Divinity: Divine Initiative
3rd-Level Keeper Feature 
You can use your Channel Divinity to enhance your allies potential.
As an action, you present your holy symbol and choose a number of creatures that you can see and that can see you within 60 feet of you, up to a number equal to your **WIS** modifier (minimum of one). Each of them gains 5 temporary hit points. When a target gains these temporary hit points, they can immediately use their reaction to make one weapon attack.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 7th level, 15 at 11th level, and 20 at 15th level.
## Fighting Fit
7th-Level Keeper Feature 
You gain the ability to shore up your allies reserves. As a reaction, when you or an ally that you can see within 30 feet of you is charmed, frightened, paralyzed, or stunned, you can remove that condition. 
You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.
## Operation Hobble
11th-Level Keeper Feature 
The Divine Initiative effect of your Channel Divinity feature gain the following Trait:
- When a creature is hit with a weapon attack from this feature, they must also make a **STR** saving throw against your spell save **DC** or be knocked prone. When you reach 15th level, the targets speed is also halved until the start of your next turn.
## Duty Over Death 
15th-Level Keeper Feature 
You can exert your power to call companions back from the brink of death. When an ally you can see within 60 feet of you is reduced to 0 hit points but not killed outright, they instead remain conscious and regain hit points equal to half their maximum hit points. You can use this feature only if you arent incapacitated. Once you use this feature, you cant do so again until you finish a short or long rest.

View file

@ -0,0 +1,77 @@
---
source: Labyrinth Worldbook
---
![[assets/7a421264c44d48eeadba5e92753ff830_MD5.jpg|Nomax]]
Gods of the Knowledge domain observe and guide the fundamental nature of creation, peering into vast potentialities and doting on those who seek understanding beyond the mortal norm. Adherents of this domain are compelled to seek out the unknown, educate the unaware, and preserve all forms of knowledge and enlightenment.
||**Knowledge Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Brilliance of Faith, Channel Divinity: Boundless Knowledge, Knowledge Domain Spells|
|7th|Keen Warfare|
|11th|Channel Divinity: Divine Sight|
|15th|Timeless Understanding|
## Knowledge Domain Spells 
_3rd-Level Knowledge Feature_ 
You gain domain spells at the cleric levels listed in the Knowledge Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesnt count against the total number of ritual spells you know.
||**Crafting Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|auguryR, detect evil and good, identifyR, suggestion|
|5th|clairvoyanceR, tongues|
|7th|arcane eye, phantasmal killer|
|9th|legend lore, telepathic bond|
_R_ _indicates a Ritual Spell_
## Brilliance of Faith 
_3rd-Level Knowledge Feature_ 
You become proficient in three of the following skills: Arcana, History, Nature, or Religion. Whenever you make a check using these skills, add double your **PB**.
## Channel Divinity: Boundless Knowledge 
_3rd-Level Knowledge Feature_ 
You can use your Channel Divinity to grant yourself the knowledge of divines.
As an action, you present your holy symbol and grant yourself keen understanding of a single skill or tool for 1 hour. For the duration, you gain proficiency in the chosen skill or tool. When using your chosen skill or tool to make an ability check, treat any d20 roll of 5 or less as though you rolled a 5.
## Keen Warfare 
_7th-Level Knowledge Feature_ 
Each time you cast a cantrip that creates a harmless effect, you can create one additional harmless effect of your choice as part of that casting. In addition, you add your **WIS** modifier to the damage of any cantrip that you cast or melee weapon attack that you make. 
## Channel Divinity: Divine Sight 
_11th-Level Knowledge Feature_ 
You can use your Channel Divinity to give yourself truesight out to a distance of 60 feet. This vision lasts for 1 minute. Additionally, you gain one of the following benefits for the duration:
- You can instantly tell the current emotional state of any creature you can see and whether that creature is hostile toward you.
- Each time you make a **WIS** (Perception) check, treat any d20 roll less than your cleric level as though it were your cleric level.
- You can read all writing and have advantage on checks made to decipher codes and cyphers.
## Timeless Understanding 
_15th-Level Knowledge Feature_ 
You can use your Divine Intervention feature to perfectly recall any information about a single creature, location, or object that you can see. You automatically succeed on the roll to activate your Divine Intervention in order to select one of the following options.
**Creature.** You instantly learn the creatures current and maximum HP, its resistances and vulnerabilities, any magical effects currently affecting it, any languages it speaks or understands, and where it has been for the past 24 hours. For 1 hour, you have advantage on attack rolls and skill checks made against that creature and the creature has disadvantage on attack rolls and skill checks against you. 
**Location.** You witness an instantaneous vision, in perfect clarity, of any events that transpired in the location in the past month. You can ask your GM up to 5 questions about the location or any event that transpired there and your GM must answer honestly. You can attempt a **DC** 20 **WIS** check to also see any events that transpired in the location for the past 100 years. On a failed check, you are instead incapacitated for 1 hour as you are overwhelmed by the unbearable unfurling of time. 
**Object.** You instantly learn all the objects properties, any command words it has, where the object has been over the past year, and any magical effects, including curses, currently affecting the item. You have advantage on checks made to interact with the object for 24 hours. If the item is magical, you can attempt a **DC** 20 **WIS** check to either instantly attune to the item or break the items attunement to a creature other than you. On a failed check, you take 8d6 points of psychic damage.
_Content Source: Labyrinth Worldbook_
_Art Credit: Nomax_

View file

@ -0,0 +1,65 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/9882bbdda7fb84f7a193d1284893e343_MD5.jpg|Rodrigo Lopes|287x355]]
Gods of the Life domain celebrate natural cycles of life and death, exemplifying health and vitality. Devotees of this domain are encouraged to heal the wounded, care for the sick, and oppose the perversion of undeath.
||**Life Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Channel Divinity: Preserve Life, Disciple of Life, Life Domain Spells|
|7th|Blessed Healer|
|11th|Greater Preservation|
|15th|Perfect Healing|
## Life Domain Spells
_3rd-Level Life Feature_
You gain domain spells at the cleric levels listed in the Life Domain Spells table. See the Cleric Subclass class feature for how these spells work.
||**Life Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|bless, cure wounds, gentle repose, restoration|
|5th|mass healing word, revivify|
|7th|death ward, guardian of faith|
|9th|greater restoration, mass cure wounds|
## Channel Divinity: Preserve Life
_3rd-Level Life Feature_ 
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your cleric level.
Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This healing has no effect on Undead or Constructs.
## Disciple of Life
_3rd-Level Life Feature_ 
Your healing spells are more effective. When you use a Divine spell of 1st circle or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spells circle.
## Blessed Healer
_7th-Level Life Feature_ 
Healing spells you cast on others heal you as well. When you cast a Divine spell of 1st circle or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spells circle.
## Greater Preservation
_11th-Level Life Feature_
The Preserve Life effect of your Channel Divinity feature can now affect any creatures within 60 feet of you. In addition, when you use Preserve Life, one target of your choice can also receive one of the following benefits:
- Cure all diseases affecting the target.
- End one of the following conditions affecting the target: blinded, deafened, paralyzed, or poisoned.
- Neutralize all poisons affecting the target.
## Perfect Healing
_15th-Level Life Feature_ 
When you cast a Divine spell of 1st circle or higher that restores hit points, you automatically restore the maximum possible number of hit points. For example, if a cure wounds spell heals 1d8 + 3 hit points, rather than rolling, the target heals 11 hit points.

View file

@ -0,0 +1,76 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/976594bc2d8c4a5ff9a7c97776978eb7_MD5.jpg]]
Gods of the Light domain dedicate themselves to bringing light and warmth to the people of the world, burning away darkness and the evils that it hides. Devotees of this domain are often associated with the sun and moon, stars, truth, and the cleansing powers of fire.
||**Light Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Channel Divinity: Searing Radiance, Imbue Light, Light Domain Spells, Overwhelming Flash|
|7th|Radiant Spellcasting|
|11th|Lux Malediction|
|15th|Luminous Shroud|
## Light Domain Spells
_3rd-Level Light Feature_ 
You gain domain spells at the cleric levels listed in the Light Domain Spells table. See the Cleric Subclass class feature for how these spells work.
||**Light Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|burning hands, guiding bolt, moonbeam, scorching ray|
|5th|daylight, fireball|
|7th|elemental shield, wall of fire|
|9th|dispel evil and good, flame strike|
## Channel Divinity: Searing Radiance 
_3rd-Level Light Feature_ 
As an action, you present your holy symbol and channel divine radiance through every magical light source that youve created so long as theyre on the same plane as you. Each hostile creature within the bright light of those sources must make a **CON** save. Roll a number of d8s equal to twice your **PB**. A creature takes radiant damage equal to the result on a failed save, or half as much damage on a successful save. Aberrations and Undead have disadvantage on the save.
## Imbue Light
_3rd-Level Light Feature_ 
You learn the light and dancing lights cantrips if you dont already know them. Dancing lights no longer requires concentration when you cast it and lasts for the duration or until you cast the spell again. These cantrips count as Divine spells when you cast them, but they dont count against the number of cantrips you know as listed in the Cleric Progression table.
## Overwhelming Flash
_3rd-Level Light Feature_ 
When a creature within 10 feet of you makes an attack roll, you can use your reaction to release a brilliant flash of divine light. The creature suffers a penalty to the attack roll equal to your **WIS** modifier, potentially missing their target. If the attack still hits, the attacking creature is blinded until the end of its turn.
You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.
## Radiant Spellcasting
_7th-Level Light Feature_ 
Your Divine cantrips that deal damage deal an additional 1d8 radiant damage. In addition, while you have light or continual flame cast on a weapon that you are holding, the first time that weapon deals damage on a turn, it deals additional radiant damage equal to your **WIS** modifier.
## Lux Malediction
_11th-Level Life Feature_
The Searing Radiance effect of your Channel Divinity feature now causes bright light shed by all sources of light you have created to become magical sunlight for 1 minute.
In addition, when you use your Overwhelming Flash feature against a creature, they are cursed by your luminance in one of the following ways:
- The creature cant regain hit points until the end of its next turn.
- The creature takes radiant damage equal to your cleric level.
- The creature suffers a 10 penalty to **WIS** (Perception) checks for 10 minutes.
- The target cant benefit from being invisible for 1 minute. 
A remove curse spell ends this effect. A creature can suffer only one curse at a time. If the creature starts and ends its turn in magical darkness, a Lux Malediction curse afflicting it ends.
## Luminous Shroud
_15th-Level Life Feature_ 
While you are within an area of bright light, the radiance fills you with devout surety. You have advantage on saves, cant be charmed or frightened, and gain either immunity to radiant damage or resistance to necrotic damage (your choice).

View file

@ -0,0 +1,69 @@
---
source: Tome of Heroes
---
![[assets/934be025fd668134a7619069522c0c3d_MD5.jpg|Nomax]]
Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil. 
||**Mercy Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Mercy Domain Spells, Bonus Proficiencies, Manifestation of Mercy, Channel Divinity: Involuntary Aid|
|7th|Bolster the Living|
|11th|Slice of life|
|15th|Hand of Grace and Execution|
## Mercy Domain Spells 
_3rd-Level Mercy Feature_ 
You gain domain spells at the cleric levels listed in the Mercy Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
|**Mercy Domain Spells**||
|---|---|
|**Cleric Level**|**Spells**|
|3rd|divine favor, healing word, aid, ray of enfeeblement|
|5th|Bardo*, revivify|
|7th|death ward, sacrificial healing*|
|9th|antilife shell, raise dead|
|*indicates a spell found in this Document||
## Bonus Proficiencies 
_3rd-Level Mercy Feature_ 
You take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoners kit. 
## Manifestation of Mercy 
_3rd-Level Mercy Feature_ 
You gain the ability to infuse your Manifestations with the dual nature of mercy. When you deal damage with Manifest might or Manifest Miracles and the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to your **PB**. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 7th level, the healing is instead equal to double your **PB**. 
## Channel Divinity: Involuntary Aid 
_3rd-Level Mercy Feature_ 
You can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesnt have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.
## Bolster the Living
_7th-Level Mercy Feature_ 
You gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn 
## Slice of life 
_11th-Level Mercy Feature_ 
The involuntary aid effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use involuntary aid, the targets also receive the following effects:
- **Damage:** The target taking damage has disadvantage on its next attack if it fails its saving throw**.** 
- **Healing:** The target being healed has advantage on its next attack. 
## Hand of Grace and Execution 
_15th-Level Mercy Feature_ 
You imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt

View file

@ -0,0 +1,75 @@
---
source: Players Guide 2
---
Gods of the Nature domain protect and govern the overgrown wilds and fertile lands. Dogmatic followers of this domain are entrusted with the safety and prosperity of wildlife and plant life, and they possess a constant need for the wilds to be maintained despite civilizations encroachment. Such dogmas reject tyrants, unnatural monstrosities, and unmanaged consumption of the natural world.
| Nature Domain Progression | |
| ------------------------- | ---------------------------------------------------------------------------------------- |
| Cleric Level | Features |
| 3rd | Apostle of Nature, Channel Divinity: Natures Vigor, Consume Wrath, Nature Domain Spells |
| 7th | Wield Wrath |
| 11th | Natures Protection |
| 15th | Guide the Untamed |
## Nature Domain Spells 
3rd-Level Nature Feature 
You gain domain spells at the cleric levels listed in the Nature Domain Spells table. See the Cleric Subclass class feature in the Players Guide for how these spells work.
| Nature Domain Spells | |
| -------------------- | ---------------------------------------------------- |
| Cleric Level | Spells |
| 3rd | entangle, moonbeam, speak with animals, spike growth |
| 5th | conjure animals, plant growth |
| 7th | blight, conjure woodland beings |
| 9th | contagion, tree stride |
## Apostle of Nature 
3rd-Level Nature Feature 
You gain proficiency in any two of the following skills or tools: Animal Handling, Nature, Survival; herbalist tools, land vehicles, or water vehicles. 
In addition, you learn one Primordial cantrip of your choice, which counts as a cleric cantrip for you but doesnt count against the number of cleric cantrips you know. 
## Channel Divinity: Natures Vigor 
3rd-Level Nature Feature 
As an action, you present your holy symbol and imbue a creature you can see within 30 feet of you with primordial vigor. The creature gains a number of temporary hit points equal to 5 + your cleric level, which lasts for 8 hours or until you use this feature again. While these temporary hit points persist, the creature gains a bonus to **STR**, **DEX**, and **CON** ability checks and saves equal to your **WIS**. 
A friendly Beast or Plant creature targeted by Natures Vigor gains twice as many temporary hit points and cant be frightened while those temporary hit points exist.
## Consume Wrath 
3rd-Level Nature Feature 
As a reaction when you or a creature within 30 feet of you would take acid, cold, fire, lightning, poison, or thunder damage, you can reduce the damage dealt to yourself and a number of creatures you can see within 30 feet of you equal to your **PB**. The damage is reduced by an amount equal to 1d10 + your cleric level. If the damage is reduced to 0, you regain one of your expended 1st-circle spell slots. 
## Wield Wrath 
7th-Level Nature Feature 
Your cantrips and weapon attacks deal additional damage equal to your **WIS** modifier. Each time a creature takes this damage, you can choose the damage type: acid, cold, fire, lightning, poison, or thunder. 
## Natures Protection  
11th-Level Death Feature 
The Natures Vigor effect of your Channel Divinity feature can target an additional Beast or Plant creature each time you use it. 
In addition, each target gains one of the following benefits (your choice) while the temporary hit points persist:
- It gains a bonus to its AC equal to your **WIS** modifier.
- It has resistance to the following damage types: acid, cold, fire, lightning, poison, and thunder.
- Its speed is doubled. 
## Guide the Untamed 
15th-Level Nature Feature 
Whenever a Beast, Elemental, Fey, or Plant (or creature with the Animal tag) with an **INT** modifier of 3 or less moves into a space within 30 feet of you or starts its turn there, it must make a **WIS** save against your spell save **DC** or be charmed by you for 8 hours or until you or one of your allies deals damage to it. You decide what action the creature takes and where it moves on each of its turns, or you can issue it a general command such as to follow you and your companions, safeguard a location, or track someone. A creature that succeeds on its save against this feature is immune to it for 24 hours. 
If the creature remains charmed by you for the full duration, it cant be hostile toward you or creatures you designate for a year and a day unless you or a designated creature deal damage to it.

View file

@ -0,0 +1,70 @@
---
source: Tome of Heroes
---
![[assets/161fd7e4ba0fc33d05578d82aeaaf8c7_MD5.jpg|Zsolt Kosa]]
You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them.
||**Portal Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Portal Domain Spells, Bonus Proficiencies, Portal Bond, Channel Divinity: Dimensional Shift|
|7th|Portal Touch|
|11th|Dimensional 20|
|15th|Portal Mastery|
## Portal Domain Spells 
_3rd-Level Portal Feature_ 
You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
|**Portal Domain Spells**||
|---|---|
|**Cleric Level**|**Spells**|
|3rd|adjust position*, expeditious retreat, Mirror Image, misty step|
|5th|blink, sending|
|7th|dimension door, reposition*|
|9th|teleportation circle, word of recall|
|*indicates a spell found in this Document||
## Bonus Proficiencies 
_3rd-Level Portal Feature_ 
You gain proficiency with either cartographers tools or navigators tools (your choice). In addition, you gain proficiency in the Arcana skill.
## Portal Bond 
_3rd-Level Portal Feature_ 
You learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature. 
Once you teleport a creature in this way, you cant use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action.
## Channel Divinity: Dimensional Shift 
_3rd-Level Portal Feature_ 
You can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 9th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected.
## Portal Touch 
_7th-Level Portal Feature_ 
You can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesnt occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Dimensional 20
_11th-Level Portal Feature_ 
The Dimensional Shift effect of your Channel Divinity feature can now teleport creatures to a spot within 60 feet of you. In addition, when you use Dimensional Shift, you can affect a number of creatures equal to your **PB**, with each creature being teleported to a different unoccupied space of your choice.
## Portal Mastery 
_15th-Level Portal Feature_ 
When you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. Once you use this feature, you cant use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again.

View file

@ -0,0 +1,75 @@
---
source: Deep Magic 2
---
![[assets/09d282b918e8c8f1b911d019fb12c6d8_MD5.jpg]]
Unlike other domains, the Saints Domain doesnt focus on association with any particular types of gods. Clerics who adopt this domain—or are unknowingly called to it—dedicate themselves to the protection of others and draw strength from the transcendent love that binds communities together. Such selfless dedication awakens a spark of divinity within an individual, granting them miraculous powers to defend others.
||**Saints Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Saints Domain Spells, Shared Suffering, Channel Divinity: Self Sacrifice|
|7th|Soldier of Sorrow|
|11th|Sharing is Caring|
|15th|Martyrs Shield|
## Saints Domain Spells 
_3rd-Level Saints Feature_ 
You gain domain spells at the cleric levels listed in the Saints Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
|**Saints Domain Spells**||
|---|---|
|**Cleric Level**|**Spells**|
|3rd|protection from evil and good, shield of faith, lesser restoration, warding bond|
|5th|beacon of hope, revivify|
|7th|guardian of faith, Halo of blood and Tears*|
|9th|commune, greater restoration|
|*indicates a spell found in this Document||
## Shared Suffering 
_3rd-Level Saints Feature_ 
You can divert injuries dealt to your allies by taking on some of their pain. When a friendly creature you can see within 30 feet of you takes damage, you can use your reaction to prevent any amount of that damage. If you do so, you lose hit points equal to the damage prevented, regardless of the type of damage and your resistances or immunities. 
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Channel Divinity: Self Sacrifice
_3rd-Level Saints Feature_ 
You can expend your vitality to heal your allies or harm your foes. As a bonus action, you present your holy symbol, lose a number of hit points of your choice up to four times your cleric level, and cause one of the following effects. 
- **Heal.** One friendly creature you can see within 30 feet of you regains hit points equal to the amount of hit points you lost.
- **Harm.** Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes radiant damage equal to the amount of hit points you lost. If the attack misses, you dont lose the hit points.
## Soldier of Sorrow 
_7th-Level Saints Feature_ 
Your spells become more potent as your body sustains more damage. Whenever you have less than half your hit point maximum, you gain the following benefits:
- When you cast a spell of 1st circle or higher that deals damage, the spell deals extra damage equal to your proficiency bonus + the spells circle.
- When you cast a spell of 1st circle or higher that restores hit points to a creature other than you, the target regains additional hit points equal to your proficiency bonus + the spells circle.
## Sharing is Caring
_11th-Level Saints Feature_ 
The Self Sacrifice effect of your Channel Divinity feature gain the following Traits:
- **Heal.** The Range is increased to within 60 feet. Additionally, you can target two friendly creatures instead of one. When you target more than one creature the Healing is split between them, you choose how much each creature heals. 
- **Harm.** The Range is increased to 120 feet. Additionally, you can target two creatures instead of one. When you target more than one creature the radiant damage is split between them, you choose how much each creature takes. 
## Martyrs Shield 
_15th-Level Saints Feature_ 
Your inherent divinity keeps you from dying until your mission is complete.
When you are reduced to 0 hit points but not killed outright, you can use your reaction to continue fighting. For 1 minute, having 0 hit points doesnt make you fall unconscious. You must still make death saving throws when you start your turn with 0 hit points, as normal, and you still suffer a death saving throw failure if you take damage while you have 0 hit points, as normal. You dont die from failed death saving throws while this effect is active. When this effect ends, you die only if you still have 0 hit points and failed at least three death saving throws.
Once you use Martyrs Shield, you cant do so again until you finish a long rest.

View file

@ -0,0 +1,69 @@
---
source: Tome of Heroes
---
![[assets/0245fc0c3fe9297032acfa3e7fda1c15_MD5.jpeg|Stu Harrington]]
You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.
Clerics in this domain may favor Io the Skulk.
||**Serpent Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Serpent Domain Spells, Envenomed, Ophidian Tongue, Channel Divinity: Serpent Stealth|
|7th|Serpents Blood|
|11th|Snakes on a Plane (of existence)|
|15th|Transformative Molt|
## Serpent Domain Spells 
_3rd-Level Serpent Feature_ 
You gain domain spells at the cleric levels listed in the Serpent Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
||**Serpent Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|charm person, find familiar (snakes only), enthrall, protection from poison|
|5th|conjure animals (snakes only), hypnotic pattern|
|7th|Freedom of movement, polymorph|
|9th|dominate person, mislead|
## Envenomed 
_3rd-Level Serpent Feature_ 
You learn the poison spray cantrip. In addition, you gain proficiency in the Deception skill and with a poisoners kit. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action. 
## Ophidian Tongue 
_3rd-Level Serpent Feature_ 
You can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creatures responses, if any, are limited by its intelligence and typically convey the creatures current or most recent state, such as “hungry” or “in danger.” 
## Channel Divinity: Serpent Stealth 
_3rd-Level Serpent Feature_ 
You can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes. 
## Serpents Blood 
_7th-Level Serpent Feature_ 
You are immune to the poisoned condition and have resistance to poison damage. 
## Snakes on a Plane (of existence)
_11th-Level Serpent Feature_ 
The Serpent Stealth effect of your Channel Divinity feature can now affect creatures within 60 feet of you and you can choose any number of creatures instead of up to 5. In addition, when you use Serpent Stealth, you and each target gain Darkvision out to a range of 60 ft for the 10 minutes. 
## Transformative Molt
_15th-Level Serpent Feature_ 
As part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the alter self spell, except it lasts until you finish a short or long rest. 
In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you cant use this feature to change your appearance again until you finish a long rest.

View file

@ -0,0 +1,61 @@
---
source: Southlands Players Guide
---
In speed and skill there is power, and you serve your faith by engaging in acts of incredible quickness and agility. Eventually you become able to control time itself.
| Speed Domain Progression | |
| ------------------------ | ---------------------------------------------------------------- |
| Cleric Level | Features |
| 3rd | Celerity in Thought and Action, Channel Divinity: Burst of Speed |
| 7th | Quickness of the Gods |
| 11th | Need 4 Speed |
| 15th | Channel Divinity: Time Stop |
## Speed Domain Spells 
3rd-Level Keeper Feature 
You gain domain spells at the cleric levels listed in the Keeper Domain Spells table. See the Cleric Subclass feature in the Players Guide for how these spells work. 
| Keeper Domain Spells | |
| -------------------- | -------------------------------------------- |
| Cleric Level | Spells |
| 3rd | expeditious retreat, feather fall, blur, web |
| 5th | haste, slow |
| 7th | conjure minor elementals, dimension door |
| 9th | Greater hold, teleportation circle |
## Celerity in Thought and Action 
3rd-Level Speed Feature 
Your speed increases by 5 feet, and you gain proficiency in Acrobatics and Insight.
## Channel Divinity: Burst of Speed
3rd-Level Speed Feature 
You can use your Channel Divinity to grant yourself or another creature greater speed. When you use an action to touch a creature, the target adds 10 feet to its walking speed. Also whenever they make an attack roll or a saving throw that rely on **DEX**, they can roll a d4 and add the number rolled to the attack roll or saving throw. This effect lasts for 1 minute. 
## Quickness of the Gods 
7th-Level Speed Feature 
Your speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity modifier by +5 until the end of your current turn. This benefit can be used for all purposes except attack rolls and damage. Once you use this feature, you cant use it again until you finish a long rest.
## Need 4 Speed
11th-Level Speed Feature 
The Burst of Speed effect of your Channel Divinity feature gain the following Trait:
- The target adds an additional 10 feet to its walking speed, for a total of 20 feet. 
- They can roll a d6 instead of a d4 on the attack roll or saving throw.
- The Target can immediately use its reaction to take the dodge action.  
##  Channel Divinity: Time Stop 
15th-Level Speed Feature 
You can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell; you can take three turns in a row when the effect is triggered. You must finish a long rest before using this ability again.

View file

@ -0,0 +1,68 @@
---
source: Players Guide 2
---
Gods of the Tempest domain embody the awesome destructive power of storms, earthquakes, wildfires, and similar natural disasters. Clerics of this domain are often as ferocious as the gods they worship, regarded as fearsome warriors capable of raining divine wrath down on the unjust or unworthy.
| Tempest Domain Progression | |
| -------------------------- | ----------------------------------------------------------------------- |
| Cleric Level | Features |
| 3rd | Channel Divinity: Storms Fury, Tempest Domain Spells, Tempests Herald |
| 7th | Thunderclap |
| 11th | Cyclonic Stride |
| 15th | Storms Shelter |
## Tempest Domain Spells 
3rd-Level Tempest Feature 
You gain domain spells at the cleric levels listed in the Tempest Domain Spells table. See the Cleric Subclass class feature in the Players Guide for how these spells work.
| Tempest Domain Spells | |
| --------------------- | --------------------------------------------- |
| Cleric Level | Spells |
| 3rd | fog cloud, gust of wind, shatter, thunderwave |
| 5th | call lightning, lightning bolt |
| 7th | control water, ice storm |
| 9th | cone of cold, conjure elemental |
## Channel Divinity: Storms Fury 
3rd-Level Tempest Feature 
You can use your Channel Divinity feature to invoke the wrath of thunderstorms. When you deal lightning or thunder damage, you can use Storms Fury to deal the maximum damage on each of those damage dice instead of rolling them. 
Alternatively, when you hit a target with a melee weapon attack, you can use your Storms Fury to deal additional lightning or thunder damage equal to the damage of the triggering attack. If the attack is a critical hit, it deals maximum damage on each of its damage dice. 
## Tempests Herald 
3rd-Level Tempest Feature 
Your tempestuous divinity grants you an additional benefit determined by which Manifestation of Faith option you chose at 1st level. 
- Manifest Might. While wearing heavy armor, you are resistant to lightning damage. You can deal either lightning or thunder damage instead of necrotic or radiant damage each time you infuse your weapon with divine energy. 
- Manifest Miracles. You can change the damage type of any cleric cantrip you cast to either lightning or thunder damage. In addition, you always have the inflict wounds spell prepared, and each time you cast it, you can cause the spell to deal lightning or thunder damage instead of necrotic damage. 
## Thunderclap
7th-Level Tempest Feature 
Whenever you deal lightning or thunder damage to a target, you can choose one of the following options:
- The target has disadvantage on the next save it makes to maintain concentration before the start of your next turn.
- The target is deafened and cant take reactions until the end of its next turn.
- The target is pushed 10 feet directly away from you. 
## Cyclonic Stride 
11th-Level Tempest Feature 
You gain a flying speed equal to your walking speed and can hover. This feature ends if you spend 24 hours or more underground or are otherwise unable to see the sky.
## Storms Shelter 
15th-Level Tempest Feature 
As an action, you surround yourself in a shield of crackling lightning, gaining a number of temporary hit points equal to twice your cleric level. While these temporary hit points remain, you shed bright light for 10 feet and dim light for an additional 10 feet, and you are immune to lightning and thunder damage. A hostile creature that starts its turn within 10 feet of you must make a **CON** save against your spell save **DC**. On a failed save, the target takes 3d8 lightning damage. Creatures that wear metal armor or that are composed of metal have disadvantage on the save. 
You can use this feature a number of times equal to your **PB**, and you regain expended uses when you finish a long rest.

View file

@ -0,0 +1,73 @@
---
source: Labyrinth Worldbook
---
![[assets/94ede90ec41ad9442d406f9f0931837c_MD5.jpg|Polina | polunari]]
Gods of the Trickery Domain are known to beguile, manipulate, and distract their flock as often as their enemies. Adherents of this domain are encouraged to take what they wish, cause mischief where possible, and gather secrets to share among their congregation—for information is power when used properly.
||**Trickery Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Channel Divinity: Tricksters Feint, Divine Guile, Duplicitous Spellcraft, Trickery Domain Spells|
|7th|Beguiling Illusions|
|11th|Greater Ruse|
|15th|Splitting Image|
## Trickery Domain Spells 
_3rd-Level Trickery Domain Feature_ 
You gain domain spells at the cleric levels listed in the Trickery Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesnt count against the total number of ritual spells you know.
||**Crafting Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|detect thoughts, disguise self, pass without trace, silent image|
|5th|gaseous form, major image|
|7th|confusion, greater invisibility|
|9th|animate object, mislead|
## Channel Divinity: Tricksters Feint 
_3rd-Level Trickery Feature_ 
You can use your Channel Divinity to hide yourself and others from prying eyes.
Whenever you roll initiative, you can use your Channel Divinity to cause yourself and each creature of your choice within 10 feet of you to become invisible until the end of their next turn or until they attack or cast a spell. While invisible, creatures make no noise while moving. 
## Divine Guile 
_3rd-Level Trickery Feature_ 
You can use your **WIS** modifier instead of CHA when you make a Deception, Intimidation, or Persuasion check. Alternatively, you can add your **WIS** modifier to a Sleight of Hand or Stealth check. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.  
## Duplicitous Spellcraft 
_3rd-Level Trickery Feature_ 
You learn the minor illusion cantrip if you dont know it, and it does not count against the number of cleric cantrips you know. When you cast a spell with a range of touch, illusions you have created can deliver the spell as if it were the caster. You must be able to see your illusion for it to deliver the spell. It uses your spellcasting modifier for any attack roll required by the spell. 
## Beguiling Illusions 
_7th-Level Trickery Feature_ 
When you create an illusion, you and your allies have advantage on attack rolls against creatures within 5 feet of that illusion until the end of your next turn. Creatures within 5 feet of an illusion you create have disadvantage on **WIS** (Perception) checks made to see or hear anything other than your illusion. 
## Greater Ruse 
_11th-Level Trickery Feature_ 
You can use Channel Divinity: Tricksters Feint as a reaction whenever you or a creature within 10 feet of you would be seen by a creature.
Additionally, when you use Channel Divinity: Tricksters Feint, the invisibility lasts the duration and does not end early if a creature attacks or casts a spell. While under the effects of Tricksters Feint, you gain the following benefits:
- Your speed is doubled.
- You can cast spells without supplying the verbal spell component.
- You have resistance to non-magical damage.
## Splitting Image 
_15th-Level Trickery Feature_ 
You can cast invisibility without expending a spell slot or verbal, somatic, or material components. When you target a creature other than yourself with invisibility, an illusory duplicate of that creature appears in the targets space for the duration. The illusory duplicate appears completely real, including smells, sounds, temperature, and voice. As a bonus action on each of your turns, you can move the illusory duplicate up to 30 feet. A creature can inspect the duplicate carefully with a successful **WIS** (Investigation) check against your spell save **DC**. On a success, the creature understands it is an illusion.

View file

@ -0,0 +1,69 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/26ef11c9a23405745bef4a6a13e5a735_MD5.jpg]]
Gods of the War domain celebrate strength, the glory of victory, and the thrill of competition. Those gods with evil or chaotic proclivities emphasize destruction and violence, but most societies and heroic characters worship war gods who honor courage and excellence in battle and cherish those who fight when the need is great.
||**War Domain Progression**|
|---|---|
|**Cleric Level**|**Features**|
|3rd|Channel Divinity: Mark of Triumph, Disciple of War, Expanded Talent List, War Domain Spells|
|7th|Blessed Warrior|
|11th|Greater Triumph|
|15th|Holy Strike|
## War Domain Spells 
_3rd-Level War Feature_ 
You gain domain spells at the cleric levels listed in the War Domain Spells table. See the Cleric Subclass class feature for how these spells work.
||**War Domain Spells**|
|---|---|
|**Cleric Level**|**Spells**|
|3rd|command, magic weapon, shield of faith, warding bond|
|5th|fear, spirit guardians|
|7th|death ward, guardian of faith|
|9th|antilife shell, flame strike|
## Channel Divinity: Mark of Triumph 
_3rd-Level War Feature_ 
As a bonus action, you present your holy symbol and mystically mark one creature within 60 feet of you that you can see. Until the start of your next turn, all creatures who attack a marked creature have advantage on the first attack roll they make against it.
## Disciple of War
_3rd-Level War Feature_ 
Victory brings you closer to the divine, inspiring you to press beyond your normal limits. Once per turn, when you successfully hit a creature with an attack while using the Attack action, you can choose to make an additional weapon attack as part of that same action. 
You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest.
## Expanded Talent List
_3rd-Level War Feature_ 
When you gain a new talent, you can select that talent from the magic or martial talent list (see Talents).
## Blessed Warrior 
_7th-Level War Feature_ 
Attacks you make are particularly potent. When you deal damage with a weapon or spell attack made with a Divine spell, you can reroll any 1s you roll on the damage dice. You must take the new result for any dice rerolled in this way.
## Greater Triumph 
_11th-Level War Feature_ 
When you use the Mark of Triumph effect of your Channel Divinity feature, you can mystically mark a number of creatures equal to your **PB**. All targets must be within 60 feet of you.
In addition, when a creature marked by your Mark of Triumph feature is reduced to 0 HP, you can use your reaction to move the mark to a different target within 60 feet of you that you can see. A mark moved in this way still disappears at the start of your next turn, as normal. 
## Holy Strike
_15th-Level War Feature_ 
Once per turn, when you successfully hit a creature with a weapon or spell attack made with a Divine spell, you can treat the attack as if you rolled a critical hit.

View file

@ -0,0 +1,26 @@
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the druid class.
When you reach 10th level in the druid class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
## Heroic Boon 
10th-Level Druid Feature 
Your commitment to the druids path grants you a powerful ability. Choose one of the following heroic boons:
- Rite of the Healer. When you use your Natures Gift feature (see Players Guide), you can now heal a number of creatures equal to your **PB** within 60 feet of you with one use of the feature. In addition, you no longer have to see a creature to target it when using Natures Gift as long as both you and the target are standing on earth, wood, stone, ice, or other solid, natural surface.
- Rite of the Traveler. As a bonus action, you can give yourself a 30-foot burrowing, climbing, flying (with the ability to hover), or swimming speed. Alternatively, you can use this bonus action to increase a movement speed you already have by 30 feet. You can activate and benefit from this feature whether in your standard form or while transformed via the Wild Shape feature (see Players Guide). Once activated, this bonus movement lasts until you either finish a long rest or use this feature again to select a different movement type.
### Epic Boons 
When you reach 20th level in the druid class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
### Epic Boon
20th-Level Druid Feature 
Your commitment to the druids path grants you a powerful new ability. You gain one of the following epic boons:
- Elemancer. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You become immune to your chosen damage type and resistant to the rest. When you finish a long rest, you can change which of the listed damage types you are immune to.
- Sourcemaster. When you use a Primordial spell slot to cast a spell of 1st circle or higher, you can choose to roll a d10. If the number rolled is higher than the circle of the expended spell slot, you automatically recover that slot. For example, if you expend a 1st-circle spell slot, a result of 2 or higher on the d10 means that you recover the spell slot. Once you successfully recover a spell slot in this way, you cant use this feature again until you finish a short or long rest.

View file

@ -0,0 +1 @@
**Starting Equipment:** In the druids Starting Equipment, replace scimitar with sickle

View file

@ -0,0 +1,17 @@
![[assets/d1b2cdc9434c86d43fbf39a14213c458_MD5.jpg|Tomasz Jedruszek]]
Druids are the guardians and warriors of the natural world. All druids feel a deep affinity for the environment, whether it manifests as a spiritual connection to the beasts of the land, the plants of the earth, or the elemental energies that keep all things in balance.
Druid is a class that interacts with the environment often. Your class is a “pure” spellcasting class, but your Wild Shape feature gives you some ability to mix it up. Lean into exploration with your various spells and capabilities.
## DRUID AS ADVENTURERS
Druids are exceptional explorers and warriors. They hold an impressive range of magical abilities that allow them to heal allies, gather information, and invoke natures wrath.
While druids regularly confront threats in the wild, their passions often clash with the values and ambitions of the civilized world. Few understand the awesome and often devastating forces of nature—and even fewer understand those who place natures interests above their own.
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 40.
---
_Want to become an animal? Try [[Ring of the Shifter]]_

View file

@ -0,0 +1,81 @@
---
source: Tome of Heroes
---
![[assets/979c36ee75ec1d391d0633f9c011e8c2_MD5.jpg|Jakub Bojanowski]]
Druids of the Circle of Ash believe in the power of rebirth and resurrection, both physical and spiritual. The ash they take as their namesake is the result of burning and death, but it can fertilize the soil and help bring forth new life. For these druids, ash is the ultimate symbol of the elegant cycle of life and death that is the foundation of the natural world. Some such druids even use fresh ash to clean themselves, and the residue is often kept visible on their faces.
Druids of this circle often use the phoenix as their symbol, an elemental creature that dies and is reborn from its own ashes. These druids aspire to the same purity and believe resurrection is possible if they are faithful to their beliefs. Others of this circle are drawn to volcanos and find volcanic eruptions and their resulting ash clouds to be auspicious events.
All Circle of Ash druids request to be cremated after death, and their ashes are often given over to others of their order. What later happens with these ashes, none outside the circle know.
||**Ash Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|Ash Ring Spells, Ash Cloud, Firesight|
|7th|Covered in Ash|
|11th|Feed the Earth|
|15th|From the Ashes|
## Ash Ring Spells
_3rd-Level Ash Feature_ 
You gain ring spells at the druid levels listed in the Ash Ring Spells table. See the Druid Subclass class feature for how these spells work. 
||**Ash Ring Spells**|
|---|---|
|**Druid Level**|**Spells**|
|3rd|Burning Hands, Fog Cloud, Flaming Sphere, Scorching Ray|
|5th|Fireball, Gaseous Form|
|7th|Elemental Shield (Fire Only), Wall of Fire|
|9th|Flame Strike, Conjure Elemental (Fire and Earth Elementals Only)|
## Ash Cloud 
_3rd-Level Ash Feature_ 
You can expend one use of your Wild Shape and, rather than assuming a beast form, create a small, brief volcanic eruption beneath the ground, causing it to spew out an ash cloud. As an action, choose a point within 30 feet of you that you can see. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save **DC**, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. 
This eruption creates a 20-foot-radius sphere of ash centered on the eruption point. The cloud spreads around corners, and its area is heavily obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save **DC** or have disadvantage on ability checks and saving throws until the start of its next turn. Creatures that dont need to breathe or that are immune to poison automatically succeed on this saving throw. 
You automatically succeed on this saving throw while within the area of your ash cloud, but you dont automatically succeed if you are in another Circle of Ash druids ash cloud. 
The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
## Firesight 
_3rd-Level Ash Feature_ 
Your vision cant be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the cloudkill or stinking cloud spells, a gorgons petrifying breath, or a krakens ink cloud.
## Covered in Ash 
_7th-Level Ash Feature_ 
When a creature within 30 feet of you that you can see (including yourself) takes damage, you can use your reaction to cover the creature in magical ash, giving it temporary hit points equal to twice your proficiency bonus. The target gains the temporary hit points before it takes the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. 
In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute.
## Feed the Earth 
_11th-Level Ash Feature_ 
Your Ash Cloud feature becomes more potent. Instead of the normal eruption effect, when you first create the ash cloud, each creature within 10 feet of the point you chose must make a Dexterity saving throw against your spell save **DC**, taking 2d8 bludgeoning damage and 2d8 fire damage on a failed save, or half as much damage on a successful one. 
In addition, when a creature enters this more potent ash cloud for the first time on a turn or starts its turn there, that creature has disadvantage on ability checks and saving throws while it remains within the cloud. Creatures are affected even if they hold their breath or dont need to breathe, but creatures that are immune to poison are immune to this effect. 
If at least one creature takes damage from the ash clouds eruption, you can use your reaction to siphon that destructive energy into the rapid growth of vegetation. The area within the cloud becomes difficult terrain that lasts while the cloud remains. You cant cause this growth in an area that cant accommodate natural plant growth, such as the deck of a ship or inside a building. 
The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
## From the Ashes 
_15th-Level Ash Feature_ 
When you are reduced to 0 hit points, your body is consumed in a fiery explosion. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save **DC**, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. After the explosion, your body becomes a pile of ashes. 
At the end of your next turn, you reform from the ashes with all of your equipment and half your maximum hit points. You can choose whether or not you reform prone. If your ashes are moved before you reform, you reform in the space that contains the largest pile of your ashes or in the nearest unoccupied space. After you reform, you suffer one level of exhaustion. 
Once you use this feature, you cant use it again until you finish a long rest.

View file

@ -0,0 +1,78 @@
---
source: Old Margreve
---
![[assets/574d00938e3c64e55e4bd958e8ae49f5_MD5.jpg|Denver Balbaboco]]
Druids of Bees are friends to all stinging insects but focus their attention on honeybees and other pollinating insects. When not adventuring, they tend hives, either created by the insects or by themselves. They tap into the horror inherent in stinging insects to protect their allies or the fields hosting their bee friends.
||**Bees Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|Bees Ring Spells, Bee Bond, Wild Shape: Bee Stinger|
|7th|Bumblebee Rush|
|11th|Hive Mind|
|15th|Mantle of Bees|
## Bees Ring Spells
_3rd-Level Bees Feature_ 
You gain ring spells at the druid levels listed in the Bees Ring Spells table. See the Druid Subclass class feature for how these spells work.
|**Bees Ring Spells**||
|---|---|
|**Druid Level**|**Spells**|
|3rd|blur, bombardment of stings*, longstrider, speak with animals|
|5th|Fly, haste|
|7th|giant insect, storm of wings*|
|9th|insect plague, primal infusion*|
|*indicates a spell found in this Document||
## Bee Bond 
_3rd-Level Bees Feature_ 
You gain proficiency in the Acrobatics skill, and you can understand Bee Dance, a language shared by bees. Bees refuse to attack you, even with magical coercion, unless you attack them.
When a Beast attacks you with a weapon that deals poison damage, such as a giant spiders Bite or a scorpions Sting, it must succeed on a CHA save against your spell save **DC** or have disadvantage on attack rolls against you until the start of its next turn.
## Wild Shape: Bee Stinger 
_3rd-Level Bees Feature_ 
As a bonus action, you can expend a use of your Wild Shape feature to grow a stinger, typically from your wrist, which you can use to make unarmed strikes.
When you hit with an unarmed strike with this stinger, you use **WIS** instead of **STR** to determine the stingers attack bonus, and the stinger deals piercing damage equal to 1d4 + your **WIS** modifier + poison damage equal to half your **PB** (rounded down), instead of the bludgeoning damage normal for an unarmed strike. The stinger lasts for a number of hours equal to your **PB**.
As you gain levels in this class, your stinger becomes more powerful. At 7th level, unarmed strikes with your stinger count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and the poison damage dealt by your stinger equals your **PB**. In addition, the stingers damage die increases to a d6 at 7th level, to a d8 at 11th level, and to a d10 at 15th level.
## Bumblebee Rush 
_7th-Level Bees Feature_ 
As a bonus action, you can Dash, and creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
## Hive Mind 
_11th-Level Bees Feature_ 
You can perform a 10-minute ritual with a number of willing creatures up to your **PB**. This ritual connects the minds of you and the targets in a mental network. Creatures with an **INT** of 3 (4) or lower arent affected by this ritual. Each member of the mental network can communicate telepathically with each other regardless of distance or languages, but communicating creatures must be on the same plane of existence. While linked to each other, each creature in the network has advantage on **INT**, **WIS**, and CHA checks that involve a skill if at least one creature in the network has proficiency in that skill. If at least one creature in the network succeeds on a **WIS** (Perception) check to notice a hidden creature, each creature in the network also succeeds on the check. Finally, when one creature in a network makes an attack, it has advantage on the attack roll if another creature in the network can see the target of the attack, is within 5 feet of the target, and uses its reaction to assist the attacker. 
Once you perform this ritual, you cant do so again until you finish a short or long rest.
## Mantle of Bees 
_15th-Level Bees Feature_ 
As an action, you can cover yourself in bees for 1 hour or until you dismiss them (no action required). While you are covered in bees, you gain the following benefits:
- You gain a +2 bonus to AC.
- You are immune to poison damage
- The stinger from your Bee Stinger feature deals poison damage equal to twice your **PB** rather than equal to your **PB**.
- You have advantage on CHA (Intimidation) checks.
- When a creature within 5 feet of you hits you with a melee attack, it must succeed on a **CON** save against your spell save **DC** or take 1d8 piercing damage and 1d8 poison damage and be poisoned until the end of its next turn.
When you create the mantle or as an action while the mantle is active, you can direct the bees to swarm a point you can see within 60 feet of you. Each creature within 10 feet of that point must make a **CON** save against your spell save **DC**. On a failure, a creature takes 4d6 piercing damage and 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isnt poisoned. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. After you command the bees to swarm in this way, the bees disperse, and your mantle ends.
Once you use this feature, you cant use it again until you finish a short or long rest, unless you expend a spell slot of 5th circle or higher to create the mantle again.

View file

@ -0,0 +1,73 @@
---
source: Tome of Heroes
---
![[assets/88aa173504bdbcfa25f29522fefea455_MD5.jpg|Steph Johnstone]]
Circle of Crystals druids first arose in subterranean environments, where they helped tend giant crystal gardens, but now they can be found most anywhere with access to underground caverns or geothermal activity. These druids view crystals as a naturally occurring form of order and perfection, and they value the crystals slow growth cycle, as it reminds them the natural world moves gradually but eternally. This teaches young druids patience and assures elder druids their legacy will be carried on in each spire of crystal. As druids of this circle tend their crystals, they learn how to use the harmonic frequencies of different crystals to create a variety of effects, including storing magic.
||**Crystals Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|Crystals Ring Spells, Resonant Crystal|
|7th|Crystalline Skin|
|11th|Magical Resonance|
|15th|Crystalline Form|
## Crystals Ring Spells
_3rd-Level Crystals Feature_ 
You gain ring spells at the druid levels listed in the Crystals Ring Spells table. See the Druid Subclass class feature for how these spells work.
||**Crystals Ring Spells**|
|---|---|
|**Druid Level**|**Spells**|
|3rd|Pendulum, Cure Wounds, Magic Weapon, Calm Emotions|
|5th|Mass Healing Word, Meld into Stone|
|7th|Stone Shape, Stoneskin|
|9th|Mass Cure Wounds, Wall of Stone|
## Resonant Crystal 
_3rd-Level Crystals Feature_ 
You learn to create a special crystal that can take on different harmonic frequencies and properties. It is a Tiny object and can serve as a spellcasting focus for your druid spells. As a bonus action, you can cause the crystal to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the light as a bonus action.
Whenever you finish a long rest, you can attune your crystal to one of the following harmonic frequencies. The crystal can have only one harmonic frequency at a time, and you gain the listed benefit while you are wearing or carrying the crystal. The crystal retains the chosen frequency until you finish a long rest.
- **Clarity.** You have advantage on saving throws against being frightened or charmed. 
- **Cleansing.** You have advantage on saving throws against being poisoned, and you have resistance to poison damage. 
- **Focus.** You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. 
- **Healing.** When you cast a spell of 1st circle or higher that restores hit points to a creature, the creature regains additional hit points equal to your proficiency bonus
- **Vitality.** Whenever you cast a spell of 1st circle or higher using the resonant crystal as your focus, one creature of your choice that you can see within 30 feet of you gains temporary hit points equal to twice your proficiency bonus. The temporary hit points last for 1 minute.
To create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest.
## Crystalline Skin 
_7th-Level Crystals Feature_ 
When you take damage, you can use a reaction to cause your skin to become crystalline until the end of your next turn. While your skin is crystalline, you have resistance to cold damage, radiant damage and bludgeoning, piercing, and slashing damage from non-magical attacks, including to the triggering damage if it is of the appropriate type. You choose the exact color and appearance of the crystalline skin. 
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Magical Resonance 
_11th-Level Crystals Feature_ 
You can draw on stored magical energy in your resonant crystal to restore some of your spent magic. While wearing or carrying the crystal, you can use a bonus action to recover one expended spell slot of 3rd circle or lower. If you do so, you cant benefit from the resonant crystals harmonic frequency for 1 minute. 
Once you use this feature, you cant use it again until you finish a long rest.
## Crystalline Form
_15th-Level Crystals Feature_ 
As a bonus action while wearing or carrying your resonant crystal, you can expend one use of your Wild Shape feature to assume a crystalline form instead of transforming into a beast. You gain the following benefits while in this form: 
- You have resistance to cold damage, radiant damage, and bludgeoning, piercing, and slashing damage from non-magical attacks. 
- You have advantage on saving throws against spells and other magical effects.
- Your resonant crystal pulses with power, providing you with the benefits of all five harmonic frequencies. When you cast a spell of 1st circle or higher, you can choose to activate only the Healing or Vitality harmonic frequencies or both. If you activate both, you can choose two different targets or the same target. 
This feature lasts 1 minute, or until you dismiss it as a bonus action.

View file

@ -0,0 +1,68 @@
---
source: Old Margreve
---
Druids of Owls maintain a tradition of spying and gathering knowledge and, occasionally, of permanently silencing those who would misuse knowledge. Owls druids draw on the power of their namesakes, moving about the world unnoticed as they see and hear what others try desperately to hide.
| Owls Progression | |
| ---------------- | ------------------------------------------- |
| Druid Level | Features |
| 3rd | Owls Ring Spells, Tiny Spy, On Silent Wings |
| 7th | Owls Eyes |
| 11th | Shadow Flight |
| 15th | Ever Vigilant |
## Owls Ring Spells
3rd-Level Owls Feature 
You gain ring spells at the druid levels listed in the Owls Ring Spells table. See the Druid Subclass class feature for how these spells work.
| Owls Ring Spells | |
| ---------------- | ----------------------------------------------------------------- |
| Druid Level | Spells |
| 3rd | detect thoughts, disguise self, expeditious retreat, invisibility |
| 5th | nondetection, sending |
| 7th | arcane eye, greater invisibility |
| 9th | modify memory, passwall |
## Tiny Spy
3rd-Level Owls Feature 
You gain proficiency in the Insight or Stealth skill. In addition, the number of beast forms you can know increases by an amount equal to half your **PB** (rounded down), but these extra known forms must be Tiny Beasts. 
## On Silent Wings
3rd-Level Owls Feature 
You can magically evade the notice of even those who watch you. You can use a bonus action to take the Hide action, and while in dim light or while lightly obscured by foliage, heavy rain, falling snow, or other natural phenomena, you can always attempt to Hide, even if circumstances wouldnt normally allow you to do so.
## Owls Eyes
7th-Level Owls Feature 
You learn the clairvoyance ritual spell, and it doesnt count against the total number of ritual spells you know. As an action, you can cast the spell without requiring material components, and a creature that can see the sensor sees a luminous, intangible owl. 
When you reach 11th level in this class, you learn the scrying ritual spell, and it doesnt count against the total number of ritual spells you know. As an action, you can cast the spell without requiring material components.
Once you use this feature to cast a spell, you cant do so again until you finish a short or long rest.
## Shadow Flight
11th-Level Owls Feature 
If you are in dim light or darkness, you can use a bonus action to sprout feathered wings from your back, gaining a flying speed equal to your walking speed for 1 minute. While these wings are active, you can choose to spend half your flying speed to slip into the Ethereal Plane in the area where it overlaps with your current plane or slip back into your current plane. This effect works like the etherealness spell, except you can go back and forth between the two planes by spending half your flying speed. When the wings end, you immediately return to the plane you originated from in the spot you currently occupy, being shunted and taking damage as normal for the etherealness spell if you return inside a solid object or a creature.
You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
## Ever Vigilant
15th-Level Owls Feature 
You embody the patient, watchful, all-seeing nature of owls. You gain the following benefits:
- Your initiative bonus now equals your **DEX** modifier + your **WIS** modifier.
- As long as you are conscious, you cant be affected by the surprised condition.
- Once on your turn, when you hit a creature that cant see you with an attack or when a creature that cant see you fails its save against your spell, the creature takes psychic damage equal to half your druid level (rounded down).

View file

@ -0,0 +1,73 @@
---
source: Old Margreve
---
Druids of Roses use the power of nature to influence the minds and hearts of those around them, alleviating sorrow, spreading terror, and ensnaring hearts in equal measure. They create sweet and bitter perfumes that transmit their power to any who inhale the scent.  
| Rose Progression | |
| ---------------- | ---------------------------------------------------------------- |
| Druid Level | Features |
| 3rd | Roses Ring Spells, Bonus Proficiencies, Wild Shape: Wild Perfume |
| 7th | Roses Remedy |
| 11th | Lingering Perfume |
| 15th | Roses Thorns |
## Roses Ring Spells
3rd-Level Roses Feature 
You gain ring spells at the druid levels listed in the Roses Ring Spells table. See the Druid Subclass class feature for how these spells work.
| Roses Ring Spells | |
| ----------------- | ----------------------------------------------- |
| Druid Level | Spells |
| 3rd | calm emotions, disguise self, sleep, suggestion |
| 5th | hypnotic pattern, tongues |
| 7th | confusion, phantasmal killer |
| 9th | dominate, seeming |
## Bonus Proficiencies
3rd-Level Roses Feature 
You gain proficiency in the Deception, Intimidation, or Persuasion skill and with herbalist tools. 
## Wild Shape: Wild Perfume
3rd-Level Roses Feature 
As an action, you can expend a use of your Wild Shape feature to infuse the area around you with floral power, filling the area with floral scents of the wilderness.
When you use this feature, a barely visible, perfumed haze fills the area in a 10-foot-radius sphere centered on you. The perfume lasts for a number of hours equal to half your **PB**, until you use a feature that causes it to be destroyed, or you fall unconscious. You can choose to end this effect early (no action required). You can maintain only one wild perfume at a time.
As part of the action when you create the perfume and as a bonus action on your turn, you can choose one of the following magical properties for the perfume to have while its magic is active:
- Musky. This warm, slightly sweet, and musky perfume has notes of vanilla, patchouli, rose, and labdanum. At the start of each of your turns, choose one creature you can see within the perfumes area. The target must succeed on a CHA save against your spell save **DC** or be charmed by you as long as it remains in the area of your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, it can repeat the save, ending the effect on itself on a success. 
- Pungent. This sharp, strong, and pungent perfume has notes of corpse flower, cabbage, and lily. At the start of each of your turns, choose one creature you can see within the perfumes area. The target must succeed on a **WIS** save against your spell save **DC** or be frightened of you as long as it remains in the area of your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, it can repeat the save, ending the effect on itself on a success.
- Refreshing. This fresh, cool, and invigorating perfume has notes of basil, eucalyptus, and mint. Each friendly creature in the perfume, which can include yourself, has advantage on saves against two of the following conditions of your choice: charmed, frightened, poisoned, or knocked unconscious.
If you or your allies attack or harm a charmed creature, it is no longer charmed. If the target of your Musky or Pungent perfumes save is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesnt breathe is immune to your perfume.
## Roses Remedy
7th-Level Roses Feature 
Your spells are infused with the invigorating power of roses. When you cast a spell of 1st circle or higher that helps or enhances a friendly creature or restores hit points to a friendly creature, such as barkskin or cure wounds, the target has advantage on the next attack roll or ability check it makes before the start of your next turn.
## Lingering Perfume
11th-Level Roses Feature 
Your perfume grows more potent and extends farther. The perfume you create using the Wild Perfume effect of your Wild Shape feature now fills a 20-foot-radius sphere centered on you, and it gains unique benefits based on which magical property you have active:
- Musky. Allies within your perfume have advantage on ability checks to interact socially with a creature charmed by your perfume.
- Pungent. Each ally within your perfume has advantage on the first attack roll it makes each turn against a creature frightened by your perfume.
- Refreshing. The list of conditions you can choose from also now includes the incapacitated and paralyzed conditions. 
## Roses Thorns
15th-Level Roses Feature 
A whiff of your perfume surrounds you at all times and lingers. You are immune to harmful gases and vapors, and you have advantage on saves against being charmed, frightened, or poisoned. 
In addition, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cause a whiff of your perfume to flare up. If the attacker is a breathing creature, it takes psychic damage equal to half your druid level (rounded down). If your Wild Perfume is active, you can use this reaction against any creature that attacks you while within your perfume or while suffering the perfumes effects.

View file

@ -0,0 +1,87 @@
---
source: Tome of Heroes
---
![[assets/1b0c66ff95f93ebbd7c7b268cdd9edb0_MD5.jpg|Diana Stöckert]]The Circle of Sand originally arose among the desert dunes, where druids forged an intimate connection with the sands that surrounded them. Now such circles gather anywhere with excess sand, including coastlines or badlands.
While the unacquainted might view sand as lifeless and desolate, druids of this circle know the truth—there is life within the sand, as there is almost anywhere. These druids have witnessed the destructive power of sand and the sandstorm and know to fear and respect them. Underestimating the power of sand is only for the foolish.
||**Sand Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|Sand Ring Spells, Sand Form, Diffuse Form|
|7th|Sand Dervish|
|11th|Echo of the Dunes|
|15th|Sandstorm|
## Sand Ring Spells
_3rd-Level Sand Feature_ 
You gain ring spells at the druid levels listed in the Sand Ring Spells table. See the Druid Subclass class feature for how these spells work.
||**Sand Ring Spells**|
|---|---|
|**Druid Level**|**Spells**|
|3rd|Disguise Self, Sleep, Blindness/Deafness, Gust of Wind|
|5th|Slow, Wall of Sand*|
|7th|Freedom of Movement, Hallucinatory Terrain|
|9th|Mislead, Seeming|
*indicates a spell found in this Document
## Sand Form 
_3rd-Level Sand Feature_ 
You learn to adopt a sandy form. You can use a bonus action to expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition. 
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces. 
You can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following: 
- **Abrasive Blast.** You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier. 
- **Stinging Cloud.** You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save **DC** or be blinded until the end of its next turn.
 When you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it as a bonus action. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet.
## Diffuse Form 
_3rd-Level Sand Feature_ 
When you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Sand Dervish 
_7th-Level Sand Feature_ 
You can use a bonus action to create a sand dervish in an unoccupied space you can see within range. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save **DC**. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isnt pushed. 
As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervishs damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide. 
The sand dervish lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you cant use it again until you finish a short or long rest. 
When you reach 10th level in this class, the damage dealt by the dervish increases to 2d8. 
## Echo of the Dunes 
_11th-Level Sand Feature_ 
Your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following: 
- **Sand Sphere.** You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required). 
- **Whirlwind.** You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesnt provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you cant be grappled, petrified, knocked prone, restrained, or stunned, but you also cant cast spells, cant make attacks, and cant manipulate objects that require fine dexterity. 
Once you use one of these options, you cant use this feature again until you finish a short or long rest. 
## Sandstorm 
_15th-Level Sand Feature_ 
You can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action. 
When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save **DC**. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isnt knocked prone. 
You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus. 
Once you use this feature, you cant use it again until you finish a long rest.

View file

@ -0,0 +1,69 @@
---
source: Players Guide 2
---
Druids of the Elementalist ring believe that the best way to be a protector of nature is to control the elements that sustain and threaten it. Forest fires are not a danger if fire bows to your whim. Droughts are of no concern if you can summon storms at will. Barren land is irrelevant if you can reinvigorate it through your connection to the Elemental Plane of Earth.
| | |
|---|---|
|Elementalist Progression| |
|Druid Level|Features|
|3rd|Elemental Convergence, Elementalist Ring Spells, Wild Shape: Elemental Conduit|
|7th|Elemental Deflection|
|11th|Elemental Bulwark|
|15th|Elemental Bulwark|
## Elementalist Ring Spells 
3rd-Level Elementalist Feature 
You gain ring spells at the druid levels listed in the Elementalist Ring Spells table. See the Druid Subclass class feature in the Players Guide for how these spells work.
| | |
|---|---|
|Elementalist Ring Spells| |
|Druid Level|Spells|
|3rd|acid arrow, burning hands, shatter, thunderwave|
|5th|call lightning, fireball|
|7th|conjure minor elementals, elemental shield|
|9th|cone of cold, conjure elemental|
## Elemental Convergence 
3rd-Level Elementalist Feature 
You learn one cantrip from the following list: acid splash, electric jolt, firebolt, hoarfrost, ray of frost, or shocking grasp. This cantrip counts as a Primordial spell when you cast it, but it doesnt count against the number of cantrips you know as listed in the Druid Progression table (see Players Guide). When you finish a long rest, you can switch your chosen cantrip for another cantrip on the list. When you deal damage with one of these cantrips, you deal additional damage of its type equal to your **PB**. 
In addition, when you deal acid, cold, fire, lightning, or thunder damage, you can choose for any number of those damage dice to be damage of one of the other types. For example, if you cast the fireball spell, you can choose for any number of its damage dice to be thunder, with all other damage dice being fire, as normal. 
## Wild Shape: Elemental Conduit 
3rd-Level Elementalist Feature 
As a bonus action, you can expend a use of your Wild Shape feature (see Players Guide) to become a living conduit to the elemental planes, taking on physical characteristics related to the elements, such as constantly blowing hair, fiery eyes, fluid-seeming movement, and rock-solid bones. You remain in this form for 10 minutes or until you dismiss it (no action required), are incapacitated, or die.
As a reaction while the conduit is active, you can produce one of the following effects.
- Elemental Absorption. When you take acid, cold, fire, lightning, or thunder damage, you can absorb some of the energy. You are resistant to that type of damage until the start of your next turn. If you are already resistant to that type of damage, you become immune for the duration instead. 
- Elemental Empowerment. When you deal acid, cold, fire, lightning, or thunder damage, you can choose to reroll a number of the damage dice equal to your **WIS** modifier (minimum of 1). You must use the new rolls. 
- Elemental Enervation. When a creature you can see within 30 feet of you succeeds on a save against a spell or effect that deals acid, cold, fire, lightning, or thunder damage, you can force the creature to reroll the save. The target must use the new result.
## Elemental Deflection 
7th-Level Elementalist Feature 
As a reaction when a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can twist some of that energy in the targets favor. The target becomes resistant to that type of damage (including the triggering effect) until the start of its next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. 
## Elemental Bulwark 
11th-Level Elementalist Feature 
Your command of the elements has deepened, strengthening your control over them and lessening their effect on you. While using the Elemental Conduit effect of your Wild Shape feature, you are resistant to acid, cold, fire, lightning, and thunder damage and to the paralyzed, petrified, poisoned, and unconscious conditions.
## Elemental Flare 
15th-Level Elementalist Feature 
As a reaction when a creature hits you with an attack while within 5 feet of you, you can cause a flare of elemental energy. The attacker takes acid, cold, fire, lightning, or thunder damage (your choice) equal to half your druid level (rounded down).
In addition, the Elemental Conduit effect of your Wild Shape feature now lasts for 1 hour, and while in that form, you have a burrowing speed, flying speed (and can hover), and swimming speed, each equal to your walking speed.

View file

@ -0,0 +1,80 @@
---
source: Players Guide 2
---
Though the fey are mercurial by nature and often tricksters, they are powerful allies to those that understand how to navigate their whims. Many druids already have strong connections to the faerie realms, but those who follow the ring of the Fey truly embrace these realms and can call on their power.
| Fey Progression | |
| --------------- | --------------------------------------------------------------- |
| Druid Level | Features |
| 3rd | Enchanting Presence, Fey Ring Spells, Wild Shape: Seelie Spirit |
| 7th | Mercurial Magic |
| 11th | Superior Seelie |
| 15th | Archfeys Blessing |
## Fey Ring Spells 
3rd-Level Fey Feature 
You gain ring spells at the druid levels listed in the Fey Ring Spells table. See the Druid Subclass class feature in the Players Guide for how these spells work.
| Fey Ring Spells | |
| --------------- | -------------------------------------------- |
| Druid Level | Spells |
| 3rd | charm, disguise self, misty step, suggestion |
| 5th | conjure animals, major image |
| 7th | conjure woodland beings, dimension door |
| 9th | seeming, tree stride |
## Enchanting Presence 
3rd-Level Fey Feature 
Your connection with the faerie realms makes you better at communicating with the fey and gives you a measure of their glamour. You know the Sylvan language. 
In addition, you can use your **WIS** modifier in place of your CHA modifier on CHA checks, and you have advantage on CHA checks when interacting with Fey.
## Wild Shape: Seelie Spirit 
3rd-Level Fey Feature 
As a bonus action, you can expend a use of your Wild Shape feature (see Players Guide) to magically summon a sliver of the faerie realms, which manifests as a fey spirit. The spirit appears at a point you can see within 60 feet of you, but it is spectral, doesnt occupy its space, and isnt a creature or object.
When you use this feature, choose a season: spring, summer, autumn, or winter. That season infuses the spirit, determining its appearance and what effects it can create, as described in the Seelie Seasons table. Once chosen, you cant change the spirits season unless you expend another use of Wild Shape. 
When you summon the spirit and as a bonus action on your turn, you can move the spirit up to 30 feet and cause it to create its special effect. The spirit remains for 1 minute or until you dismiss it, are incapacitated, or die. The spirit disappears early if you end your turn more than 120 feet away from it.
| Seelie Seasons | | | |
| -------------- | ------ | ------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| d4 | Season | Spells | Effect |
| 1 | Spring | Joyful. A laughing fey child with butterflies flittering above its head. | Euphoric Perfume. One friendly creature within 5 feet of the spirit has advantage on the next save it makes before the start of your next turn. |
| 2 | Summer | Raging. A menacing fey with eyes that glow with fire. | Fey Ferocity. One friendly creature within 5 feet of the spirit has advantage on the next attack roll it makes before the start of your next turn. |
| 3 | Autumn | Enchanting. A beautiful, charming fey that radiates love and kindness. | Enchanting Distraction. One hostile creature within 5 feet of the spirit has disadvantage on the next attack roll it makes before the start of your next turn. |
| 4 | Winter | Sorrowful. A withered and gnarled fey that is unsettling to look upon. | Sorrowful Rebuke. Choose one friendly creature within 5 feet of the spirit. The next time the target takes damage from another creature within 10 feet of the spirit before the start of your next turn, the creature that dealt damage to the target must succeed on a **CON** save against your spell save **DC** or take cold damage equal to your **PB**. |
## Mercurial Magic 
7th-Level Fey Feature 
Your time interacting with Fey has left you wise to their wiles. You are resistant to the charmed and unconscious conditions.
In addition, as a reaction whenever a friendly creature you can see within 60 feet of you (which can include yourself) makes a save against an effect that causes the charmed, frightened, poisoned, or unconscious conditions or against an effect from a Fey, you can give that creature advantage on the save. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest.
## Superior Seelie 
11th-Level Fey Feature 
Your mastery of fey magic grows. When using the Seelie Spirit effect of your Wild Shape feature, the range of the spirits effects increases from 5 feet to 15 feet (and from 10 feet to 20 feet for Sorrowful Rebukes secondary effect), the spirit remains for up to 10 minutes, and each season gains a new effect, as described below. When you activate the spirit, you can use one or both effects associated with the spirits season, and you can choose a different target for each effect, provided each target is within range.
- Springs Vigor (Spring Spirit). One friendly creature within range is imbued with springs vigor until the start of your next turn. The next time the target hits with an attack, it gains temporary hit points equal to your **PB**. 
- Summers Exuberance (Summer Spirit). The speed of one friendly creature within range increases by 10 feet until the start of your next turn.
- Autumns Charm (Autumn Spirit). One hostile creature within range must succeed on a **WIS** save against your spell save **DC** or be charmed by you and the spirit until the start of your next turn.
- Winters Grasp (Winter Spirit). One hostile creature within range must succeed on a **STR** save against your spell save **DC** or be restrained until the start of your next turn.
## Archfeys Blessing
15th-Level Fey Feature 
You cant die of old age (though you can still be killed), and you are immune to the charmed and unconscious conditions and resistant to the frightened and poisoned conditions.
In addition, the power of the Seelie Spirit effect of your Wild Shape feature grows. The range of the spirits effects increases from 15 feet to 30 feet (and from 20 feet to 40 feet for Sorrowful Rebukes secondary effect), the spirit can be moved up to 60 feet when you move it, and you can now summon two spirits of two different seasons for each use of the feature. You can control both spirits with the same bonus action.

View file

@ -0,0 +1,73 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/992f443cdfae42960942699d7a39d86b_MD5.jpg|284x505]]
Druids who align with the ring of the Leaf feel a deep connection to plants. Leaf druids are drawn to the quiet, natural spaces of the world. They find great peace and wisdom among hidden groves, ancient forests, and overgrown gardens left to flourish without the influence of civilization. To you, nothing is more important than nurturing the flora that makes all life possible.
||**Leaf Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|Green Song, Leaf Ring Spells, Wild Shape: Sacred Grove|
|7th|Take Root|
|11th|Grove Warden|
|15th|Heart of the Forest|
## Leaf Ring Spells
_3rd-Level Leaf Feature_ 
You gain ring spells at the druid levels listed in the Leaf Ring Spells table. See the Druid Subclass class feature for how these spells work.
||**Leaf Ring Spells**|
|---|---|
|**Druid Level**|**Spells**|
|3rd|barkskin, entangle, goodberry, spike growth|
|5th|plant growth, speak with plants|
|7th|blight, freedom of movement|
|9th|greater hold, tree stride|
## Green Song
_3rd-Level Leaf Feature_ 
Your deep connection to plants allows you to communicate with them. As an action, you can focus on a nonmagical plant within 30 feet of you that you can see. When you do so, you immediately learn its basic properties, including whether it is edible, whether it is poisonous or otherwise dangerous, and what type of environment it typically grows in. You also learn its condition, including whether it is unwell due to magical or mundane means. 
In addition, Plant type creatures can understand your speech, and you can understand them as if they were speaking a language—regardless of what languages they know (if any).
## Wild Shape: Sacred Grove
_3rd-Level Leaf Feature_ 
As an action, you can expend a use of your Wild Shape feature to infuse the area around you with primordial power, shaping it into a magical pocket grove.
When you use this feature, vitality surges into the ground in a 10-foot radius centered on you. Normal plants in the affected area rapidly expand, and magical plants sprout from the ground. The sacred grove remains magical for 1 minute, until you use a feature that causes it to be destroyed, or you fall unconscious. After its magic fades, any nonmagical plants remain healthy and overgrown. You can choose to end this effect early (no action required). You can maintain only one sacred grove at a time.
When you first create the grove, choose one of the following magical properties the grove has while its magic is active:
- **Tangle Weed.** Creeping vines or brambles weave across the ground, making the area difficult terrain. When a creature attempts to move within the grove, you can use your reaction to command the vines to grab it. The target must succeed on a **STR** save against your spell save **DC** or be restrained by the grasping plants for the sacred groves duration. A creature restrained by the plants can use its action to make a **STR** check against your spell save **DC**. On a success, the creature is no longer restrained.
- **Tree Line.** Saplings surge from the ground, creating a protective circle. All creatures, except you, have disadvantage on attacks against creatures within the groves area. In addition, if you would take damage from a weapon or spell attack while on solid ground within the grove, you can use your reaction to command the grove to intercept it. When you do, you take no damage from the triggering attack and the grove is destroyed.
- **Wildflowers.** Patches of aromatic magical flowers calm and clarify minds. All creatures in the grove have advantage on saves against being charmed or frightened. In addition, as a bonus action, you can choose to destroy the grove to end all conditions affecting one creature in the groves area. When you do so, all creatures of your choice on solid ground in the grove gain temporary hit points equal to your **PB**.
## Take Root
_7th-Level Leaf Feature_ 
While standing on solid ground, you can use a bonus action to root yourself in place. While rooted, your speed is 0 feet, and you cant be forced to move or be knocked prone by any means. You remain rooted until you choose to end the effect (no action required).
If you are rooted when your turn begins, you can choose to spend one of your hit dice. When you do so, roll the die and regain hit points equal to the number rolled plus your **CON** modifier.
## Grove Warden
_11th-Level Leaf Feature_ 
Your bond to your sacred grove has deepened, allowing you more precise control over it. The grove you summon using the Sacred Grove effect of your Wild Shape feature now covers a 30-foot-radius circle centered on you, and you can now decide whether allied creatures (including yourself) within the grove are immune to any effects it imposes.
## Heart of the Forest 
_15th-Level Leaf Feature_ 
If you are reduced to 0 HP while within your sacred grove, the grove withers, and you regain a number of hit points equal to your druid level. Once you use this feature, you cant use it again until you finish a long rest.
If your body is destroyed completely, after the grove withers, a single acorn is left at its center. If this acorn is either undisturbed or planted somewhere, you gain a new body in 1d10 days and regain all your hit points. Your new body appears within 5 feet of the acorn, which is destroyed as soon as you regain consciousness.

View file

@ -0,0 +1,81 @@
---
source: "Campaign Builder: Cities and Towns"
---
Druids of the Circle of the Sewer convene in an unlikely spot: underground in the citys sewer and drainage systems. Outside the attention of most of the citys citizens, these waterways are a bizarre reassertion of natural order, and druids of this circle commune with, study, and emulate this unique water. The circle meets in the sluiceways and channels underground and in forgotten streams of rainwater and refuse, where a whole ecology flourishes beneath civilization, unknown and disregarded.
Much like the sewers where they dwell, these druids are often considered best left forgotten. Their waterlogged appearances and fluid shapeshifting can be disturbing, but what disturbs people most is their muttered knowledge of things lost and unknown, secrets dredged from the citys detritus.
| The Sewer Progression | |
| --------------------- | ----------------------------------------------------- |
| Druid Level | Features |
| 3rd | The Sewer Ring Spells, Drowned Form, Flow of the City |
| 7th | Polluted Waters |
| 11th | Discarded Knowledge |
| 15th | Fluid Flesh |
## The Sewer Ring Spells
3rd-Level The Sewer Feature 
You gain ring spells at the druid levels listed in the Sewer Ring Spells table. See the Druid Subclass class feature for how these spells work.
| the Sewer Ring Spells | |
| --------------------- | ------------------------------------------------------ |
| Druid Level | Spells |
| 3rd | Grease, Inflict Wounds, Blindness/Deafness, Acid Arrow |
| 5th | Gaseous Form, Stinking Cloud |
| 7th | Blight, Control Water |
| 9th | Cloudkill, Contagion |
## Drowned Form 
3rd-Level The Sewer Feature 
You learn to adopt a watery, drowned form. You can use a bonus action to expend one use of your Wild Shape feature and suffuse your body with water and muck rather than transforming into a beast form. 
While in your drowned form, you retain your game statistics and look drenched, pallid, and covered in muck with webbing between your fingers and toes. You have a swimming speed equal to your walking speed and can breathe air and water. In addition, you are immune to disease, have advantage on saving throws against poison, and have resistance to poison damage. 
You can stay in your drowned form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. 
When you reach 11th level in this class, you can stay in your drowned form for 1 hour or until you dismiss it. In addition, your swimming speed equals double your walking speed, and you are immune to the poisoned condition and poison damage.
## Flow of the City 
3rd-Level The Sewer Feature 
You can use an action to taste water, such as runoff from a storm, flood, or street washing, and glean some insight into recent events. You can question the water about events that happened within the past hour within 60 feet of where you tasted the water, gaining information about creatures that have passed, weather, and other circumstances. This information comes to you in the form of a brief vision of a recent happening, the whispered sound of voices that spoke near the water, or a similar conveyance, rather than the water speaking directly to you.
When you reach 11th level in this class, you can use this feature while touching a body of water and learn the general appearance of the most recent creatures with an Intelligence of 6 or higher that came into contact with that body of water within the past 24 hours. If you use this feature on a particularly large body of water, such as an ocean or river, you learn only of creatures that came into contact with the water within 1 mile of where you touched the water. You can learn the appearance of a number of creatures equal to your proficiency bonus. 
You cant use this feature again until you finish a short or long rest
## Polluted Waters
7th-Level The Sewer Feature 
Your exposure to the often-polluted or refuse-filled water within a city has infused your drowned form with the power of poison. When you are hit with a melee attack by a creature within 5 feet of you while you are in your drowned form, the attacker takes poison damage equal to your proficiency bonus.
In addition, while in your drowned form, you emit a rotten, mildewy stench. A creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw against your spell save **DC** or be poisoned until the start of its next turn. If this effect ends for a creature, that creature is then immune to your mildewy stench for the next 24 hours. 
## Discarded Knowledge
11th-Level The Sewer Feature 
You learn how to tap into the knowledge contained within the waste-filled waters that flow through and beneath civilization. You can perform a 10-minute ritual while partially submerged in a body of water that has been substantially used by civilization, such as a sluiceway in a sewer, a city pond, a fountain, a river running through town, or similar. The water must be deep enough to cover at least half your body. Once the ritual is complete, the water reveals to you some bit of knowledge contained within the waste filling it, granting you one of the following benefits:
- Discarded Papers. You can read, write, and speak a language you dont know.
- Discarded Tools. You are proficient in one skill or artisans tools of your choice.
- Discarded Magic. Choose a cantrip you dont know from any Source list. This cantrip is a Primordial spell for you.
At least one inhabitant in the city or town where the water is located must have knowledge of the desired language, skill, tool, or cantrip for you to choose that benefit. The benefit lasts until you finish a long rest or until you perform this ritual again. Once you perform this ritual, you cant do so again until you finish a short or long rest.
## Fluid Flesh
15th-Level The Sewer Feature 
Your drowned form becomes more like animated water, transforming you into an avatar for the citys waterways. While in your drowned form, you can move through a space as narrow as 1 inch wide without squeezing. When you transform into your drowned form, you can choose whether your equipment falls to the ground in your space, merges into your new, watery form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.
In addition, while in your drowned form, you can use an action to spin yourself into a watery tornado and enter the space of a Large or smaller creature within 5 feet of you. The creature must make a Strength saving throw against your spell save **DC**. On a failed save, the creature takes bludgeoning damage equal to 2d8 + your Wisdom modifier, and it is restrained by the force of your spin. While restrained, the creature is unable to breathe unless it can breathe water. On a successful save, the creature takes half the damage and isnt restrained, and you are ejected from its space into an unoccupied space of your choice within 5 feet of the creature.
A creature that starts its turn restrained by you in this way takes poison damage equal to twice your proficiency bonus. The restrained creature can repeat the saving throw at the end of each of its turns. On a success, it frees itself from your grasp and ejects you into an unoccupied space of your choice within 5 feet of it. You must use a bonus action on your subsequent turns to continue spinning and keep the creature restrained. If you dont, the effect ends, and you are ejected from the creatures space as if it succeeded on its saving throw.

View file

@ -0,0 +1,79 @@
---
source: Tome of Heroes
---
![[assets/9b7f4f1951c766973079f8c2dc5c85e1_MD5.jpg|Charles Will|287x382]]
Druids of the Circle of the Shapeless believe that oozes, puddings, and jellies serve an important and integral role in the natural world, particularly in decomposition and in clearing detritus. Druids of this circle also admire the adaptability of these gelatinous creatures and study them to learn how to duplicate some of their abilities.
The sworn enemies of Circle of the Shapeless druids are the so-called ooze lords and their servants who pervert the natural order by controlling and weaponizing such creatures.
||**The Shapeless Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|The Shapeless Ring Spells, Ooze Form|
|7th|Slimy Pseudopod|
|11th|Improved Ooze|
|15th|Engulfing Embrace|
## The Shapeless Ring Spells
_3rd-Level The Shapeless Feature_ 
You gain ring spells at the druid levels listed in the Shapeless Ring Spells table. See the Druid Subclass class feature for how these spells work.
|**the Shapeless Ring Spells**||
|---|---|
|**Druid Level**|**Spells**|
|3rd|Acid Splash, Grease, Inflict Wounds, Enlarge/Reduce, Spider Climb|
|5th|Stinking Cloud,Meld into Stone|
|7th|Black Tentacles, Freedom of Movement|
|9th|Contagion, Seeming|
|*indicates a spell found in this book||
## Ooze Form 
_3rd-Level The Shapeless Feature_ 
You learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast. 
While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube. 
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces. 
Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again. 
While in ooze form, you gain the following benefits: 
- **Acid Weapons.** Your melee weapon attacks deal an extra 1d6 acid damage on a hit. 
- **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing. 
- **Climber.** You have a climbing speed of 20 feet. 
- **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature.
## Slimy Pseudopod 
_7th-Level The Shapeless Feature_ 
You can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage. 
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6.
## Improved Ooze 
_11th-Level The Shapeless Feature_ 
Your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6. 
## Engulfing Embrace 
_15th-Level The Shapeless Feature_ 
While in your ooze form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save **DC**. 
On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. 
On a failed save, you enter the creatures space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body. 
The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you. An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save **DC**. On a success, the creature escapes and enters a space of its choice within 5 feet of you. 
Once you use this feature, you cant use it again until you finish a long rest, unless you expend a spell slot of 5th circle or higher to try to engulf another creature.

View file

@ -0,0 +1,97 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
[[assets/625e66e06b15efa1e301a49bec4d2193_MD5.jpg|Open: image-8.png]]
![[assets/625e66e06b15efa1e301a49bec4d2193_MD5.jpg|Nodens]]
Druids that align with the ring of the Shifter feel a deep connection to the animals that walk the world. Shifters delve into the mysteries of transformation, spending much of their time in the forms of the beasts they so admire. To you, there is no greater joy than feeling wind beneath your wings, stalking prey on padded paws, or swimming through crystalline depths.
||**Shifter Progression**|
|---|---|
|**Druid Level**|**Features**|
|3rd|Potent Forms, Quick Shift, Shifter Ring Spells|
|7th|Beasts Fury|
|11th|Elemental Infusion|
|15th|Manifold Mind|
## Shifter Ring Spells
_3rd-Level Shifter Feature_ 
You gain ring spells at the druid levels listed in the Shifter Ring Spells table. See the Druid Subclass class feature for how these spells work.
||**Shifter Ring Spells**|
|---|---|
|**Druid Level**|**Spells**|
|3rd|alter self, animal friendship, speak with animals, wildsense|
|5th|conjure animals, water breathing|
|7th|giant insect, polymorph|
|9th|dominate, insect plague|
## Potent Forms
_3rd-Level Shifter Feature_ 
You can select more powerful creatures for the known forms used with the Beast Form effect of your Wild Shape feature. When you gain this feature, you can choose any Beast or creature with the Animal tag with a CR of 1 or lower as a known form, and you use the hit points of the creature when you use Beast Form, not the Hit Points by Form Size table.
In addition, you can now speak any language you know while in beast form—even if your chosen form would not typically allow you to do so. However, you still cant cast spells while transformed, even if a spell requires only a verbal component.
At higher druid levels, you can choose beast forms with a CR as high as your druid level divided by 3, rounded down (ignoring CR limitations in your Improved Beast Form feature). For example, upon achieving 6th level of druid, you can choose any Beast of CR 2 or lower as a known form, CR 3 or lower at 9th level, and so on—as shown in the Potent Forms table.
|**Druid Level**|**Max CR**|**Example**|
|---|---|---|
|3rd|1|Wolf|
|5th|1|Hippogriff|
|6th|2|Pegasus|
|9th|3|Owlbear|
|12th|4|Elephant|
|15th|5|Triceratops|
|18th|6|Mammoth|
## Quick Shift
_3rd-Level Shifter Feature_ 
By delving into the mysteries of the shifters, you have learned to change form more rapidly. When you use the Beast Form effect of your Wild Shape feature, you can transform as a bonus action instead of as an action.
## Beasts Fury 
_7th-Level Shifter Feature_ 
Immediately after you take the Attack action on your turn while in beast form, you can use your bonus action to make a single unarmed strike with your claws, hooves, fangs, or whatever natural weapon suits your chosen form. This attack deals 1d6 + your **PB** damage, and you are considered proficient with it. You decide if this attack deals bludgeoning, piercing, or slashing damage when you first assume your beast form.
In addition, all damage you deal with melee weapon attacks while in beast form now counts as magical damage for the purposes of overcoming resistance or immunity to non-magical damage.
## Elemental Infusion
_11th-Level Shifter Feature_ 
By expending two uses of the Beast Form effect of your Wild Shape feature, you can infuse your chosen form with one of the four elemental powers described here. Alternatively, you can use your reaction to spend one use of Wild Shape while already transformed by the Beast Form effect, either infusing yourself with one of the following powers or changing which power is active.
### Air 
You gain a 90-foot flying (hover) speed and are resistant to lightning and thunder damage. You gain the following action:
- **Whirl (Recharge 46).** Each Large or smaller creature within 5 feet of you must make a **STR** save (**DC** 10 + your **PB**). On a failure, a target takes 3d8 + your **PB** bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target lands in the same space as another creature, that creature must succeed on a **DC** 13 **DEX** save or take the same damage and be knocked prone. The target is then prone in an adjacent unoccupied space. If the targets **STR** save is successful, a target takes half damage and isnt flung or knocked prone.
### Earth 
You gain a 30-foot burrowing speed and can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You gain tremorsense to a range of 60 feet and are resistant to bludgeoning, piercing, and slashing damage. Melee attacks you make deal double damage to objects and structures. 
### Fire 
You shed bright light in a 30-foot-radius and dim light for an additional 30 feet. You are immune to fire damage. Melee attacks you make deal an additional 1d8 fire damage. When you deal fire damage to a flammable creature or object, you can choose whether it ignites—an ignited target takes 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to douse it. Your GM determines what constitutes a flammable creature or object. 
### Water 
You gain a 90-foot swimming speed and can breathe underwater. You are resistant to cold and poison damage. You gain the following action: 
- **Wave (Recharge 46).** Each creature within 5 feet of you must make a **STR** save (**DC** 10 + your **PB**). On a failure, a target takes 2d8 + your **PB** bludgeoning damage. If a target is Large or smaller, it is also grappled (escape **DC** 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in water. On a successful **STR** save, a creature takes half damage and isnt grappled. At the start of each of your turns, each target grappled by you takes 2d8 + your **PB** bludgeoning damage. A creature within 5 feet of a grappled target can pull it out of the grapple if it expends an action to attempt a **DC** 14 **STR** (Athletics) check—freeing the target on a success.
## Manifold Mind 
_15th-Level Shifter Feature_ 
You can now cast Primordial spells while in beast form, and your form doesnt hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal.

View file

@ -0,0 +1,80 @@
---
source: Players Guide 2
---
Druids of the Stoneheart ring believe that nature is a vital resource and that there will always be those who seek to claim it for themselves. Thus, it will always require the valiant to defend it. These druids tap into the primal energies of the land, becoming closer to nature by armoring themselves with the earth itself.
| Stoneheart Progression | |
| ---------------------- | ------------------------------------------------------------------ |
| Druid Level | Features |
| 3rd | Stone Intuition, Stoneheart Ring Spells, Wild Shape: Earthen Armor |
| 7th | Stones Vengeance |
| 11th | Stone Sentinel |
| 15th | Stone Heart |
## Stoneheart Ring Spells
3rd-Level Stoneheart Feature 
You gain ring spells at the druid levels listed in the Stoneheart Ring Spells table. See the Druid Subclass class feature in the Players Guide for how these spells work.
| Stoneheart Ring Spells | |
| ---------------------- | ---------------------------------------------------------- |
| Druid Level | Spells |
| 3rd | boulder toss*, circle of stones, entangle, shield of faith |
| 5th | elemental fusion* (earth only), meld into stone |
| 7th | stone shape, stoneskin |
| 9th | conjure elemental (earth only), wall of stone |
*indicates a spell found in this Document
## Stone Intuition 
3rd-Level Stoneheart Feature 
You learn the shillelagh cantrip if you dont already know it. When you cast shillelagh, the club or quarterstaff becomes stone and is no longer flammable, though it remains as light as wood in your hands. When you cast shillelagh on a patch of stone or earth, you can transform a 1-foot cube of the material into a club or quarterstaff (your choice), made of that same material.
In addition, you have advantage on checks related to the origin and purpose of an object or structure made of metal or stone. 
## Wild Shape: Earthen Armor 
3rd-Level Stoneheart Feature 
As a bonus action while not wearing armor, you can expend a use of your Wild Shape feature (see Players Guide) to wrap yourself in protective earth, stone, and crystal. The armor covers you from head to toe, but you determine the appearance of the armor. Regardless of appearance, the armor remains composed of the earthen materials from which it was formed. The armor is lightweight and doesnt hinder movement, and you are considered proficient with it.
While the armor is active, you gain the following benefits:
- The damage die for any shillelagh weapon you wield is a d10.
- You have a burrowing speed equal to your walking speed.
- You have tremorsense to a range of 10 feet. 
- Your AC equals 13 + your **WIS** modifier.
You can maintain this earthen armor for a number of hours equal to your **PB**. You then lose the armor unless you expend another use of Wild Shape.
## Stones Vengeance 
7th-Level Stoneheart Feature 
On your turn, you can make two attacks when you take the Attack action. 
In addition, when a friendly creature you can see within 30 feet of you is attacked while on the ground, you can summon a small pillar of earth, stone, wood, or similar material between the attack and the creature, imposing disadvantage on the attack roll. If the attack hits, the pillar bursts, and the attacker takes bludgeoning damage equal to your druid level. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest.
## Stone Sentinel 
11th-Level Stoneheart Feature 
Your earthen armor improves. While the Earthen Armor effect of your Wild Shape feature is active, you gain the following additional benefits:
- The damage die for any shillelagh weapon you wield increases to a d12.
- When you deal damage with a metal or stone weapon to an object or structure, the damage is doubled.
- While burrowing, you dont disturb the material through which you move.
- Your AC now equals 15 + your **WIS** modifier. 
- Your tremorsense increases to a range of 20 feet.
## Stone Heart 
15th-Level Stoneheart Feature 
You are resistant to acid damage and bludgeoning damage. W hile the Earthen Armor effect of your Wild Shape feature is active, you are immune to these damage types instead, and you gain temporary hit points equal to your **PB** at the start of each of your turns.
While the Earthen Armor effect of your Wild Shape feature is active, you are immune to these damage types instead, and you gain temporary hit points equal to your **PB** at the start of each of your turns.

View file

@ -0,0 +1,69 @@
---
source: Old Margreve
---
Verdant druids embrace the wild, ancient growth of deep forests and tropical jungles. They devote themselves to protecting plant life and spreading it. They know the importance of plants in the grand scheme of life and revere plants for their role in giving life and reabsorbing life back into the earth. They find joy in the sound of wind through the trees, in digging roots into rich soil, and in the warmth of dappled sunlight through a forest canopy.
| Verdant Progression | |
| ------------------- | ----------------------------------------------------------- |
| Druid Level | Features |
| 3rd | Verdant Ring Spells, Grasping Vines, Wild Shape: Plant Form |
| 7th | Thorny Armor |
| 11th | Verdant Body |
| 15th | Verdant Ascendant |
## Verdant Ring Spells
3rd-Level Verdant Feature 
You gain ring spells at the druid levels listed in the Verdant Ring Spells table. See the Druid Subclass class feature for how these spells work.
| Verdant Ring Spells | |
| ------------------- | --------------------------------------------------- |
| Druid Level | Spells |
| 3rd | barkskin, goodberry, pass without trace, tree speak |
| 5th | daylight, speak with plants |
| 7th | elemental shield, freedom of movement |
| 9th | greater restoration, tree stride |
## Grasping Vines
3rd-Level Verdant Feature 
 As a bonus action, you can imbue the next attack you make or spell you cast before the start of your next turn with the power of plants. When you hit with an attack or when a creature fails a save against your spell, the targets speed is reduced by 10 feet as vines grasp at its limbs. If you score a critical hit with the attack or if a creature fails the save by 5 or more, its speed is halved instead. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
## Wild Shape: Plant Form 
3rd-Level Verdant Feature 
As an action, you can magically assume the form of a Plant. This feature works like the Beast Form Wild Shape option, except it applies to Plants instead of Beasts. Choose two Plants of challenge rating (CR) 1 or less as your known forms. To select a known form, you must have seen or interacted with a plant in your past. The Plant you choose cant have any legendary actions or lair actions. When you take the form of a Plant, you use the hit points of the creature, not the Hit Points by Form Size table found in the Players Guide. 
As you advance in druid levels, you can choose more plant forms instead of beast forms, as shown in the Beast Forms Known column of the Druid Progression table (see Players Guide). When you gain a level of druid, you can replace one known form with a different form of your choosing. Any new form you choose must abide by the form restrictions.
You cant speak while in plant form—unless your new form is capable of doing so—but you do have a limited form of telepathy that allows you to communicate simple emotions and images with creatures within 30 feet of you. As normal, you cant cast spells while transformed.
At higher druid levels, you can choose plant forms with a CR as high as your druid level divided by 3, rounded down. For example, upon achieving 8th level of druid, you can choose any Plant of CR 2 or lower as a known form, CR 3 or lower at 12th level, and so on. See the Appendix and Monster Vault for a selection of Plants to choose from.
## Thorny Armor
7th-Level Verdant Feature 
When you cast a Primordial spell of 1st-circle or higher, thorns sprout across your body for 1 minute, and they remain even if you change into or out of your plant form. W hile the thorns are active, you gain a bonus to your AC equal to half your **PB** (rounded down), and a creature that hits you with a melee attack while within 5 feet of you takes piercing damage equal to half your druid level (rounded down).
## Verdant Body
11th-Level Verdant Feature 
Your body gains characteristics similar to Plants, granting you the following benefits:
- You dont need to eat as long as you spend at least 30 minutes each day in direct sunlight. 
- You have keensense to a range of 10 feet.
- You have advantage on saves against effects that would cause you to become exhausted.
- You have advantage on saves against being paralyzed or petrified and against effects that would make you fall unconscious.
- When you use your Grasping Vines feature, the effect lasts for 1 minute rather than for the next attack roll or spell.
## Verdant Ascendant 
15th-Level Verdant Feature 
 You have learned to become truly one with your plant form. You can now cast Primordial spells while in plant form, and your form doesnt hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal.

View file

@ -0,0 +1,13 @@
![[assets/d437c9dff3b7240044362375ca111d7c_MD5.jpg|Daniel Denova|268x379]]
There are many ways to build a fighter, but at the end of the day, their talents shine brightest in the thick of a fight. Whether archer, knight, wrestler, or general, your class options are designed to make you the best at dishing out damage with your favorite weapons.
What fighters are good at is written on the label. Your class gives you more options than just standing and swinging to hit, however. Use weapon options to change up a fight and make things easier for the less martially inclined party members.
## FIGHTERS AS ADVENTURERS
Fighters are capable and hardy, and they excel at combat— all qualities well-suited to life as an adventurer. With the diverse weapon and armor options available, they can easily thrive on the frontlines of combat or decimate foes from afar with ranged attacks.
While everyone benefits from having a fighter at their side in combat, fighters often serve as a grounding force in adventuring parties. A fighters skills are recognizable across numerous cultures and communities. This can make them more relatable to common folk who understand skill with a weapon more than rarefied magic use.
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 47.

View file

@ -0,0 +1,39 @@
---
source: Kobold Press https://koboldpress.com/play-these-exclusive-tales-of-the-valiant-subclasses-for-fighter-and-monk/
---
![[assets/bfedc2bb3b5a7a5d944a1e7a705995d7_MD5.jpg|Benjamin Ee]]
Fighters of the Duelist discipline eschew heavy armor and weapons in favor of mobility and the precision of fast, light weapons. For you, a battle is won by striking quickly and accurately, sidestepping slow, clumsy opponents and moving in for the fatal blow.
## Combat Mobility
_3rd-Level Duelist Feature_
While you are not wearing armor and wielding only weapons with the Finesse or Light properties, you gain a bonus to your AC equal to your **PB**. You can wield a shield and still receive this bonus.
If a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your **PB** (to a minimum of 0 damage).
## Practiced Precision
_3rd-Level Duelist Feature_
Due to diligent training, you can apply your quickness and finesse to a broader range of weapons. You can treat any Light weapon you wield as if it had the Finesse property. If a Light or Finesse weapon also has the Thrown property, you do not have disadvantage to use it as a ranged weapon attack if you are within 5 feet of a hostile creature.
## Swift Riposte
_7th-Level Duelist Feature_
When a creature you can see within your reach misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature, so long as you are wielding a weapon with the Finesse or Light properties.
## Light of Foot
_11th-Level Duelist Feature_
As long as you are wielding a weapon with the Finesse or Light properties, your movement does not provoke opportunity attacks. When you move, you can ignore up to 15 feet of difficult terrain. In addition, you can use your bonus action to Dash.
## Whirling Steel
_15th-Level Duelist Feature_
When you use the Dash action and are wielding a weapon with the Finesse or Light properties, you can attack each enemy creature within your reach along the course of your movement and deal your **STR** or **DEX** modifier in your weapons damage even on a miss. If you score a critical hit on a target when using this feature, treat your damage dice as if you rolled the maximum amount.

View file

@ -0,0 +1,59 @@
---
source: Kobold Press Blog
---
![[assets/bfddbb26f36cbb679c531b1916c562c7_MD5.jpg|261x420]]
Fighters of the Elemental Striker discipline study the effects and interactions of elemental damage types and hone their skills to amplify their combined effects. They call these combinations “impacts”, and although they work with any combination of damage types, you do your best work in tandem with spell casters and those who can summon elemental effects.
## Initiate Impact
_3rd-Level Elemental Striker Feature_
With insight into the elements and how they work together, you use their combined power to create new effects. You gain a special reaction called Impact that keys off of a target taking damage from specific damage types. When an enemy creature you can see within 30 feet takes damage from a select damage type, you can use your reaction to make a weapon attack and deliver a second damage type if you deal damage. If the two damage types match an entry in the Required Damage Types column on the **Impact Outcomes** table, your weapon attack creates a secondary effect in addition to damage dealt by your attack.
You can use Impacta number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
When an effect on the Impact Outcomes table refers to a save, the **DC** equals 8 + your **PB** + your ability score for the attack (**STR** or **DEX**).
### Impact Outcomes
| | | |
|---|---|---|
|**Impact Name**|**Required Damage Types**|**Effect**|
|Cold Cuffs|Bludgeoning + Cold|The target must succeed on a **CON** save or its movement is halved for 1 minute. If your bludgeoning damage triggered this effect, you can choose for your weapon attacks to deal cold damage for 1 minute. If your cold damage triggered this effect, add your **PB** to the damage dealt by the attack. **Command Effect:** The target takes 2d6 slashing damage.|
|Contagion|Piercing + Poison|The target must succeed a **CON** save or its movement is halved and it becomes poisoned until the end of your next turn. **Command Effect:** The target is restrained and poisoned for 1 minute.|
|Flash Strike|Force + Thunder|The target must succeed on a **STR** save or take 1d4 force damage and be pushed 5 feet. **Command Effect:** The target takes 1d4 force damage and is pushed an additional 10 feet.|
|Lightning Duel|Lightning + Slashing|As part of the Impact reaction, you can make an additional attack with the same weapon. **Command Effect:** The target takes 2d6 slashing damage.|
|Smash|Force + Bludgeoning|The target must succeed on a **STR** save or be stunned until the end of your next turn. **Command Effect:** The target takes 2d6 force damage.|
|Splosion|Fire + Lightning|Each creature in a 10-foot radius centered on the attack must make a **DEX** save. On a failure, the creature is knocked prone. **Command Effect:** The target takes 2d6 fire damage.|
|Tempest Gaze|Psychic + Lightning|The target must succeed on a **WIS** save or take 1d6 lightning damage and it can target only you until the end of its next turn. **Command Effect:** The target takes 2d6 lightning damage.|
|Wither|Cold + Necrotic|The target must succeed on a **CON** save or take 1d4 necrotic damage and be restrained until the end of your next turn. **Command Effect:** The target takes 2d4 necrotic damage at the start of each of its turns. This effect ends on a successful **CON** save at the end of a targets turn.|
## Coalesce Elements
_7th-Level Elemental Striker Feature_
Your ties to the elements deepen. As a bonus action, when you hit with a weapon attack, you can change the attacks damage type to any damage type. For instance, you could change a sword strike from slashing to thunder, or an arrow hit from piercing to bludeonging.
## Chain Elements
_11th-Level Elemental Striker Feature_
Your growing mastery of elemental combinations allows you to chain multiple Impact effects together.
- When you take the Impact reaction, you can move 10 feet before your weapon attack as part of the reaction.
- If your Impact attack deals elemental damage, you can trigger a second Impact effect on an eligible enemy creature within 30 feet.
You can use Chain Elements up to a number of times equal to your **STR** or **DEX** modifier (your choice, minimum of one use), and you regain all expended uses when you finish a long rest.
## Command Elements
_15th-Level Elemental Striker Feature_
You are intertwined with the elements of your natural plane.
- When you change an attacks damage type using the Coalesce Elements feature, your weapon attack deals an extra 1d12 damage of either the changed damage type or the weapons original damage type.
- When you trigger an effect on the **Impact Outcomes** table, you can apply the Command Effect in addition to the other effects.
- When you score a critical hit with your Impact attack, you can make one condition from the effect permanent.

View file

@ -0,0 +1,53 @@
---
source: Midguard Heroes Handbook
---
![[assets/3130b8a1f00e121f7d014a1eac5d9be0_MD5.jpg|Samuel Valencia|317x338]]
The Order of Knights Incorporeal, or Ghost Knights, arose in the principalities of Morgau and Doresh. Fighters who follow the Ghost Knight archetype draw power from undeath and bring themselves closer to that grim fate in service to their vampiric and ghoulish masters.
||**Ghost Knight Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Bonus Proficiency, Pale Rider|
|7th|Frightful Charge|
|11th|Taint of Undeath, Gravestrike|
|15th|Incorrigible Showoff|
## Bonus Proficiency 
_3rd-Level Ghost Rider Feature_ 
You gain proficiency in the Animal Handling skill.
## Pale Rider
_3rd-Level Ghost Rider Feature_ 
You can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available.
You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack. 
## Frightful Charge
_7th-Level Ghost Rider Feature_ 
When you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (**DC** = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn.
## Taint of Undeath
_11th-Level Ghost Rider Feature_ 
The foul nature of the undead begins overtaking you. You no longer need to eat or drink, and you are immune to being frightened. You take on a pale or waxy appearance that the living find disturbing. You have advantage on Charisma (Intimidation) checks made against living creatures.
## Gravestrike
_11th-Level Ghost Rider Feature_ 
Your weapon attacks deal an additional 1d8 necrotic damage, and you have resistance to necrotic damage.
## Ghost Rider
_15th-Level Ghost Rider Feature_ 
As a bonus action, you and your mount become ghostly and insubstantial for 1 minute. You gain resistance to bludgeoning, slashing, and piercing damage from non-magical attacks, and you can move through creatures and objects as if they were difficult terrain, but you take 5 (1d10) force damage and are pushed to the nearest open space if you end your turn inside an object.

View file

@ -0,0 +1,54 @@
---
source: Book of Blades
---
![[assets/e725447a83fbb3eade13d4bd283dfaca_MD5.jpg|Yaroslav Golubev|303x428]]
Encased in a tower of iron and steel, the Iron Bastion stands between its allies and all harm. These fighters excel at using armor and shield to protect themselves and other party members. They learn special exploits that take advantage of their armor and shield in ways others could never master. 
||**Iron Bastion Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Additional Talent, Barrier Shield|
|7th|Unscathed|
|11th|Barrier Shield Expert|
|15th|Impenetrable|
## Additional Talent 
_3rd-Level Iron Bastion Feature_ 
You gain a new martial talent. Choose a talent to represent the way you specialize in protecting yourself and your allies: Armor Expert, Shield Mastery, or Vanguard. 
## Barrier Shield 
_3rd-Level Iron Bastion Feature_ 
You have innovated shield use. When you are wielding a shield, you gain a +3 bonus to your AC instead of +2. At the end of your turn, you can choose one ally to gain a +1 bonus to AC until the end of your next turn, while that ally stays within 5 feet of you.
In addition, choose one shield exploit that you know from the list below. You can perform the exploit a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.
- **Iron Resolve.** As a reaction, you can add your shield bonus to your **WIS** save.
- **Lock Down.** When you succeed on a melee attack against an enemy within 5 feet, the enemys speed becomes 0 until the start of your next turn. 
- **Shield Bash.** As a bonus action, you can forgo the bonus to your AC from your shield to make an attack with it. In your hands, a shield is a weapon with the Light property that deals 1d6 + your **STR** modifier bludgeoning damage and has the Bash weapon option.
- **Superior Maneuvering.** When you hit with a shove attack, you can push your target an additional 5 feet. When you are forced to move against your will, decrease the distance by 5 feet. 
## Unscathed 
_7th-Level Iron Bastion Feature_ 
 Protected by the steel plates of armor and your heavy shield, you can walk through almost anything. While you are wearing heavy armor and wielding a shield and you are subjected to an effect that allows you to make a **DEX** save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.
## Barrier Shield Expert 
_11th-Level Iron Bastion Feature_ 
Your skill with a shield exceeds what most would have thought achievable. When you are wielding a shield, you now gain a +4 bonus to your AC instead of +3. In addition, you learn a second shield exploit from the Tower Shield feature.
## Impenetrable
_15th-Level Iron Bastion Feature_ 
Your resilience in heavy armor and wielding a shield is legendary. Whenever you perform a shield exploit, you gain temporary hit points equal to your **PB**. These hit points last until expended or you finish a short or long rest.
While wearing heavy armor and carrying a shield, as an action, you can cast wall of force with no material components. Once you cast this spell, you cant use it again until you finish a long rest.

View file

@ -0,0 +1,76 @@
---
source: "Campaign Builder: Castles and Crowns"
---
![[assets/91df1194aa80bef19c084ed5e89d2eb9_MD5.jpg|Nomax|306x444]]
The word summons images of warriors wearing plate armor and charging on horses, meeting a challenge on the field of honor with their weapon held high. Fighters who choose the path of the knight are elite warriors who are expected to adhere to their chivalric code on the battlefield and in the halls of court alike. Knights pledge themselves to their monarch, their kingdom, or their feudal lord. This oath is the core of knighthood, and many knights believe it is the source of their prowess and skill.
||**Knight Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Bonus Proficiency, Renown|
|7th|Commanders Precept|
|11th|Daunting Prowess|
|15th|Unstoppable Strikes|
## Oath of Service and Code of Honor 
Two aspects guide a knight: their oath of service and their code of honor. Knights swear oaths of loyalty to kings, nobles, or moral guidelines, binding them to serve and defend. They faithfully follow the orders of their liege as long as such orders dont violate their code of honor. These oaths of service are not a lifetime bond, for death, betrayal, and the changing tides of fate can convince a knight to relinquish their oath, which would typically be done in public, in front of witnesses.
Above your oath of service, as a knight, you follow a personal code of honor, a set of guidelines you strive never to break. Among the community of knights is an old saying, “The more numerous the code, the more honorable the knight.” To determine your code, roll 1d6 and consult the **Knights Code of Honor** table or work with your GM to create your own.
||**Knights Code of Honor**|
|---|---|
|**d6**|**Precept**|
|1|Be ever loyal to the one to whom you give your oath.|
|2|Defend the honor of others.|
|3|Hold your word as an unbreakable bond.|
|4|Let honor always guide your actions.|
|5|Let no slight go unanswered.|
|6|Protect the weak against those who would prey upon them.|
## Bonus Proficiency 
_3rd-Level Knight Feature_ 
You gain proficiency in two of the following skills of your choice: Deception, History, Insight, Intimidation, Persuasion.
## Renown 
_3rd-Level Knight Feature_ 
Your notoriety provides you some benefits in combat and when interacting socially, represented by Renown dice. You have a number of Renown dice equal to your **PB** and regain all expended Renown dice when you finish a short or long rest. At the GMs discretion, you can temporarily gain or lose a Renown die by upholding or violating your code of honor.
As a bonus action, you can choose a creature within 30 feet of you and expend one or more Renown dice to cause one of the following effects:
- **Challenge.** When you attack the target of your challenge, you can roll any number of your Renown dice and add the result to the attack roll.  
- **Proclaim.** You regale the target with tales of your past honors and accomplishments as part of a **WIS** (Insight) or CHA (Deception, Intimidation, Performance, or Persuasion) check. The target must have an **INT** of 5 (3) or higher and must share a language with you. When you do so, you can roll any number of your Renown dice and add the result to the check.
Your Renown die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level. In addition, at 10th level, the range of this feature increases to 60 feet.
## Commanders Precept 
_7th-Level Knight Feature_ 
You inspire your companions to greatness, and they embolden you with their companionship. You gain additional Renown dice equal to your CHA modifier (minimum of 1), but these additional Renown dice can be spent only to aid friendly creatures.
As a bonus action, you can call out to a number of friendly creatures (up to your **PB**) within 30 feet that you can see and that can hear you, expending one Renown die for each target. Each target can use a reaction to roll the Renown die and gain one of the following benefits of the targets choice:
- **Bolster.** The target gains a bonus to its AC, equal to the roll of the Renown die, until the end of its next turn.
- **Maneuver.** The target moves up to a number of feet equal to 5 × the roll of the Renown die without provoking opportunity attacks.
- **Rally.** If the target is charmed or frightened, it immediately repeats the save to end the effect, gaining a bonus on the save equal to the roll of the Renown die. Otherwise, the target gains temporary hit points equal to twice the roll of the Renown die.
When you reach 12th level in this class, this features range increases to 60 feet. 
## Daunting Prowess 
_11th-Level Knight Feature_ 
Foes become demoralized at your prowess in battle and in court. When you reduce a target of the challenge effect of your Renown feature to 0 HP, each creature of your choice within 15 feet of you has disadvantage on attack rolls until the start of your next turn. When you use the proclaim effect of your Renown feature and roll a 20 on the d20 roll, each creature of your choice within 15 feet of you has disadvantage on **WIS** (Insight) and CHA (Deception, Intimidation, Performance, and Persuasion) checks until the start of your next turn. Creatures that are immune to being frightened are immune to this effect.
## Unstoppable Strikes 
_15th-Level Knight Feature_ 
To fell the greatest foes, you channel all your skill and fortitude into a series of devastating strikes. As a bonus action, expend any number of your Renown dice and roll them. Until the start of your next turn, you gain a bonus to all your attack rolls equal to the number of dice you rolled, and each successful hit gains a bonus to damage equal to the result of those dice. Once you use this feature, you cant use it again until you finish a long rest.

View file

@ -0,0 +1,52 @@
---
source: Tome of Heroes
---
![[assets/dab5ae10640b97359a9abbddfc4cc406_MD5.jpg]]
Pugilists live by their fists, bare-knuckle warriors who do not hesitate to throw hands if the situation demands it. They know the intense, close, violent intimacy of melee, and they operate unapologetically in that space. Whether in fighting pits by the docks to make some extra coin, in the kings grand arena as champions of quarreling nobles, or in the employ of local merchants in need of seemingly weaponless guards, pugilists can be found in all rungs of society. Pugilists take pleasure in a battle hard won and thrill in the energy of the fight rather than in a kill. They can often be found celebrating or having drinks with a former opponent hours after the fight, regardless of the bouts winner.
||**Pugilist Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Unarmed Warrior, Resilient Fighter|
|7th|Uncanny Fortitude|
|11th|Debilitating Blow|
|15th|Opportunistic Brawler|
## Unarmed Warrior 
_3rd-Level Pugilist Feature_ 
You learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield: 
- Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level. 
- When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action.
## Resilient Fighter 
_3rd-Level Pugilist Feature_ 
You learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Last Stand a number of times equal to your proficiency bonus without expending any Hit dice. You regain all expended uses when you finish a short or long rest. 
## Uncanny Fortitude 
_7th-Level Pugilist Feature_ 
If damage reduces you to 0 hit points, you can make a Constitution saving throw with a **DC** of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
In addition, when you use Last Stand, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier.
## Debilitating Blow 
_11th-Level Pugilist Feature_ 
When you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (**DC** equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn. 
## Opportunistic Brawler 
_15th-Level Pugilist Feature_ 
You might not look for a fight around every corner, but youre ready in case one happens. You have advantage on initiative rolls. 
In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks.

View file

@ -0,0 +1,47 @@
---
source: "Campaign Builder: Cities and Towns"
---
The rake is a confident fighter and neer-do-well, typically of aristocratic birth and privilege, who lives for parties, excitement, and proving their superiority. These are fighters who develop their skills for bragging rights instead of out of duty, money, or survival. Captivating and implacable, the rake duels and carouses through life—dangerous in single combat and charming outside of it. 
| Rake Progression | |
| ---------------- | ------------------------------- |
| Fighter Level | Features |
| 3rd | Bonus Proficiency, Astute Charm |
| 7th | Carouser |
| 11th | Taunt |
| 15th | Incorrigible Showoff |
## Bonus Proficiency 
3rd-Level Rake Feature 
You gain proficiency in one of the following skills of your choice: Intimidation, Persuasion, Sleight of Hand, or Stealth. Alternatively, you learn one language of your choice.
## Astute Charm
3rd-Level Rake Feature 
You learn to utilize your personality and charm to enhance your prowess in and out of combat. When you roll for initiative, you add your Charisma modifier to the check.
In addition, when you make a Strength (Athletics) or Dexterity (Acrobatics) check or when you make a saving throw, you can use a reaction to add your Charisma modifier to the check or saving throw. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Carouser
7th-Level Rake Feature 
You gain proficiency in Charisma saving throws, and you can add half your proficiency bonus, rounded down, to any Charisma check you make that doesnt already include your proficiency bonus.
## Taunt 
11th-Level Rake Feature 
You know exactly how to enrage your foes to strike where and when you want. As a bonus action, you can add your Charisma modifier to your Armor Class and issue a challenge to a creature you can see within 30 feet of you that understands at least one language you know. The target has disadvantage on attack rolls against any creature that isnt you until the start of your next turn. For the duration, if the target misses you with an attack while within your reach, you can use your reaction to make one melee weapon attack against the target. If the attack hits, add your Charisma modifier to the damage roll.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
## Incorrigible Showoff
15th-Level Rake Feature 
If you can see or hear at least one ally within 30 feet of you, you cant be charmed or frightened, and you can add your Charisma modifier to the first melee weapon attack you make each turn. If the attack hits, add your Charisma modifier to the damage roll.

View file

@ -0,0 +1,45 @@
---
source: Kobold Press https://koboldpress.com/midgard-monday-play-a-new-fighter-subclass-for-tales-of-the-valiant-the-red-sun-dragonslayer/
---
Despite the name, fighters of the Red Sun Dragonslayer discipline slay more than dragons. The tactics devised by the knights of the Magdar Kingdom are effective at slaying large enemies of nearly any type. In addition to dragons, the knights use these strategies against their centaur foes to the east, stray griffons from the Margreve Forest, and even the occasional roc that the Mharoti let fly over to bother them. All fall before the prowess of the Red Sun.
## SLAYERS RESOLVE
_3rd-Level Red Sun Dragonslayer Feature_
Youve studied and practiced tactics designed to defeat terrifying foes, but none more than mighty dragons. Youve learned their ways and wiles. You know Draconic. You are also resistant to becoming frightened. You are immune to the frightened condition if the source of the fear is a dragon.
## VOLLEY FIRE
_3rd-Level Red Sun Dragonslayer_ _Feature_
You excel at bringing the fight to airborne creatures. While you are wielding a ranged weapon, as an action, you can expend a number of pieces of ammunition equal to twice the number of attacks you can make with one Attack action. For instance, at 3rd level, you can make one attack, so you can expend two pieces of ammunition. At 5th level, your Multiattack fighter class feature allows you to make two attacks with one Attack action, so you could expend four pieces of ammunition.
Select a creature you can see within normal or long range of your weapon. The target must make a **DEX** save with a **DC** equal to 8 + your **PB** + your **STR** or **DEX** modifier (your choice). On a failure, the target takes 1d6 piercing damage for each piece of ammunition you expend. In addition, the targets flying speed is reduced to 0 until the start of your next turn (the creature falls immediately). On a successful save, the target takes half as much damage and suffers no other effects.
You can use this feature a number of times equal to your **PB**. You regain one use of this feature when you finish a short rest and regain all uses when you finish a long rest.
## MOUNTING ATTACK
_7th-Level Red Sun Dragonslayer_ _Feature_
When facing a larger foe, one of the most effective positions you can be in is on its back. Once per turn, when you hit with a melee weapon attack against a creature that is at least one size larger than you, you can attempt to mount it. Make a **STR** (Athletics) check against a **DC** equal to the targets AC. On a success, you clamber onto the creature.
While you are mounting a creature with this feature, your speed becomes 0, you have advantage on attack rolls made against the mounted creature, and the mounted creatures speed is halved.
At the end of your turn while you are mounted on a creature, you must succeed on a **DEX** save with a **DC** equal to the mounted creatures AC. On a failure, you fall from the creature to an unoccupied space within 5 feet of it. If you take falling damage, treat it as if the distance you fell was 10 feet less.
## BREATH WEAPON DEFENSE
_11th-Level Red Sun Dragonslayer_ _Feature_
Youve trained to withstand the elemental intensity of a dragons breath weapon, and you can even shield your allies against the worst of it. When you make a save against any effect that deals acid, cold, fire, lightning, or poison damage, as a reaction, you and creatures within 5 feet of you gain resistance to that type of damage until the start of your next turn. If the damage is caused by a dragon, the range of this feature increases to 15 feet.
## BRING THEM LOW
_15th-Level Red Sun Dragonslayer Feature_
With a decisive command, your allies strike alongside you. When you use your Volley Fire feature, you can roll d10s instead of d6s. In addition, you can select a number of creatures that can see or hear you within 60 feet of you equal to the amount of ammunition you spent. Each of those creatures can use its reaction to make a weapon attack or spell attack that has a casting time of one action against the target of your Volley Fire so long as the target is within the creatures range.
Once you use this feature, you must finish a long rest before using it again.

View file

@ -0,0 +1,57 @@
---
source: Players Guide 2
---
Fighters typically engage with their opponents with manufactured weapons. However, some of them enjoy the physicality of using their bodies as weapons and become adept at throwing fists and locking down foes.
| Scrapper Progression | |
| -------------------- | ----------------------------------- |
| Fighter Level | Features |
| 3rd | Grappling Superiority, Mighty Fists |
| 7th | Grappling Maneuvers |
| 11th | Expert Grappler |
| 15th | Expert Grappler |
## Grappling Superiority 
3rd-Level Scrapper Feature 
You gain proficiency in the Athletics skill. If you are already proficient, double your **PB** instead for checks made with that skill.
In addition, instead of using your reaction to make an opportunity attack, you can use your reaction to attempt to grapple the creature provoking the opportunity attack. 
Starting at 7th level, you have advantage on checks to initiate or escape a grapple but not on the checks to perform the maneuvers listed in the Grappling Maneuvers feature. 
## Mighty Fists 
3rd-Level Scrapper Feature 
Your unarmed attacks become more powerful. When you make an unarmed strike, the damage increases from 1 + your **STR** modifier to 1d4 + your **STR** modifier. This further increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. 
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 
Starting at 11th level, you score a critical hit on a d20 roll of 19 or 20 with unarmed strikes.
## Grappling Maneuvers 
7th-Level Scrapper Feature 
As a bonus action while grappling a creature, you can perform one of the following grappling maneuvers. You must make a **STR** (Athletics) check contested by the grappled creatures **STR** (Athletics) or **DEX** (Acrobatics) check (targets choice). If you succeed, the target is affected by the maneuver until the grapple ends or until you use a different grappling maneuver on it:
- Chokehold. You choke a breathing or speaking creature, and it cant speak or cast spells with verbal components. If the target remains in a chokehold for two consecutive turns, it begins suffocating and continues suffocating until the grapple or this maneuver ends.
- Makeshift Shield. You pull the creature between you and danger. You have half cover if the target is your size or smaller and three-quarters cover if it is larger than you.
- Pin. You pin, hold, or otherwise immobilize the creature. The target is restrained.
## Expert Grappler 
11th-Level Scrapper Feature 
You are an expert at holding onto and locking down foes. You can grapple creatures up to two sizes larger than you, and your speed isnt halved when you drag or carry a grappled creature with you when you move.
In addition, when you successfully initiate a grapple or succeed on a grappling maneuver, you can choose for the target to also take bludgeoning damage equal to half your fighter level.
## Knockout Punch 
15th-Level Scrapper Feature 
When you hit a creature with two unarmed strikes in the same turn (and it has less than half of its hit point maximum) or when you score a critical hit with an unarmed strike, the target must succeed on a **CON** save (**DC** 8 + your **PB** + your **STR** modifier) or be stunned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

View file

@ -0,0 +1,59 @@
---
source: Book of Blades
---
![[assets/a4ceb03ee21ea64431da37bfbf118125_MD5.jpg|AJ Ramos|292x408]]
Skirmishers use ranged attacks, melee attacks, and mobility to evade incoming strikes and reach enemies anywhere on the battlefield. They typically use crossbows with a Light weapon on hand for flexibility, taking aim at one foe while dodging anothers attacks, then slipping away to a more advantageous position.
Skirmishers fill rank-and-file positions of many armies. Most come from the common class—sons and daughters of farmers and shepherds dragged into conflict. Lacking the wealth to purchase heavy armor and swords, they use inexpensive weapons, and their training is hasty and informal. To their commanders, skirmishers are expendable. They make strategic strikes against enemies to whittle them down until the heavy infantry rolls in.
Skirmishers train with light armor, crossbows, daggers, and other light throwing weapons. They practice hit-and run tactics, focusing on ranged attacks and guile to offset their lack of protection. 
||**Skirmisher Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Agile, Crossbow Finesse|
|7th|Focused Aim|
|11th|Additional Fighting Style, Juke|
|15th|Bleeding Strike|
## Agile 
_3rd-Level Skirmisher Feature_ 
You gain a +2 bonus to all your **DEX** saves and ability checks while youre wearing light or no armor. 
## Crossbow Finesse 
_3rd-Level Skirmisher Feature_ 
You can fire more than once in a turn with a crossbow or other ranged weapon with the Loading property, which you are proficient with, ignoring that propertys typical penalty against it.
In addition, if you take the Attack action and make a ranged weapon attack with a hand crossbow, you can use your bonus action to attack with a Light weapon you are wielding in your other hand.
## Focused Aim 
_7th-Level Skirmisher Feature_ 
You can use your bonus action to take precise, specific aim. Your ranged weapon attacks score critical hits on rolls of 19 or 20. When you score a critical hit in this way, you can also perform the Disarm, Hamstring, or Pinning Shot weapon option on the target (no action required). If you know the Aim Martial Action, you can use Focused Aim and Aim as part of the same bonus action.
## Honed Reflexes 
_11th-Level Skirmisher Feature_ 
You are particularly adept at responding to changes on the battlefield. Until the beginning of your next turn, you can take two reactions. You can do this a number of times equal to your **PB**. You regain all expended charges of this feature when you finish a long rest.
## Juke 
_11th-Level Skirmisher Feature_ 
You become more difficult to pin down on the battlefield. When a creature misses you with an attack roll, you can use your reaction to immediately move up to half your movement without provoking attacks of opportunity. 
In addition, when a creature makes a melee attack roll against you, if you are wielding a Light weapon in one hand, you can use your reaction to increase your AC by a number equal to your **DEX** modifier.
## Bleeding Strike 
_15th-Level Skirmisher Feature_ 
When you hit an opponent with a crossbow bolt, your ammunition strikes a sensitive spot and the target bleeds profusely. At the start of the targets next turn, it takes one additional die of damage of the weapon that dealt it. At the end of its turn, the target must succeed on a **CON** save against **DC** 8 + your **PB** + your **WIS** modifier to end the effect. On a failure, the effect continues on the targets next turn.

View file

@ -0,0 +1,114 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/e8461bf51201c08535442e8f5c754324_MD5.jpg|Chalky Nan|248x362]]
Fighters of the Spell Blade discipline view fighting with swords and sorcery as a logical marriage of power. For you, magic can be wielded as a weapon, and honing your mind is just as important as honing your body.
||**Spell Blade Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Arcane Spellcasting, Enchant Weapon (+1), Expanded Talent List|
|7th|Spell Multiattack|
|11th|Enchant Weapon (+2), Follow Through|
|15th|Charged Strike, Enchant Weapon (+3)|
|||||||**Spell Blade Spellcasting**|
|---|---|---|---|---|---|---|
|**Fighter Level**|**Cantrips Known**|**Spells Known**|**1st**|**2nd**|**3rd**|**4th**|
|3rd|2|3|2|—-|—-|—-|
|4th|2|4|3|—-|—-|—-|
|5th|2|4|3|—-|—-|—-|
|6th|2|4|3|—-|—-|—-|
|7th|2|5|4|2|—-|—-|
|8th|2|6|4|2|—-|—-|
|9th|2|6|4|2|—-|—-|
|10th|3|7|4|3|—-|—-|
|11th|3|8|4|3|—-|—-|
|12th|3|8|4|3|—-|—-|
|13th|3|9|4|3|2|—-|
|14th|3|10|4|3|2|—-|
|15th|3|10|4|3|2|—-|
|16th|3|11|4|3|3|—-|
|17th|3|11|4|3|3|—-|
|18th|3|11|4|3|3|—-|
|19th|3|12|4|3|3|1|
|20th|3|13|4|3|3|1|
## Arcane Spellcasting 
_3rd-Level Spell Blade Feature_ 
You enhance your martial prowess with the ability to cast Arcane spells. See Spell Rules in Players handbook for the general rules of spellcasting and the Arcane spell list.
## Cantrips 
At 3rd level, choose two cantrips to learn from the Arcane spell list. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Spell Blade Progression table.
## Casting Spells 
You know a small number of spells and can cast any of them by using an Arcane spell slot of the spells circle or higher. You dont need to prepare spells ahead of time.
The Spell Blade Progression table shows how many spells you know and how many spell slots you have at a given level. For example, at 7th level, you have four 1st circle slots and two 2nd-circle slots. If you know the 1st circle spell shield and have a 1st-circle and a 2nd-circle spell slot available, you can cast shield using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.
You regain all used spell slots when you finish a long rest.
## Spells Known of 1st Circle and Higher 
At 3rd level, choose three 1st-circle spells from the Arcane spell list that you know, two of which must be from either the abjuration or evocation schools.
The Spells Known column of the Spell Blade Progression table shows when you learn additional Arcane spells. Each spell you choose must be an abjuration or evocation spell and from a circle for which you have Arcane spell slots. The spells you learn at 8th level and beyond can come from any school of magic. 
In addition, when you gain a level of fighter, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots, and it must be an abjuration or evocation spell—unless youre replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond.
## Spellcasting Ability 
Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for certain spells you cast:
**Spell save **DC**** = 8 + your proficiency bonus (**PB**) + your **INT** modifier
**Spell attack modifier** = your proficiency bonus (**PB**) + your **INT** modifier
## Enchant Weapon
_3rd, 11th, and 15th-Level Spell Blade Feature_ 
A crucial step on the path of the spell blade is learning to imbue your weapons with magical power. If you spend 1 hour of uninterrupted focus in contact with a weapon (which can be done during a rest) you can imbue that weapon with a limited form of enchantment. This enchantment lasts until you either choose to end it or use this feature to enchant a different weapon.
Your enchanted weapon functions as a magic weapon with the following properties:
- If it is on the same plane of existence as you, you can use a bonus action to summon the weapon. When you do so, the weapon instantly appears in your hand.
- You have a +1 bonus to attack and damage rolls made with it. If the weapon would normally grant a magical bonus to attack and damage rolls, your enchantment bonus stacks with the weapons existing bonus.
Creatures who handle or inspect the enchanted weapon can tell it isnt a true magic item (unless the weapon was magic to begin with). Otherwise, it follows the rules of a typical magic item (see Magic Items in Players Handbook). Starting at 11th level, the bonus increases to +2. At 15th level, it becomes +3.
## Expanded Talent List 
_3rd-Level Spell Blade Feature_ 
When you gain a new talent, you can select it from either the magic or the martial talents list (see Talents).
## Spell Multiattack
_7th-Level Spell Blade Feature_ 
When you use your Multiattack class feature to make multiple attacks with the Attack action, you can replace one of those attacks with the casting of a cantrip that you know with a casting time of 1 action. You cant cast more than one cantrip in one Attack action in this way.
## Follow Through
_11th-Level Spell Blade Feature_ 
When you take the Cast a Spell action, you can make a single weapon attack as part of that same action, provided a target is within range.
## Charged Strike 
_15th-Level Spell Blade Feature_ 
You can add your **INT** modifier (minimum of +1) to the damage of your melee weapon attacks in addition to either your **STR** or **DEX** modifier. 
In addition, any damage you deal with a weapon is considered magical.
_Content Source: Players Handbook_
_Art Credit: Chalky Nan_

View file

@ -0,0 +1,121 @@
---
source: Players Guide 2
---
Some fighters eschew melee weapons completely, choosing the greater range afforded by bows and crossbows. They become so comfortable with these weapons that they can perform incredible shots—seeming to defy the odds.
| Stunt Archer Progression | |
| ------------------------ | ------------------------ |
| Fighter Level | Features |
| 3rd | Bow Mastery, Stunt Shots |
| 7th | Keen Eye |
| 11th | Advanced Stunt Shots |
| 15th | Absolute Mastery |
## Bow Mastery 
3rd-Level Stunt Archer Feature 
You have focused your training on ranged weapons, specifically bows and crossbows, and gain several bonuses when wielding them. When you make an attack roll with one, you dont have disadvantage from being within 5 feet of a hostile creature, though you can still have disadvantage from other sources. 
Once per turn, when you roll damage for an attack with a bow or crossbow, you can reroll the weapons damage dice and use either result. Alternatively, once per turn, when you use a weapon option for a bow or crossbow, you can roll the attacks damage even if the weapon option doesnt normally allow it. 
When you gain this subclass, choose one bow or crossbow to master. This weapon has the Ricochet Shot weapon option (see Weapons in Players Guide for Ricochet Shot and more on weapon options) when wielded by you, even if it normally wouldnt have that weapon option.
## Stunt Shots 
3rd-Level Stunt Archer Feature 
You have developed such familiarity with bows and crossbows that you can use them to make shots considered improbable by others. You gain access to special maneuvers called stunt shots.
To use a stunt shot, you must wield a bow or crossbow, and you can only use one stunt shot per turn. You gain access to advanced stunt shots at higher levels.
All stunt shots listed are available to you at 3rd level. You can perform stunt shots a number of times equal to your **PB** + 1. After that, you must finish a short or long rest to regain expended uses.
Saves. Some stunt shots require your target to make a save to resist its effects. The save **DC** for these shots is calculated as follows:
Stunt shot save **DC** = 8 + your proficiency bonus (**PB**) + your **DEX** modifier
**Double Shot** 
When you take the Attack action, you can fire two shots at the same target. You roll the first attack normally, but the second is made with disadvantage and only adds half your **DEX** modifier to damage.
**Intercepting Shot** 
As a reaction when a creature you can see targets another creature with a ranged attack, using either a projectile or another ranged attack that doesnt deal psychic, necrotic, radiant, or thunder damage, you can make an attack roll against that creatures ranged attack, using the original attack roll as the AC. On a hit, your arrow or bolt disrupts the attacks path, causing it to miss its target.
**Known Target** 
When you know a creature is in a space but cant see it, such as if it is invisible or you are blinded, and you take the Attack Action against the creature, you dont have disadvantage on your attack roll from being unable to see the target.
**Parting Shot** 
As a bonus action after you take the Disengage action, you can make one attack with disadvantage.
**Rapid Release** 
As a bonus action after you take the Attack action, you can make an extra attack with your ranged weapon.
**Straight Through** 
When you deal damage with your attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll.
**Toppling Shot** 
When you score a critical hit, you can immediately force the target to make a **STR** save. On a failed save, the target falls prone or is pushed 5 feet away from you (your choice).
## Keen Eye 
7th-Level Stunt Archer Feature 
You increase the normal range for any bow or crossbow you wield: 
- If the normal range is less than 50 feet, it increases by 10 feet. 
- If the normal range is between 50 and 100 feet, it increases by 20 feet. 
- If the normal range is greater than 100 feet, it increases by 30 feet. 
When you wield the weapon that you chose as part of your Bow Mastery feature, its range increases by an additional 10 feet. This feature doesnt affect any weapons long range. In addition, you can choose one additional bow or crossbow to master, and you can use the Ricochet Shot weapon option (see Weapons in Players Guide) with that weapon, even if it normally wouldnt have that weapon option. When wielding either of your mastered weapons, you score a critical hit on a d20 roll of 19 or 20 and ignore any Loading properties.
## Advanced Stunt Shots 
11th-Level Stunt Archer Feature 
The following powerful stunt shots are available to you whenever you could use a stunt shot. Some advanced stunt shots require you to be wielding a specific type of bow or crossbow to use them.
**Bouncing Shot** 
When you take the Attack action, you can apply the Ricochet Shot weapon option (see Weapons in Players Guide) to the weapon. If the weapon already has this option, you can now target a creature that has total cover.
**Fusillade** 
Requires a Longbow or Shortbow 
As an action, you can fire a rain of arrows on a point you can see within the bows normal range. You make one ranged attack that targets each creature within 5 feet of that point, using a single attack roll and damage roll.
**Overcrank** 
Requires a Crossbow 
You overcrank your crossbow, increasing its tension just beyond standard, as you make an attack with it. If the attack hits, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapons damage dice three times instead of twice.
**Penetrating Shot** 
If the target has natural armor or is wearing manufactured armor, you treat its AC as 2 lower.
**Quick Load** 
Requires a Crossbow 
You ignore the crossbows Loading weapon property until the start of your next turn.
**Unexpected Shot** 
As a reaction when a creature within 5 feet of you uses the Disengage action and moves out of that range, you can make an opportunity attack with your ranged weapon.
## Absolute Mastery 
15th-Level Stunt Archer Feature 
You treat all bows and crossbows as if they had the Shot weapon option (see Weapons in Players Guide). When wielded by you, a bow or crossbows long range is 4 × its normal range, including the increase in normal range from your Keen Eye feature. 
In addition, when you roll initiative and have no uses of your Stunt Shots feature remaining, you regain 3 uses. You must complete a long rest before you can use this aspect of this feature again.

View file

@ -0,0 +1,45 @@
---
source: Midguard Heroes Handbook
---
![[assets/e540d80f5c28d1928ec8641a2bd52063_MD5.jpg]]
Sword-dancers blur the line between warrior and courtier. Sword-dancers are graceful and charming, with wits as sharp as their flashing blades. Fighters who follow the sword-dancer archetype often attach themselves to powerful lords as bodyguards, spies, and diplomats.
||**Sword-Dancer Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Bonus Proficiency, Light on Your Feet|
|7th|Dust on the Wind|
|11th|Deadly Artistry|
|15th|Howling Edge of the Razor|
## Bonus Proficiency 
_3rd-Level Sword-Dancer Feature_ 
You gain proficiency in the Performance and Persuasion skills.
## Light on Your Feet 
_3rd-Level Sword-Dancer Feature_ 
While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your Armor Class, and you ignore difficult terrain.
## Dust on the Wind 
_7th-Level Sword-Dancer Feature_ 
When you make a melee attack against a creature, you dont provoke opportunity attacks from that creature until the start of your next turn.
## Deadly Artistry 
_11th-Level Sword-Dancer Feature_ 
After you move at least 10 feet, your melee attacks deal an additional 1d8 damage until the start of your next turn.
## Howling Edge of the Razor 
_15th-Level Sword-Dancer Feature_ 
As a reaction when you take damage from a creature within 5 feet of you, you can make one melee weapon attack against that creature.

View file

@ -0,0 +1,55 @@
---
source: Tome of Heroes
---
![[assets/2ee4f102b73ccdc74afa4e602b9ea22a_MD5.jpg]]
There are warriors who move so quickly that they seem to stop time, then there are those who actually alter time with their attacks. The timeblade augments physical attacks by manipulating temporal powers and eventually learns to step outside time itself.
||**Timeblade Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Temporal Strike|
|7th|Chronologic Echo|
|11th|Improved Temporal Strike|
|15th|Temporal Rift|
## Temporal Strike 
_3rd-Level Timeblade Feature_ 
When you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects: 
- **Dislocative Step.** You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesnt provoke opportunity attacks. At 11th level, you can move up to 30 feet. 
- **Dislocative Shove.** You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (**DC** equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 11th level, you can move the target up to 30 feet.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
## Chronologic Echo 
_7th-Level Timeblade Feature_ 
Immediately after you use your Last Stand feature, you can trigger an echo in time, allowing you to use an extra Hit dice without expending it. Roll separately for this extra use of Last stand. Once you use this feature, you cant use it again until you finish a long rest. 
## Improved Temporal Strike 
_11th-Level Timeblade Feature_ 
When you use your Temporal Strike feature, you can choose one of the following additional options: 
- **Chronal Cleave.** You immediately make a weapon attack against a different target within range. 
- **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn. 
## Temporal Rift 
_15th-Level Timeblade Feature_ 
Your control over your Temporal powers has reached its peak. Allowing you to manipulate time on a new level. Choose one of the following. 
- When you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality. 
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (**DC** equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the confusion spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
- You can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the time stop spell, except you can make one attack on each of your turns without ending the effect.
Once you use this feature, you cant use it again until you finish a long rest

View file

@ -0,0 +1,60 @@
---
source: Players Guide 2
---
Fighters that choose the Twinblade discipline are master dual-wielders, forgoing cumbersome armaments to become a whirling death that moves through battles with lightning speed. From afar, the complex forms and circular movements employed by these warriors resemble a graceful dance. But foes confronted with a Twinblades spinning strikes rarely live to question the deadliness of their art. 
| | |
|---|---|
|Twinblade Progression| |
|Fighter Level|Features|
|3rd|Blade Dance, Deadly Grace|
|7th|Double Edged|
|11th|One Thousand Cuts|
|15th|Moving Target|
## Blade Dance 
3rd-Level Twinblade Feature 
As a bonus action, you can begin a blade dance as long as you are neither grappled or restrained nor your speed is otherwise reduced to 0. While engaged in a blade dance, you gain the following benefits if you are wielding a melee weapon in each hand and arent wearing medium or heavy armor:
- You have advantage on **DEX** saves and **DEX** ability checks made to avoid being grappled or restrained or having your movement speed reduced. If you become grappled or restrained, you have advantage on checks made to escape or end the effect as long as your blade dance is active.
- Your movement doesnt provoke opportunity attacks.
- Your speed increases by 10 feet.
If you can cast spells, you cant cast them or concentrate on them while youre engaged in a blade dance.
A blade dance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you havent moved at least 5 feet since the start of your turn. You can also end a blade dance early on your turn (no action required). You can begin a blade dance a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
## Deadly Grace 
3rd-Level Twinblade Feature 
You gain proficiency in either the Acrobatics or Performance skill. If you are already proficient in one or both of these skills, double your **PB** for checks made with that skill.
In addition, while you are wielding a melee weapon in each hand and arent restrained, grappled, or otherwise unable to move, your AC equals 10 + your **DEX** modifier + your **PB**. You cant benefit from this feature while wearing medium or heavy armor.
## Double Edged 
7th-Level Twinblade Feature 
When you take the Attack action on your turn and then use a bonus action to make one or more additional attacks (such as for two-weapon fighting and the Quick Strike martial action), you can add your **DEX** modifier to the damage dealt by the bonus attacks. If you have at least one use remaining of your Blade Dance feature, you can activate it as part of the same bonus action you used to make these attacks.
## One Thousand Cuts 
11th-Level Twinblade Feature 
When you take the Attack action on your turn while your blade dance is active, you can forgo the normal number of attacks granted by your Multiattack to instead make one melee weapon attack that targets each creature within 5 feet of you, using a single attack roll and damage roll. 
In addition, if you use a bonus action to use two-weapon fighting or the Quick Strike martial action on the same turn, you can also forgo the number of additional attacks you would normally make to instead make one melee weapon attack that targets each creature within 5 feet of you, using a single attack roll and damage roll. 
Once you use this feature, you cant do so again until you finish a short or long rest.
## Moving Target 
15th-Level Twinblade Feature 
As long as you arent incapacitated, you cant be grappled or restrained, and your speed cant be reduced by any means. 
In addition, as a reaction when a hostile creature you can see enters a space within 10 feet of you for the first time on a turn, you can move up to your movement speed without provoking opportunity attacks.

View file

@ -0,0 +1,140 @@
---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/2ede6e3b1097144090c696188d4bab7d_MD5.jpg|288x415]]
Most fighters feel a deep connection to their weapons, but none more so than the Weapon Master. For them, a favored bow or blade is a natural extension of their body and a trusted ally. Fighters who pursue this subclass learn to use their chosen arms with efficiency and artistry.
||**Weapon Master Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Mastery, Stunts|
|7th|Deadly Flourish|
|11th|Advanced Stunts|
|15th|Grand Finale|
## Mastery
_3rd-Level Weapon Master Feature_ 
Choose three types of simple or martial weapons with which you have proficiency. You have mastered the use of those three weapons.
Once per turn, when you roll damage for an attack with a weapon you have mastered, you can reroll the weapons damage dice and use either result.
Alternatively, once per turn, when you use a weapon option (see Weapon Options in Chapter 5) for a weapon that you have mastered, you can roll the attacks damage even if the weapon option doesnt normally allow it. 
## Stunts
_3rd-Level Weapon Master Feature_ 
As part of your training, youve learned to use unique tactics with certain weapons. You gain access to special maneuvers called stunts.
To use a stunt, you must wield a weapon that matches the weapon type listed in the stunt description (if one is listed). You can only use one stunt per turn. You gain access to advanced stunts at higher levels.
All stunts listed are available to you at 3rd level. You can perform stunts a number of times equal to your **PB** + 1. After that, you must finish a short or long rest to regain expended uses.
**Saves.** Some stunts require your target to make a save to resist its effects. The save **DC** for these stunts is calculated as follows: 
**Stunt save **DC**** = 8 + your proficiency bonus (**PB**) + your **STR** or **DEX** modifier (your choice) 
Stunts are presented in alphabetical order.
### Arcing Strike 
_Requires a Heavy Melee Weapon_ 
When you deal damage with a heavy weapon wielded in both hands, you can also deal half the damage you dealt to a different target within reach that you can see. If the second target is an object, it takes the full damage instead. You can decide to use this after you know your damage roll.
### Cheap Shot 
_Requires a Melee Weapon_ 
When you successfully hit a target with a melee weapon as part of the Attack action, you can immediately make an unarmed strike against that target as part of the same Attack action. 
### Make It Count 
When you take the Attack action, you can make a single weapon attack with a +10 to the attack roll. On a hit, the attack deals additional damage equal to your fighter level. You cant make additional attacks as part of that Attack action, even if a feature like Multiattack would normally allow you to do so. 
### Parry 
_Requires a Melee Weapon_ 
When a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your **PB** (to a minimum of 0 damage). 
### Redirect 
When you miss a target with a weapon attack, you can use your reaction to immediately reroll the attack, but you must select a different target you can see within 5 feet of the original target. 
### Riposte 
_Requires a Melee Weapon_ 
When a creature you can see within range misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature. 
### Straight Through 
_Requires a Ranged Weapon_ 
When you deal damage with a ranged weapon attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll.
### Tactical Retreat 
_Requires a Melee Weapon_ 
When you hit a creature with a weapon as part of the Attack action, you can immediately move up to half your speed as part of the same action without provoking opportunity attacks.
## Deadly Flourish
_7th-Level Weapon Master Feature_ 
Attacks made with weapons you have mastered through your Mastery feature score critical hits on rolls of 19 or 20. When you score a critical hit, you can use your reaction to do one of the following:
- Make a ranged weapon attack against a number of creatures equal to your **PB** within 15 feet of the target hit by your critical hit. 
- Make a separate melee attack against each creature within 5 feet of you.
## Advanced Stunts 
_11th-Level Weapon Master Feature_ 
The following powerful stunts are available to you whenever you could use a stunt.
### Assassins Ambush 
When you hit a creature, from which you are hidden, with a weapon attack, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapons damage dice three times instead of twice. 
### Bulwark 
_Requires a Shield_ 
When you take damage from a spell or ability that requires a save, such as the fireball spell, you can use your reaction to reduce the damage dealt to you by an amount equal to your AC. Psychic damage cant be reduced by this stunt. 
### Felling Sweep 
_Requires a Heavy Melee Weapon_ 
As an action, you can make a single melee attack that targets each creature within reach, using a single attack and damage roll. 
### Preemptive Strike 
_Requires a Melee Weapon_ 
When a creature comes within reach of your weapon, you can use your reaction to make a single attack against it. On a hit, the targets speed is reduced by 15 feet until the start of your next turn.
### Rapid Release 
_Requires a Ranged or Thrown Weapon_ 
After you take the Attack action, you can use a bonus action to make an additional attack with a ranged or thrown weapon. You can draw a thrown weapon as part of the attack. 
### Wrestlers Clutch
_Requires a Melee Weapon_ 
When you hit a creature with a melee attack, the creature must succeed on a **STR** save or become grappled by you. While this grapple persists, stunts you use against the grappled creature dont expend uses of your Stunts feature. This grapple ends if you attack another creature, the target escapes, or you end it (no action required).
## Grand Finale
_15th-Level Weapon Master Feature_ 
When you roll initiative and have no uses of your Stunts feature remaining, you can regain 3 uses. You must complete a long rest before you can use this feature again.

View file

@ -0,0 +1,117 @@
This section lists additional augments available for mechanists to learn and use. See the Augment class feature in the Players Guide for a full description of how these effects work. Some augments can be used by the Fleshsmith subclass on the body of the mechanist, their flesh-forged servitors, or living allies. These are denoted as Living Body (Fleshsmiths Only). 
## Storing
Item Requirement: Shield or Living Body (Fleshsmiths Only) 
You imbue an item with the ability to absorb a Small or smaller object that is at least one size smaller than it. While absorbed, the object cannot be damaged. The absorbed object disappears and can be called from or returned to the imbued item as an action. If the imbued item is destroyed, any absorbed item appears within 5 feet of the destroyed item. When a Fleshsmith imbues a living body, there might be no sign of the item, a prominent lump, or even a kangaroo-like pouch.
At Higher Levels. Once you reach 9th level in the mechanist class, the imbued item can absorb a Medium or smaller object. Once you reach 15th level in the mechanist class, the imbued item can absorb a Large or smaller object.
## Auspicious 
Item Requirement: Four Leaf Clover, Rabbits Foot, Stone, or Similar Object 
You imbue an item with the ability to store and share luck. If you have 5 or fewer Luck while holding the item, you can transfer any number of Luck that you possess into the item. The item can hold a number of Luck up to your **INT** modifier. As a bonus action, you expend 3 Luck from the item to gain 1 Luck or transfer 1 Luck to another creature that you are touching. 
At Higher Levels. Once you reach 9th level in the mechanist class, you need only expend 2 Luck from the item to gain or transfer 1 Luck.
## Barring
Item Requirement: Shield, Weapon, or Living Body (Fleshsmiths Only) 
You imbue an item with defensive foresight. While holding it in one hand, you can use your reaction to increase your AC by 2 until the end of your next turn. When a Fleshsmith imbues a living body with this augment, its arms gain boney ridges, wooden growths, or dense fur.
At Higher Levels. Once you reach 9th level in the mechanist class, the AC bonus increases to +3 instead of +2.
## Duplicative
Item Requirement: Any Medium or Smaller Object 
You make a duplicate of an item you touch. The duplicate is nonmagical, regardless of the original item. The total value (in gold pieces) of the duplicated item cant be more than 10 × your mechanist level. The duplicate lasts until you finish a long rest.
## Galvanizing
Item Requirement: Blanket, Healers Kit, Holy Symbol Staff, or Object Associated with Healing 
You imbue an item with the ability to transfer some of your life force to another creature. As an action, while holding the item in one hand and touching another living creature, you can roll any number of your hit dice. The creature regains hit points equal to half the result, rounded down. The effect recharges after you finish a long rest.
## Poisoning
Item Requirement: Weapon or Living Body (Fleshsmiths Only)  
You imbue an item with the capacity to inject a deadly venom. When the wielder successfully attacks with a weapon, it deals an additional 1d6 poison damage. When a Fleshsmith imbues a living body, the target gains glands that spread poison on their weapons or natural attacks. 
At Higher Levels. Once you reach 9th level in the mechanist class, the damage increases to 2d6 poison. 
## Qualified
Item Requirement: Medium or Smaller Equipment That Can Be Worn or Carried. 
You imbue an item with the capacity to grant proficiency with a skill or tool to a creature that carries it.
At Higher Levels. Once you reach 15th level in the mechanist class, the item grants proficiency and expertise, doubling the wielders **PB**.
## Reaching
Item Requirement: Weapon or a Living Body (Fleshsmiths Only) 
You imbue an item to increase your reach by 5 feet when wielding it. When a Fleshsmith imbues a living body, they add tentacles, vines, or similar appendages that increase reach and that can wield weapons. These additional limbs do not allow the target to wield additional weapons. 
At Higher Levels. Once you reach 15th level in the mechanist class, the bonus to reach increases to 10 feet.
## Remote Viewing 
Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment; or Object with a Transparent Surface
You imbue an item with magical capabilities to see over great distances. While you touch the item, you can use an action to create an invisible sensor within 1 mile of you that lasts for up to 10 minutes. You can see and hear through the sensor, and it otherwise behaves as the clairvoyance spell. While the augmented item is activated, you can use an action to deactivate it. The effect recharges once you finish a long rest.
## Sheltering 
Item Requirement: Door, Structure, or Vehicle  
You imbue an item with the ability to create a place of safety. When you activate this item, it creates a doorway to an extraplanar space. You and anyone you allow can pass through the doorway, up to a maximum of 5 + your **INT** modifier Large or smaller creatures. The space appears as a comfortable, furnished inn with enough food, water, and fodder to sustain the creatures in it for one day. As an action, you can evict any creature in the extraplanar space. Evicted creatures appear within 5 feet of the doorway and cannot re-enter the space. The effect recharges after you finish a long rest.
## Sustaining 
Item Requirement: Armor or Jewelry  
You imbue an item with the ability to protect the wearer from dangerous environments. While wearing the item, the user can breathe normally in any environment, does not need to eat, and has advantage on saves to avoid exhaustion.
At Higher Levels. Once you reach 15th level in the mechanist class, the item grants immunity to exhaustion.
## Transcribed 
Item Requirement: Book, Glasses, Googles, Scroll, Scroll Tube, or Tablet 
You imbue an item with the ability to store written information. As an action, you can store the written contents of a single nonmagical book, letter, or scroll. The item will not store magical writings, pictures, or drawings. Written magical traps are automatically triggered if the item targets writing containing a magical symbol, ward, or dangerous rune. 
While carrying an item that contains written information, you can recall the contents of the work flawlessly (though you dont gain the ability to comprehend languages you dont already know). As an action, you can replace the stored information in an imbued item with another written work that you touch the item to.
## Understanding
Item Requirement: Circlet, Googles, Hat, Helm, Spectacles, or Living Body (Fleshsmiths Only)  
You imbue an item with the ability to understand any spoken or written language. When a Fleshsmith imbues a living body, the creature gains an additional set of eyes or sensory appendage.
## Vigorous
Item Requirement: Armor, Cloak, Necklace, or Ring  
You imbue an item to grant abundant health. While wearing this item, you have advantage on saves to resist disease and poison. 
At Higher Levels. Once you reach 9th level in the mechanist class, you also gain resistance to poison damage. Once you reach 15th level in the mechanist class, you also gain immunity to disease. 
## Controlled
Item Requirement: Item that Requires a Roll to Determine an Effect
You imbue an item with the ability to generate more favorable random effects. While rolling dice to determine the effect produced by the augmented item, you can roll the dice twice and choose which result you want to use. If you roll the same result on both rolls, you can ignore the result and choose which effect occurs from any of the listed possibilities. This augment affects die rolls like the d8 used to determine the creature resulting from a bag of tricks or the d100 used to determine the effect of a wand of wonder. This augment doesnt affect ability checks, attack rolls, or saves made with the item.
## Focused 
Item Requirement: Spell Focus 
You imbue a spellcasting focus with superior casting potential. Spells cast with the spell focus have a +1 bonus to spell attack rolls, and **DC**s made to resist effects of spells cast using the focus are increased by 1. 
At Higher Levels. Once you reach 9th level in the mechanist class, the bonus to spell attack rolls increases to +2. At 15th level, it becomes +3.

View file

@ -0,0 +1,28 @@
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see [[ToV - Players Guide.pdf]]), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the mechanist class.
## Heroic Boons 
When you reach 10th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
### Heroic Boon 
10th-Level Mechanist Feature 
Your commitment to the mechanists path grants you a powerful ability. Choose one of the following heroic boons:
- Inspired Combatant. You can now use the Inspire effect of your Shard of Creation feature (see Players Guide) to enhance your attacks. When you make an attack roll while touching the shard (regardless of its current form), you can spend 1 charge to roll a d8 and then add the number rolled to your check result. If you hit with the attack, the attack deals extra damage (of the type dealt by the triggering attack) equal to the number rolled. When you reach 18th level in the mechanist class, this die increases to a d10.
- Manifold Invention. You learn two additional effects of your choice from your Augment feature. These effects dont count against your total effects known, as shown in the Augments Effects Known column of the Mechanist Progression table (see Players Guide).
## Epic Boons 
When you reach 20th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
### Epic Boon
20th-Level Mechanist Feature 
Your commitment to the mechanists path grants you a powerful new ability. You gain one of the following epic boons:
- Energy Transfer. As a reaction when you would suffer an instance of damage, you can end one of the active effects from your Augment feature (see Players Guide) on an item within 60 feet of you (you choose which if multiple) to instead take no damage from the triggering instance.
- Fully Loaded. For each effect from your Augment feature (see Players Guide) currently active on items within 60 feet, you gain a +1 bonus to any attack rolls and damage rolls you make. If you fail to hit with an attack roll while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to automatically succeed on the attack roll instead.

View file

@ -0,0 +1,27 @@
## Shard of Creation
_1st-Level Mechanist Feature_ 
### Transform 
While touching the shard, you can use an action and expend 1 charge to transform it into any type of nonmagical weapon or shield or object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created cant be more than 20 × your mechanist level.
A transformed shard remains in its new form until you die, use an action to return it to its original state (expending no charges), or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard cant be passed off as a typical item for purposes of buying and selling. 
## Augment
_2nd-Level Mechanist Feature_  
You gain the ability to channel magical energy into items. To use this ability, you must spend 1 hour focusing on the item that you wish to augment while remaining in physical contact with it (which can be done as part of a short or long rest).
You gain two augment effects of your choice. Augment effect options are detailed at the end of the class description. At certain mechanist levels, you gain additional augment effects of your choice, as shown in the Augment Effects Known column of the Mechanist Progression table. In addition, when you gain a level in this class, you can choose one augment you know and replace it with another augment that you meet the prerequisites for. You cant replace any unique augments you gain from your subclass.
When you use this ability, choose an effect from those you know. Regardless of the effect, an augmented item is considered a magic item while the effect remains active. You can apply these effects to existing magic items, and any bonuses or features granted by an augment effect stack with any properties a magic item already possesses. 
Unless specified otherwise, a chosen effect lasts indefinitely, but as an action, you can touch an item to end an ongoing effect that you created. You can have effects active on multiple items, provided you spend the required time focusing on each item individually. However, an item can only bear one effect at a time. Multiple uses of the same effect dont stack.
The maximum number of items you can affect with this feature at one time is listed in the Augmented Items column of the Mechanist Progression table. If you try to exceed your maximum, you must choose an ongoing effect to end.
You can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible— if not, the effect immediately ends.

View file

@ -0,0 +1,11 @@
![[assets/bc641e70766dab252e9588c48e5383dd_MD5.jpg|Diana Kupets|315x357]]
Mechanists are inventors, makers, and engineers, interested in the composition of material objects and in the components of creation itself. While others dedicate their lives to mastering magic or science, the mechanist sees such forces as flexible components within a grander design. To walk the path of the mechanist is to open the back of the universe, observe its moving parts, and restructure them as suits your needs.
Mechanist is a class that invites creative interpretation by players. Your class can hold up in combat, but finding ways to use the items and objects around you brings out the aspects that make this class shine
## MECHANISTS AS ADVENTURERS
Mechanists are capable warriors with an arsenal of magical tricks. With a little creativity, a mechanist can create items or tools to suit any purpose, whether creating weapons that exploit a foes weakness, conjuring a device to save a falling friend, or enhancing a vehicle to reach a destination in record time.
Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 53.

View file

@ -0,0 +1,76 @@
---
source: Book of Blades
---
![[assets/d936a3bd07387da60924c6b0d585712e_MD5.jpg|Catilus / Christina Kritikou|290x409]]
The clockmaker is a master crafter whose timepiece does more than keep track of the passing hours. With it, the Clockmaker controls time itself. By winding their watch, they can give themselves more time or take time away from their enemies. A clockmaker can even freeze enemies in place with specially prepared traps. 
||**Clockmaker Progression**|
|---|---|
|**Mechanist Level**|**Features**|
|3rd|Augment: Countdown, Timepiece|
|7th|Advanced Timepiece|
|11th|Stasis Trap|
|15th|Master Timepiece|
## Augment: Count Down 
 _3rd-Level Clockmaker Feature_ 
You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table.
### Count Down 
_Item Requirement: Medium or Smaller Magic Item that Is Worn or Carried_ 
You imbue a magic item with a countdown of any length of time. At the end of the countdown, one of the magic items effects (your choice) triggers. When you set the countdown, you choose the duration. The effect targets the creature carrying or wearing the item. If the effect targets an area, the area of effect is centered on the creature. You can touch the item and use an action to change or cancel the items countdown. 
## Timepiece
_3rd-Level Clockmaker Feature_ 
You create a small clockwork device as a focus for your clockwork abilities. This device always keeps perfect time on the Material Plane. While holding your timepiece in one hand, you gain the following:
- **Spellcasting.** The timepiece can be used as an arcane focus for the spells that you learn from this subclass. You learn the spells pendulum and hold and can cast them using your timepiece without expending spell slots. Once you cast a spell with your timepiece, you must finish a long rest before you can cast a spell with it again. **INT** is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for your timepiece spells:
**Spell save **DC**** = 8 + your **PB** + your **INT** modifier 
**Spell attack modifier** = your **PB** + your **INT** modifier
- **Double Time.** On your turn, you can double your speed until the start of your next turn. When you use this feature, you gain temporary hit points equal to 1d6 + your **INT** modifier. You must finish a short or long rest before you can use this feature again.
## Advanced Timepiece 
_7th-Level Clockmaker Feature_ 
You add more intricate clockworks to your timepiece, improving and expanding its capabilities. You gain the following benefits:
- **Forewarned.** While holding your timepiece in one hand, add your **INT** modifier to initiative rolls. 
- **Spellcasting.** Add haste and slow to the list of spells that you can cast with your timepiece without expending spell slots. You can now use your timepiece to cast any spell gained from this subclass two times until you finish a long rest.
- **Extra Time.** You expand your mastery over time. You can gain an additional bonus action on your turn. You must finish a short or long rest before you can use this feature again.
## Stasis Trap 
_11th-Level Clockmaker Feature_ 
You freeze a moment of time inside a clockwork cog the size of a button. Creating a stasis trap takes 10 minutes and can be done as part of a short or long rest. You can have a maximum number of stasis traps active at once equal to your **PB**.
You can place the stasis trap where a creature might step on it or throw it as a ranged attack with a range of 30 feet. Seeing a hidden stasis trap requires a successful **WIS** (Perception) check with a **DC** equal to your spell save **DC**. 
When a creature steps on, touches, or is hit by a stasis trap, it must succeed on a **CON** save equal to your spell save **DC** or be paralyzed for 1 minute. At the end of each of the targets turns, it can repeat the save, ending the effect on itself on a success. If the creature fails its **CON** save at the end of its turn, it suffers a secondary effect chosen by you when the stasis trap was created:
- The target takes 1d6 + your **INT** modifier force damage.  
- You learn one thing of your choice about the creature: type, resistances, immunities, vulnerabilities, or special attacks.
- Time within a 20-foot radius slows. Creatures in the area halve their speed, take a 2 penalty to AC and **DEX** saves, and cant use reactions. This effect lasts until the end of the creatures next turn. 
## Master Timepiece 
_15th-Level Clockmaker Feature_ 
You achieve mastery over your timepiece and expand its abilities even further. You gain the following benefits:
- **Accelerated Attacks.** Your attacks move faster and hit harder. Your melee and ranged weapon attacks deal an extra 2d6 force damage. 
- **Spellcasting.** Add foresight and time stop to your list of spells that you can cast using your timepiece. 
**Extra Time.** You fully master time between seconds. You can gain an additional action on your turn. You must finish a short or long rest before you can use this feature again.

View file

@ -0,0 +1,75 @@
---
source: Players Guide 2
---
Some mechanists see the universe and its workings as mathematical calculations. They turn their expertise toward crafting baroque devices to help them read these calculations and predict the near future.
| Cog Augur Progression | |
| --------------------- | ------------------------------------- |
| Mechanist Level | Features |
| 3rd | Augment: Clairvoyant, Auguring Device |
| 7th | Intricate Predictions |
| 11th | Improved Divining |
| 15th | Clarity of Vision |
## Augment: Clairvoyant 
3rd-Level Cog Augur Feature 
You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Players Guide).
## Clairvoyant
Item Requirement: Equipment or Object that Can Fit in One Hand  
You imbue an item with the ability to make quick, tactical calculations and predictions in the heat of combat. As a bonus action, you can provide instructions to a friendly creature within 30 feet of you that can hear or see you. Until the start of your next turn, the target has advantage on one attack roll or save of its choice, or it can use a reaction when a creature attacks it to cause the attacker to have disadvantage on the attack roll. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. 
At Higher Levels. Once you reach 11th level in the mechanist class, you can target a number of creatures equal to your **PB** with one bonus action.
## Auguring Device 
3rd-Level Cog Augur Feature 
You learn to transmute a small device into an augury tool that aids you in calculating and predicting the future. If you spend 1 hour of uninterrupted focus in contact with an object small enough for you to hold in one hand (which can be done as part of a short or long rest), you can transmute that object into an auguring device. The chosen object must be a single object (though that object can have internal moving parts, like a watch or lock) and cant be a set of tools. The transformation lasts until you choose to end it or until you use this feature to transmute a different object.
Any ongoing effects from your Augment feature (see Players Guide) on the object automatically end when the device reverts to its normal state. If anyone other than you attempts to use the auguring device, it instantly reverts to its normal state.
Once transformed, the auguring device resembles a handheld, often clockwork, gadget or device, like a watch or astrolabe, but you choose its color, style, and other cosmetic details. Creatures who handle or inspect the device can tell it isnt a true magic item. Otherwise, it follows the rules of a typical magic item.
Your auguring device functions as a magic item with the following properties:
- If it is on the same plane as you, as a bonus action, you can summon the auguring device. When you do so, choose whether the device appears in your open hand or in an unoccupied space within 5 feet of you.
- While holding the device, you can spend 1 minute communing with the device to determine the probability of success for a specific action you plan to take within the next 30 minutes. This effect works like the augury spell, except the device serves as the material component and isnt consumed by the spell. You can use this aspect of the device a number of times equal to your **PB**, but this doesnt prevent you from risking a random reading, as detailed in the spell. You regain all expended uses when you finish a long rest.
- While holding the device, as a bonus action, you can consult with it to learn one of the following details about a creature within 30 feet of you that you can see: one of its resistances, one of its immunities, one of its vulnerabilities, or the damage type of one of its actions.
- While holding the device, you cant be surprised, for it clicks and whirs warnings of danger.
## Intricate Predictions 
7th-Level Cog Augur Feature 
You learn to upgrade your Auguring Device feature, which gains the following additional properties:
- When you consult the device to learn a detail about a creature, you can now learn two pieces of information from that list.
- When you use the weather prediction aspect of the device, you now have advantage on **WIS** (Survival) checks to predict the weather within the next 7 days.
- While holding the device, you can spend 10 minutes communing with the device to learn details about current or future events or to learn the direction to a specific creature or object. These effects work like the divination or locate spells, except the device serves as the material component and isnt consumed by the spell. When you reach 11th-level in the mechanist class, you can use the At Higher Circles aspect of the locate spell when using this aspect of the auguring device. You can use this aspect of the device a number of times equal to your **PB**, but this doesnt prevent you from risking no answer, as detailed in the divination spell. You regain all expended uses when you finish a long rest. 
- While holding the device, you cant be surprised, for it clicks and whirs warnings of danger.
## Improved Divining 
11th-Level Cog Augur Feature 
You learn to adjust your Auguring Device features calculations to reduce its chances of failure. When you use the augury or divination aspects of the device, the chance of receiving a random answer or no answer, respectively, is a cumulative 10 percent instead of 25 percent. If the device is imbued with the Clairvoyant augment, you can choose for one of the targets to have advantage on all its attack rolls instead of only one.
In addition, you can now spend 1 minute communing with your auguring device to find the shortest, most direct physical route to a location you are familiar with on the same plane of existence. This effect works like the find the path spell, except the device serves as the material component. Once you use this aspect of this feature, you cant use it again until you finish a long rest.
## Clarity of Vision 
15th-Level Cog Augur Feature 
You can spend 1 minute communing with the device of your Auguring Device feature, alongside one friendly creature within 5 feet of you, and imbue that creature with minor foresight. For 1 hour, the target gains one of the following benefits of its choice:
- Any creature has disadvantage on the first attack roll it makes against the target each turn.
- The target has advantage on all ability checks.
- The target has advantage on all saves.
You can use this feature on yourself instead. Once a creature has gained a benefit from this feature, it cant benefit again until it finishes a long rest.

View file

@ -0,0 +1,86 @@
---
source: "Campaign Builder: Dungeons and Ruins"
---
![[assets/3d564b0e8a8cad6db33bb63ca8f9b3dc_MD5.jpg|Feael & Nakatan|377x378]]
Mechanists who pursue the Demolitionists craft use their knowledge to destroy, dismantle, and disrupt the functioning of items and objects around them. To protect those in the range of their work, demolitionists are also experts at using both technological and magical shielding to control the spread of damage and limit unintended harm. 
||**Demolitionist Progression**|
|---|---|
|**Mechanist Level**|**Features**|
|3rd|Augment: Unmake, Shard of Destruction|
|7th|Disruptive Force|
|11th|Greater Destruction, Catastrophic Force|
|15th|Total Destruction, Unseen Augment|
## Augment
_3rd-Level Demolitionist Feature_ 
You imbue an item with the ability to break down into its component pieces in one of several ways. While you touch the item, you can use an action to set or change the items trigger and unmaking effect.
### Augment: Unmake 
_Item Requirement: Large or Smaller Item that Isnt Being Worn or Held_
You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.
When the item is within 60 feet, you can use a reaction to trigger its unmaking effect. You can also set the item to trigger when a creature you specify comes within 30 feet of it, at a specific time, or when a specific environmental condition is met. Your GM has final say on what is reasonable for a trigger.
The item can react in one of the following ways. At your GMs discretion, an item might be able to react in other comparable ways.
- **Break Down.** The item separates into its base components. You may designate one of these components as the key material in the item; this material instantly teleports into your hand with no action required if you are within 60 feet of the item. 
- **Disintegrate.** The item crumbles into fine dust. The area in a 10-foot cube surrounding the object is lightly obscured by the dust for 1 round. 
- **Explode.** The item explodes into pieces. Any creature within a 10-foot radius of the item must succeed on a **DC** 12 **DEX** save or take 2d4 bludgeoning damage.
## Shard of Destruction
_3rd-Level Demolitionist Feature_ 
Your shard of creation gains two additional properties. 
- **Demolish.**  While touching the shard to a non-magical object of Medium size or smaller that isnt being worn or held, you can use an action and expend one charge from the shard to permanently destroy that item. If there are no witnesses, a slight residue in the aftermath of the destruction gives those in the area a sense that something is missing, and a successful **INT** (Investigation) check reveals what it was (GMs discretion): **DC** equals your augment save **DC** (see Augment Effects for the mechanist class in the Players Guide).
- **Depower.**  When touching the shard to a magic item with charges, as an action, you can remove 1d4 charges from the item. If the item loses its final charge because of Depower, it isnt destroyed.
## Disruptive Force
_7th-Level Demolitionist Feature_ 
Your commitment to the demolitionists craft grants you the ability to temporarily disrupt the functionality of an item used by another. Choose one of the following abilities:
- **Drain.** As an action, you can make a melee spell attack using your augment attack modifier (see Augment Effects for the mechanist class in the Players Guide) against a magic item within reach. On a successful hit, the item loses all functionality until the start of your next turn. In addition, any creature within 10 feet of the item must make a **DEX** save against your augment save **DC**, and on a failure, that creature cant cast magic until the start of your next turn, as if under the effects of an antimagic field spell. 
- **Glitch.** As an action, you can make a melee attack using your augment attack modifier (see Augment Effects for the mechanist class in the Players Guide) against a mechanical item within reach. On a successful hit, the item loses all functionality until the start of your next turn. In addition, any creature within 10 feet of the item must make a **DEX** save against your augment save **DC**, and on a failure, that creature is stunned until the start of their next turn.
## Greater Destruction
_11th-Level Demolitionist Feature_ 
Your growing insight into the nature of demolition gives you greater control over your Shard of Destruction feature. You receive the following enhancements to its given properties.
- **Demolish.** You can now use the shard to destroy any Large or smaller non-magical object, including objects being held or worn.
- **Depower.** You can now use the shard to remove 1d6 charges from a charged item (instead of 1d4). 
## Catastrophic Force
_11th-Level Demolitionist Feature_ 
Your commitment to the demolitionists craft allows you greater control over your Disruptive Force ability. You may either choose the Disruptive Force ability that you do not yet possess at its original level or augment your chosen ability as follows:
- **Drain.** On a successful hit, the affected item loses functionality for 1d4+1 rounds. Any creature that fails its **DEX** save cant cast magic as long as it is within 10 feet of the nonfunctioning item.
- **Glitch.** On a successful hit, the affected item loses functionality for 1d4+1 rounds. A creature that fails its **DEX** save is knocked prone in addition to being stunned.
## Total Destruction
_15th-Level Demolitionist Feature_ 
Your growing insight into the nature of demolition gives you greater control over the Shard of Destruction feature. You receive the following enhancements to its given properties.
- **Demolish.** You can now use the shard to destroy any Huge or smaller non-magical item, including walls, structures, and vehicles.
- **Depower.** You can now use the shard to remove 1d8 charges from a charged item (instead of 1d6).
## Total Destruction
_15th-Level Demolitionist Feature_ 
You can now use your Ranged Augment feature on items you cant see, as long as they are within 120 feet of you and you are aware of their general position or location.

Some files were not shown because too many files have changed in this diff Show more