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{"UA - Feats for Races" {:orcpub.dnd.

e5/feats {:orcish-fury {:ability-increases


#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs #{},
:option-pack "External Feats", :name "Orcish Fury", :path-prereqs {:race {:half-orc
true}}, :description "Your fury burns tirelessly.\n\nWhen you hit with an attack
made with a simple or martial weapon, you can roll one of the weapon’s damage dice
an additional time and add it as extra damage of the weapon’s damage type. Once you
use this ability, you can’t use it again until you finish a short or long
rest.\n\nImmediately after you use your Relentless Endurance trait, you can use
your reaction to make one weapon attack.", :key :orcish-fury, :disabled? true},
:human-determination {:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :name "Human Determination", :option-
pack "External Feats", :path-prereqs {:race {:human true}}, :description "You are
filled with a determination that can draw the unreachable within your
reach.\n\nWhen you make an attack roll, an ability check, or a saving throw, you
can do so with advantage. Once you use this ability, you can’t use it again until
you finish a short or long rest.", :key :human-determination, :disabled? false},
:dragon-wings {:ability-increases #{}, :prereqs #{}, :name "Dragon Wings", :option-
pack "External Feats", :description "You sprout draconic wings. With your wings,
you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren't
exceeding your carrying capacity.", :path-prereqs {:race {:dragonborn true}},
:key :dragon-wings}, :bountiful-luck {:ability-increases #{}, :prereqs #{}, :name
"Bountiful Luck", :option-pack "External Feats", :description "Your people have
extraordinary luck, which you have learned to mystically lend to your companions
whenever you see them falter. You're not sure how you do it, you just wish it, and
it happens. Surely a sign of fortune's favor!\n\nWhen an ally you can see within 30
feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving
throw, you can use your reaction to let the ally reroll the die. The ally must use
the new roll.\n\nWhen you use this ability, you can't use your Lucky racial trait
before the end of your next turn.", :path-prereqs {:race {:halfling true}}, :key
:bountiful-luck, :disabled? true}, :drow-high-magic {:ability-increases #{},
:prereqs #{}, :name "Drow High Magic", :option-pack "External Feats", :description
"You learn more of the magic typical of dark elves. You learn the Detect Magic
spell and can cast it at will, without expending a spell slot. You also learn
Levitate and Dispel Magic, each of which you can cast once without expending a
spell slot. You regain the ability to cast the spell in this way when you finish a
long rest. Charisma is your spellcasting ability for these spells", :key :drow-
high-magic, :path-prereqs {:race {:elf true}}, :disabled? true}, :wood-elf-magic
{:ability-increases #{}, :prereqs #{}, :option-pack "External Feats", :name "Wood
Elf Magic", :description "You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one druid cantrip of your choice.
You also learn the longstrider and Pass without Trace spells, each of which you can
cast once without expending a spell slot. You regain the ability to cast these two
spells in this way when you finish a long rest. Wisdom is your spellcasting ability
for all three spells.", :path-prereqs {:race {:elf true}}, :key :wood-elf-magic,
:disabled? true}, :everybodys-friend {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :name "Everybody's Friend", :path-
prereqs {:race {:half-elf true}}, :option-pack "External Feats", :description "You
develop your magnetic personality to ease your way through the world.", :props
{:skill-prof-or-expertise {:deception true, :persuasion true}}, :key :everybodys-
friend}, :barbed-hide {:ability-increases #{:orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :name "Barbed Hide", :option-pack
"External Feats", :description "One of your ancestors was a barbed devil or other
spiky fiend. Barbs protrude from your head.\n\nAs a bonus action, you can cause
small barbs to protrude all over your body or cause them to retract. At the start
of each of your turns while the barbs are out, you deal 1d6 piercing damage to any
creature grappling you or any creature grappled by you.", :path-prereqs {:race
{:tiefling true}}, :props {:skill-prof-or-expertise {:intimidation true}}, :key
:barbed-hide}, :prodigy {:description "You have a knack for learning new
things.\n\nChoose one skill in which you have proficiency. You gain expertise with
that skill, which means your proficiency bonus is doubled for any ability check you
make with it. The skill you choose must be one that isn't already benefiting from a
feature, such as Expertise, that doubles your proficiency bonus.", :path-prereqs
{:race {:half-elf true, :half-orc true, :human true}}, :prereqs #{}, :key :prodigy,
:name "Prodigy", :option-pack "External Feats", :ability-increases #{}, :disabled?
true, :props {:language-choice 1, :skill-tool-choice 2}}, :critter-friend
{:ability-increases #{}, :prereqs #{}, :path-prereqs {:race {:gnome true}}, :name
"Critter Friend", :option-pack "External Feats", :description "Your friendship with
animals mystically deepens.\n\nYou learn the Speak with Animals spell and can cast
it at will, without expending a spell slot. You also learn the Animal Friendship
spell, and you can cast it once with this feat, without expending a spell slot. You
regain the ability to cast it in this way when you finish a long rest. Wisdom is
your spellcasting ability for these spells.", :props {:skill-prof-or-expertise
{:animal-handling true}}, :key :critter-friend}, :dragon-fear {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "External Feats", :name
"Dragon Fear", :description "When angered, you radiate menace.\n\nInstead of
exhaling destructive energy, you can expend a use of your Breath Weapon trait to
roar, forcing each creature of your choice within 30 feet of you to make a Wisdom
saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target
automatically succeeds on the save if it can’t hear or see you. On a failed save, a
target becomes frightened for 1 minute. If the frightened target takes any damage,
it can repeat the saving throw, ending the effect on itself on a success.", :path-
prereqs {:race {:dragonborn true}}, :key :dragon-fear, :disabled? true}, :second-
chance {:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Second Chance", :option-pack "External Feats", :description "Fortune favors you
when someone tries to strike you.\n\nWhen a creature you can see hits you with an
attack roll, you can use your reaction to force that creature to reroll. Once you
use this ability, you can’t use it again until you roll initiative at the start of
combat or until you finish a short or long rest.", :path-prereqs {:race {:halfling
true}}, :key :second-chance, :disabled? true}, :squat-nimbleness {:description "You
are uncommonly nimble for your race.\n\nYou have advantage on any Strength
(Athletics) or Dexterity (Acrobatics) check you make to escape from being
grappled.", :path-prereqs {:race {:halfling true, :dwarf true, :genasi false,
:gnome true, :grung true, :muriidan true}}, :prereqs #{}, :key :squat-
nimbleness, :name "Squat Nimbleness", :option-pack "External Feats", :ability-
increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :disabled?
true, :props {:speed 5, :skill-prof-or-expertise {:acrobatics true}}}, :fey-
teleportation {:description "Your study of high elven lore has unlocked fey power
that few other elves possess, except your eladrin cousins. Drawing on your fey
ancestry, you can momentarily stride through the Feywild to shorten your path from
one place to another.\n\nYou learn the Misty Step spell and can cast it without
expending a spell slot. Intelligence is your spellcasting ability for this spell.",
:path-prereqs {:race {:elf true}}, :prereqs #{}, :key :fey-teleportation, :name
"Fey Teleportation", :option-pack "External Feats", :ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :disabled? true,
:props {:language-choice 1}}, :grudge-bearer {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/wis}, :prereqs #{}, :name "Grudge-Bearer", :option-pack
"External Feats", :description "You have a deep hatred for a particular kind of
creature. Choose your foes, a type of creature to bear the burden of your wrath:
aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends,
giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two
races of humanoid (such as gnolls and orcs).\n\nDuring the first round of any
combat against your chosen foes, your attack rolls against any of them have
advantage.\n\nWhen any of your chosen foes makes an opportunity attack against you,
it makes the attack roll with disadvantage.\n\nWhenever you make an Intelligence
(Arcana, History, Nature, or Religion) check to recall information about your
chosen foes, you add double your proficiency bonus to the check, even if you’re not
normally proficient.", :path-prereqs {:race {:dwarf true}}, :key :grudge-
bearer}, :flames-of-phlegethos {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Flames of Phlegethos", :option-pack "External Feats", :description "You learn to
call on hellfire to serve
your commands.\n\nWhen you roll fire damage for a spell you cast, you can reroll
any roll of 1 on the fire damage dice, but you must use the new roll, even if it is
another 1.\n\nWhenever you cast a spell that deals fire damage, you can cause
flames to wreathe you until the end of your next turn. The flames don’t harm you or
your possessions, and they shed bright light out to 30 feet and dim light for an
additional 30 feet. While the flames are present, any creature within 5 feet of you
that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-
phlegethos, :path-prereqs {:race {:tiefling true}}, :disabled? true}, :infernal-
constitution {:description "Fiendish blood runs strong in you, unlocking a
resilience akin to that possessed by some fiends.\n\nYou have advantage on saving
throws against being poisoned.", :path-prereqs {:race {:tiefling true}}, :prereqs
#{}, :key :infernal-constitution, :name "Infernal Constitution", :option-pack
"External Feats", :ability-increases #{:orcpub.dnd.e5.character/con}, :disabled?
true, :props {:damage-resistance {:cold true, :poison true}}}, :elven-accuracy
{:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :name
"Elven Accuracy", :path-prereqs {:race {:elf true, :half-elf true}}, :option-pack
"External Feats", :description "The accuracy of elves is legendary, especially that
of elf archers and spellcasters. You have uncanny aim with attacks that rely on
precision rather than brute force.\n\nWhenever you have advantage on an attack roll
using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice
once.", :key :elven-accuracy, :disabled? true}, :dragon-hide {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :name "Dragon Hide", :option-pack
"External Feats", :path-prereqs {:race {:dragonborn true}}, :description "You
manifest scales and claws reminiscent of your draconic ancestors.\n\nYour scales
harden. While you aren't wearing armor, you can calculate your AC as 13 + your
Dexterity modifier. You can use a shield and still gain this benefit.\n\nYou can
grow retractable claws from the tips of your fingers. Extending or retracting the
claws requires no action. The claws are natural weapons, which you can use to make
unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your
Strength modifier, instead of the normal bludgeoning damage for an unarmed
strike.", :key :dragon-hide, :disabled? true}, :orcish-aggression {:ability-
increases #{}, :prereqs #{}, :option-pack "External Feats", :name "Orcish
Aggression", :description "As a bonus action, you can move up to your speed toward
an enemy of your choice that you can see or hear. You must end this move closer to
the enemy than you started.", :path-prereqs {:race {:half-orc true}}, :key :orcish-
aggression}, :dwarf-resilience {:ability-increases #{:orcpub.dnd.e5.character/con},
:prereqs #{}, :name "Dwarf Resilience", :option-pack "External Feats", :description
"You have the blood of dwarf heroes flowing through your veins. You gain the
following benefits:\n\nWhenever you take the Dodge action in combat, you can spend
one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and
regain a number of hit points equal to the total (minimum of 1)", :path-prereqs
{:race {:dwarf true}}, :key :dwarf-resilience}, :fade-away {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{},
:option-pack "External Feats", :name "Fade Away", :description "Immediately after
you take damage, you can use a reaction to magically become invisible until the end
of your next turn or until you attack, deal damage, or force someone to make a
saving throw. Once you use this ability, you can’t do so again until you finish a
short or long rest.", :path-prereqs {:race {:gnome true}}, :key :fade-away,
:disabled? true}}}, "UA - Races of Ravnica" {:orcpub.dnd.e5/races {:loxodon
{:key :loxodon, :speed 30, :name "Loxodon", :abilities
{:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium,
:option-pack "UA - Races of Ravnica", :profs {:tool {:masons-tools true}},
:languages #{"Common"}, :props {:saving-throw-advantage {:frightened true},
:lizardfolk-ac true}, :traits [{:name "Powerful Build", :description "You count as
one size larger when determining your carrying capacity and the weight you can
push, drag, or lift."} {:name "Loxodon Bravery", :description "You have advantage
on saving throws against being frightened."} {:name "Natural Armor", :description
"You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your
Dexterity modifier. You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield’s benefits apply as normal
while you use your natural armor."} {:name "Stonecunning", :description "Whenever
you make an Intelligence (History) check related to the origin of stonework, you
are considered proficient in the History skill and add double your normal
proficiency bonus to the check, instead of your normal proficiency bonus."} {:name
"Keen Smell", :description "Thanks to your sensitive trunk, you have advantage on
Wisdom (Perception) and Intelligence (Investigation) checks that rely on
smell."}]}, :simic-hybrid {:key :simic-hybrid, :speed 30, :name "Symic Hybrid",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium,
:option-pack "UA - Races of Ravnica", :languages #{"Common" "Elvish"}, :traits
[{:name "Animal Enhancement", :description "Your body has been altered to
incorporate certain animal characteristics. You choose one animal enhancement now
and a second enhancement at 5th level.\nAt 1st level, choose one of the following
options:\n- Manta Glide. Your ray-like wings can slow your fall and allow you to
glide. When you fall and aren’t incapacitated, you can subtract up to100 feet from
the fall when calculating falling damage, and you can move up to 2 feet
horizontally for every 1 foot you descend.\n- Nimble Climber. You have a climbing
speed equal to your walking speed.\n- Underwater Adaptation. You can breathe air
and water, and you have a swimming speed equal to your walking speed.\n\nAt 5th
level, choose one of the following options, or choose one of the options you didn’t
take at 1st level:\n- Grappling Appendages. You have two special appendages growing
alongside your arms. Choose whether they’re both claws or tentacles. Each of these
appendages is a natural weapon, which you can use to make unarmed strikes. If you
hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.
Immediately after hitting, you can try to grapple the target as a bonus action.
These appendages can’t precisely manipulate anything and can’t wield weapons, magic
items, or other specialized equipment.\n- Carapace. Your skin in places is covered
by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.\n-
Acid Spit. As an action, you can spray a stream of acid from glands in your mouth,
targeting one creature or object you can see within 30 feet of you. The target
takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC
equal to 8 + your Constitution modifier + your proficiency bonus. This damage
increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10)."}]},
:vedalken {:key :vedalken, :speed 30, :name "Vedalken", :abilities
{:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/wis 1}, :size :medium,
:option-pack "UA - Races of Ravnica", :profs {:tool {:cartographers-tools true,
:painters-supplies true, :navigators-tools true, :glassblowers-tools true, :flute
true, :poisoners-tools true, :dice-set true, :horn true, :herbalism-kit true,
:dulcimer true, :disguise-kit true, :masons-tools true, :land-vehicles true, :viol
true, :thieves-tools true, :jewelers-tools true, :leatherworkers-tools true,
:smiths-tools true, :drum true, :cobblers-tools true, :potters-tools true,
:dragonchess-set true, :playing-card-set true, :brewers-supplies true, :three-
dragon-ante-set true, :forgery-kit true, :pan-flute true, :bagpipes true,
:woodcarvers-tools true, :carpenters-tools true, :tinkers-tools true, :alchemists-
supplies true, :water-vehicles true, :weavers-tools true, :shawm true, :cooks-
utensils true, :lute true, :calligraphers-supplies true, :lyre true}, :skill-
options {:options {:arcana true, :history true, :intimidation true, :performance
true, :sleight-of-hand true, :medicine true}}}, :languages #{"Common"}, :traits
[{:description "You have advantage on all Intelligence, Wisdom, and Charisma saving
throws", :name "Vedalken Dispassion"} {:description "You are proficient in one of
the following skills of your choice: Arcana, History, Investigation, Medicine,
Performance, or Sleight of Hand. You are also proficient with one tool of your
choice.\nWhenever you make an ability check with the chosen skill or tool, roll a
d4, and add the number rolled to the check’s total", :name "Tireless Precision"}]},
:viashino {:key :viashino, :speed 30, :name "Viashino", :abilities
{:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str 1}, :size :medium,
:option-pack "UA - Races of Ravnica", :profs {:skill-options {:options {:acrobatics
true, :stealth true}}}, :languages #{"Draconic" "Common"}, :traits [{:description
"Your semi-prehensile tail is tipped with a bony blade. Immediately after a
creature within 5 feet of you deals damage to you with a melee attack, you can use
your reaction to make an unarmed strike against that creature with your tail. If
you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of
the bludgeoning
damage normal for an unarmed strike", :name "Lashing Tail"} {:description "Your
fanged maw is a natural weapon, which you can use to make unarmed strikes. If you
hit with it, you deal piercing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike", :name
"Bite"}]}}, :orcpub.dnd.e5/subraces {:dexterity-variant {:race :simic-hybrid,
:traits [], :name "Dexterity Variant", :option-pack "UA - Races of Ravnica",
:abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-variant}, :strength-
variant {:race :simic-hybrid, :traits [], :name "Strength Variant", :option-pack
"UA - Races of Ravnica", :abilities {:orcpub.dnd.e5.character/str 1}, :key
:strength-variant}, :intelligence-variant {:race :simic-hybrid, :traits [],
:option-pack "UA - Races of Ravnica", :name "Intelligence Variant", :abilities
{:orcpub.dnd.e5.character/int 1}, :key :intelligence-variant}, :wisdom-variant
{:race :simic-hybrid, :traits [], :option-pack "UA - Races of Ravnica", :name
"Wisdom Variant", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-
variant}, :charisma-variant {:race :simic-hybrid, :traits [], :option-pack "UA -
Races of Ravnica", :name "Charisma Variant", :abilities
{:orcpub.dnd.e5.character/cha 1}, :key :charisma-variant}}}, "UA - Three
Subclasses" {:orcpub.dnd.e5/subclasses {:circle-of-spores {:class :druid, :traits
[{:name "Halo of Spores", :level 2, :description "Starting at 2nd level, you can
launch toxic spores at other creatures. To do so, you use your reaction on your
turn to deal 3 poison damage to one creature you can see within 10 feet of you.
This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th."} {:name
"Symbiotic Entity", :level 2, :description "At 2nd level, you gain the ability to
channel magic into the spores that infuse you.\n\nWhen you use your Wild Shape
feature, you can awaken those spores, rather than transforming. When you do so, you
gain 3 temporary hit points per level you have in this class, the damage of your
Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6
poison damage to any target they hit. These benefits last for 10 minutes or until
you use your Wild Shape again."} {:name "Fungal Infestation", :level 6,
:description "At 6th level, your spores gain the ability to infest a humanoid
corpse and animate it.\n\nIf you slay a humanoid with your Halo of Spores damage,
the creature rises as a zombie at the end of your turn. It has 1 hit point. In
combat, its turn is immediately after yours. It obeys your mental commands, and the
only action it can take is the Attack action, making one melee attack. It remains
animate for 1 hour, after which time it collapses and dies."} {:level 10, :name
"Spreading Spores", :description "At 10th level, you gain the ability to seed an
area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet
away, where they swirl around in a 10-foot cube for 1 minute. While the cube of
spores persists, you can’t use your Halo of Spores feature, but any creature that
starts its turn in the cube takes your Halo of Spores damage. The cube of spores
vanishes early if you use this feature again."} {:level 14, :name "Fungal Body",
:description "At 14th level, the fungal spores in your body alter you: you can’t be
blinded, deafened, frightened, or poisoned, and if an attack is a critical hit
against you, it doesn’t deal its extra damage to you."}], :level-modifiers
[{:type :spell, :level 2, :value {:ability :wis, :key :chill-touch}} {:type :spell,
:level 3, :value {:level 2, :ability :wis, :key :gentle-repose}} {:type :spell,
:level 3, :value {:level 2, :ability :wis, :key :ray-of-enfeeblement}} {:type
:spell, :level 5, :value {:level 3, :ability :wis, :key :animate-dead}} {:type
:spell, :level 5, :value {:level 3, :ability :wis, :key :gaseous-form}} {:type
:spell, :level 7, :value {:ability :wis, :level 4, :key :blight}} {:type :spell,
:level 7, :value {:ability :wis, :level 4, :key :confusion}} {:type :spell, :level
9, :value {:level 5, :key :cloudkill, :ability :wis}} {:type :spell, :level 9,
:value {:level 5, :key :contagion, :ability :wis}}], :option-pack "UA - Three
Subclasses", :name "Circle of Spores", :key :circle-of-spores}, :brute {:class
:fighter, :traits [{:name "Brute Force", :level 3, :description "Starting at 3rd
level, you’re able to strike with your weapons with especially brutal force.
Whenever you hit with a weapon that you’re proficient with and deal damage, the
weapon’s damage increases by an amount based on your level in this class, as shown
on the Brute Bonus Damage table.\n\nBrute Bonus Damage\nFighter Level -- Damage
Increase\n3rd -- 1d4\n10th -- 1d6\n16th -- 1d8\n20th -- 1d10"} {:level 7, :name
"Brutish Durability", :description "Beginning at 7th level, your toughness allows
you to shrug off assaults that would devastate others. Whenever you make a saving
throw, roll 1d6 and add the die to your saving throw total. If applying this bonus
to a death saving throw increases the total to 20 or higher, you gain the benefits
of rolling a 20 on the d20."} {:level 15, :name "Devastating Critical",
:description "Starting at 15th level, when you score a critical hit with a weapon
attack, you gain a bonus to that weapon’s damage roll equal to your level in this
class."} {:level 18, :name "Survivor", :description "At 18th level, you attain the
pinnacle of resilience in battle. At the start of each of your turns in combat, you
regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point).
You don’t gain this benefit if you have 0 hit points or if you have more than half
of your hit points left."} {:description "At 10th level, you can choose a second
option from the Fighting Style feature.", :name "Additional Fighting Style", :level
10}], :level-modifiers [], :name "Brute", :option-pack "UA - Three Subclasses",
:level-selections [{:type :additional-fighting-style, :level 10}], :key :brute},
:school-of-invention {:class :wizard, :traits [{:name "Arcanomechanical Armor",
:description "Starting at 2nd level, you gain proficiency with light armor and gain
a suit of arcanomechanical armor — a magic item that only you can attune to. While
you are attuned to it and wearing it, it grants you resistance to force
damage.\n\nThe armor is light armor and provides an AC of 12 + your Dexterity
modifier. It weighs 8 pounds. You can create a new suit of it at the end of a long
rest\nby touching a nonmagical suit of studded leather armor, which magically
transforms it. Doing so removes the magic from your previous arcanomechanical
armor, turning it into nonmagical studded leather.", :level 2} {:name "Reckless
Casting", :level 2, :description "Starting at 2nd level, you can attempt to cast a
spell you don’t have prepared. When you use this ability, you use your action and
choose one of the following options:\n\n• Roll on the Reckless Casting table for
cantrips and cast the resulting spell as part of this action.\n• Expend a spell
slot and roll twice on the Reckless Casting table for its level, or the 5th-level
table if the slot is 6th level or higher. Pick which of the two results you want to
use and cast the resulting spell as part of this action. If the spell you cast
isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it
with this feature.\n\nReckless Casting Table:
https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf"} {:name
"Alchemical Casting", :level 6, :description "At 6th level, you learn to channel
magic through your arcanomechanical armor to augment spells in a variety of ways.
When you cast a spell while wearing that armor and attuned to it, you can expend
one additional spell slot of 1st or 2nd level to alter the spell. The effect
depends on the spell slot you expend.\n\nA 1st-level slot allows you to manipulate
the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning,
or thunder damage, you can substitute that damage type for another one from that
list.\n\nA 2nd-level slot increases the spell’s raw force. If you roll damage for
the spell when you cast it, increase that damage by 2d10 force damage against one
of the spell’s targets (your choice) this turn."} {:name "Prodigious
Inspiration", :level 10, :description "At 10th level, you have attained a greater
mastery of spell preparation. As a bonus action, you can replace one spell you have
prepared with another spell from your spellbook. You can’t use this ability again
until you finish a short or long rest."} {:level 14, :name "Controlled Chaos",
:description "At 14th level, your ability to improvise magic grows stronger.
Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you
can roll on the table that is one level higher than the expended spell slot."}
{:name "Tools of the Inventor", :level 2, :description "At 2nd level, you gain
proficiency with two tools of your choice."}], :level-modifiers [{:type :armor-
prof, :value :light, :level 2}], :name "School of Invention", :option-pack "UA -
Three Subclasses", :key :school-of-invention, :level-selections [{:type :tools-of-
the-inventor, :level 2, :num 2}]}}, :orcpub.dnd.e5/selections {:additional-
fighting-style {:options [{:name "Archery", :description "+2 bonus to Attack rolls
with Ranged Weapons"} {:name "Defense", :description "+1 bonus to AC while wearing
armor."} {:name "Dueling", :description "+2 bonus to damage rolls when wielding a
melee weapon in one hand and no other weapons."} {:name "Great Weapon Fighting",
:description "Re-roll 1s and 2s on attack rolls with Two-handed or Versatile melee
weapons."} {:name "Protection", :description "When a creature you see attacks a
creature within 5 ft of you, use your reaction to impose disadvantage on the
attack. Must be wielding a shield."} {:name "Two-Weapon Fighting", :description
"While you engage
in two-weapon fighting, add your ability modifier to the damage of your second
attack."}], :name "Additional Fighting Style", :option-pack "UA - Three
Subclasses", :key :additional-fighting-style}, :tools-of-the-inventor {:options
[{:name "Alchemist's supplies", :description "You are proficient with Alchemist's
supplies."} {:name "Brewer's supplies", :description "You are proficient with
Brewer's supplies."} {:description "You are proficient with Calligrapher's
supplies.", :name "Calligrapher's supplies"} {:name "Carpenter's tools",
:description "You are proficient with Carpenter's tools."} {:name "Cartographer's
tools", :description "You are proficient with Cartographer's tools."} {:name
"Cobbler's tools", :description "You are proficient with Cobbler's tools."} {:name
"Cook's utensils", :description "You are proficient with Cook's utensils."} {:name
"Glassblower's tools", :description "You are proficient with Glassblower's tools."}
{:name "Jeweler's tools", :description "You are proficient with Jeweler's tools."}
{:name "Leatherworker's tools", :description "You are proficient with
Leatherworker's tools."} {:name "Mason's tools", :description "You are proficient
with Mason's tools."} {:name "Painter's supplies", :description "You are proficient
with Painter's supplies."} {:name "Potter's tools", :description "You are
proficient with Potter's tools."} {:name "Smith's tools", :description "You are
proficient with Smith's tools."} {:name "Tinker's tools", :description "You are
proficient with Tinker's tools."} {:name "Weaver's tools", :description "You are
proficient with Weaver's tools."} {:name "Woodcarver's tools", :description "You
are proficient with Woodcarver's tools."} {:description "You are proficient with a
Disguise kits.", :name "Disguise kit"} {:description "You are proficient with a
Forgery kits.", :name "Forgery kit"} {:description "You are proficient with Dice
sets.", :name "Dice set"} {:description "You are proficient with Dragonchess
sets.", :name "Dragonchess sets"} {:description "You are proficient with Playing
card sets.", :name "Playing card sets"} {:description "You are proficient with
Three-Dragon Ante sets.", :name "Three-Dragon Ante set"} {:description "You are
proficient with Herbalism kits.", :name "Herbalism kit"} {:description "You are
proficient with Bagpipes.", :name "Bagpipes"} {:description "You are proficient
with Drums.", :name "Drum"} {:description "You are proficient with Dulcimers.",
:name "Dulcimer"} {:description "You are proficient with Flutes.", :name "Flute"}
{:description "You are proficient with Lutes.", :name "Lute"} {:description "You
are proficient with Lyres.", :name "Lyre"} {:description "You are proficient with
Horns.", :name "Horn"} {:description "You are proficient with Pan Flutes.", :name
"Pan Flute"} {:description "You are proficient with Shawms.", :name "Shawm"}
{:description "You are proficient with Viols.", :name "Viol"} {:description "You
are proficient with Navigator's tools.", :name "Navigator's tools"} {:description
"You are proficient with Poisoner's tools.", :name "Poisoner's tools"}
{:description "You are proficient with Thieves' tools.", :name "Thieves' tools"}
{:name "Vehicles (land)", :description "You are proficient with Vehicles (land)."}
{:name "Vehicles (water)", :description "You are proficient with Vehicles
(water)."}], :option-pack "UA - Three Subclasses", :name "Tools of the
Inventor", :key :tools-of-the-inventor}}}, "Player's Manual"
{:orcpub.dnd.e5/backgrounds {:paragon {:traits [], :name "Paragon", :option-pack
"Player's Manual", :help "You know no evil and smite it with your righteous hand as
you see it. ", :profs {:skill {:persuasion true, :intimidation true}}, :key
:paragon}}}, "Player's manual" {:orcpub.dnd.e5/classes {}}, "UA - Order Domain"
{:orcpub.dnd.e5/subclasses {:order-domain {:class :cleric, :traits [{:description
"Starting at 1st level, you can invoke the power of law to drive an ally to attack.
Immediately after you cast a spell on an ally using a spell slot of 1st level or
higher, that ally can use their reaction to make one weapon attack against a target
of your choice that you can see. If the spell targets more than one ally, you
choose the ally who can make the attack.", :name "Voice of Authority"}
{:description "Starting at 2nd level, you can use your Channel Divinity to exert an
intimidating presence over others.\nAs an action, you present your holy symbol, and
each creature of your choice that can see or hear you within 30 feet of you must
succeed on a Wisdom saving throw or be charmed by you until the end of your next
turn or until the charmed creature takes any damage. You can also cause any of the
charmed creatures to fall prone when they fail the saving throw.", :name "Channel
Divinity: Order’s Demand", :level 2} {:description "At 6th level, you become
extraordinarily adept at channeling magical energy to compel others.\nWhen you cast
a spell of the enchantment school using a spell slot of 2nd level or higher, you
regain one expended spell slot. The slot you regain must be of a level lower than
the spell you cast and can’t be higher than 5th level.", :level 6, :name "Order’s
Dominion"} {:description "At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns when you hit a creature with
a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the
target. When you reach 14th level, the extra damage increases to 2d8.", :level
8, :name "Divine Strike"} {:description "Starting at 17th level, enemies you
designate for destruction wilt under the combined efforts of you and your allies.
If you deal your Divine Strike damage to a creature, that creature takes an extra
2d8 force damage the first time each turn that any ally of yours hits it with a
weapon attack. This benefit lasts until the start of your next turn.", :name
"Order’s Wrath", :level 17}], :level-modifiers [{:type :armor-prof, :value
:heavy}], :name "Order Domain", :option-pack "UA - Order Domain", :cleric-spells {1
{0 :command, 1 :heroism}, 2 {0 :enhance-ability, 1 :hold-person}, 3 {0 :mass-
healing-word, 1 :slow}, 4 {0 :compulsion, 1 :locate-creature}, 5 {0 :commune, 1
:dominate-person}}, :key :order-domain}}}, "UA__Classics_Revised"
{:orcpub.dnd.e5/subclasses {:college-of-satire {:class :bard, :traits [{:name
"Tumbling Fool", :level 3, :description "At 3rd level, you master a variety of
acrobatic techniques that\tallow you to evade danger. As a bonus action, you can
tumble. When you tumble, you gain the following benefits for the rest of your
turn:\n• You gain the benefits of taking the Dash and Disengage actions.\n• You
gain a climbing speed equal to your current\t\nspeed.\n• You take half\tdamage from
falling"} {:description "At 6th level, your ability to gather stories and lore
gains a supernatural edge. You can cast detect thoughts up to a number of times
equal to your Charisma modifier. You regain any expended uses of this ability after
completing a long rest. If a creature resists your attempt to probe deeper and
succeeds at its saving throw against your detect thoughts, it immediately suffers
an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp,
trip and fall, or be compelled to tell a tasteless joke.", :name "Fool's
Insight", :level 6} {:description "Jesters seem to have a knack for pulling
\nthemselves out of tight situations, transforming\nwhat looks like sure failure
into an embarrassing \nbut effective success.\nAt 14th level, you can expend one
use of Bardic \nInspiration after you fail an ability check, fail a \nsaving throw,
or miss with an attack roll. Roll a \nBardic Inspiration die and add the number
rolled \nto your attack, saving throw, or ability check, using\nthe new result in
place of the failed one.\nIf using this ability grants you a success on the
\nattack, saving throw, or ability check, note the \nnumber you rolled on the
Bardic Inspiration die.\nThe DM can then apply that result as a penalty to \nan
attack or check you make, and you cannot use \nthis ability again until you suffer
this drawback. \nWhen the DM invokes this penalty, describe an \nembarrassing gaffe
or\n\n", :name "Fool's Luck", :level 14}], :level-modifiers [{:type :skill-prof,
:level 3, :value :sleight-of-hand} {:type :tool-prof, :level 3, :value :thieves-
tools}], :option-pack "UA: Classics Revised", :name "College of Satire", :profs
{:skill-options {:options {:religion true, :persuasion true, :investigation
true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true,
:survival true, :history true, :animal-handling true, :nature true, :deception
true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}}}, :key :college-of-satire}}}, "UA - Sorcerer"
{:orcpub.dnd.e5/subclasses {:phoenix-sorcery {:class :sorcerer, :key :phoenix-
sorcery, :level-modifiers [], :name "Phoenix Sorcery", :option-pack "UA -
Sorcerer", :traits [{:description "At 1st level, you gain the ability to start
fires with a touch. As an action, you can magically ignite a flammable object you
touch with your hand—an object such as a torch, a piece of tinder, or the hem of
drapes.", :name "Ignite"} {:description "Starting at 1st level, you can unleash the
phoenix fire that blazes within you.\nAs a bonus action, you magically wreathe
yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain
the following benefits:\n• You shed bright light in a 30-foot radius and dim light
for an additional 30 feet.\n• Any creature takes fire damage equal to your Charisma
modifier if it hits you with a melee attack from within 5 feet of you or if it
touches you.\n• Whenever you roll fire damage on your turn, the roll gains a bonus
to equal to your Charisma modifier.\nOnce you use this feature, you can’t use it
again until
you finish a long rest.", :name "Mantle of Flame"} {:description "Starting at 6th
level, the fiery energy within you grows restless and vengeful. In the face of
defeat, it surges outward to preserve you in a fiery roar.\nIf you are reduced to 0
hit points, you can use your reaction to draw on the spark of the phoenix. You are
instead reduced to 1 hit point, and each creature within 10 feet of you takes fire
damage equal to half your sorcerer level + your Charisma modifier.\nIf you use this
feature while under the effects of your Mantle of Flame, this feature instead deals
fire damage equal to your sorcerer level + double your Charisma modifier, and your
Mantle of Flame immediately ends.\nOnce you use this feature, you can’t use it
again until you finish a long rest.", :level 6, :name "Phoenix Spark"}
{:description "Starting at 14th level, your fire spells soothe and restore you.
When you expend a spell slot to cast a spell that includes a fire damage roll, you
regain hit points equal to the slot’s level + your Charisma modifier", :level
14, :name "Nourishing Fire"} {:description "At 18th level, you finally master the
spark of fire that dances within you. While under the effect of your Mantle of
Flame feature, you gain additional benefits:\n• You have a flying speed of 40 feet
and can hover.\n• You have resistance to all damage.\n• If you use your Phoenix
Spark, that feature deals an extra 20 fire damage to each creature.", :level 18,
:name "Form of the Phoenix"}]}, :sea-sorcery {:class :sorcerer, :key :sea-
sorcery, :level-modifiers [{:level 6, :type :damage-resistance, :value :fire}
{:level 18, :type :damage-resistance, :value :bludgeoning} {:level 18, :type
:damage-resistance, :value :piercing} {:level 18, :type :damage-resistance,
:value :slashing}], :name "Sea Sorcery", :option-pack "UA - Sorcerer", :traits
[{:description "At 1st level, your tie to the sea grants you the ability to breathe
underwater, and you have a swim speed equal to your walking speed.", :name "Soul of
the Sea"} {:description "When you choose this origin at 1st level, you learn the
secret of infusing your spells with a watery curse.\nWhen you hit a creature with a
cantrip’s attack or when a creature fails a saving throw against your cantrip, you
can curse the target until the end of your next turn or until you curse a different
creature with this feature.\nOnce per turn when you cast a spell, you can trigger
the curse if that spell deals cold or lightning damage to the cursed target or
forces it to move. Doing so subjects the target to the appropriate additional
effect below, and then the curse ends if the spell isn’t a cantrip (you choose the
effect to use if more than one effect applies):\nCold Damage: If the affected
target takes cold damage from your spell, the target’s speed is also reduced by 15
feet until the end of your next turn. If the spell already reduces the target’s
speed, use whichever reduction is greater.\nLightning Damage: If the affected
target takes lightning damage from your spell, the target takes additional
lightning damage equal to your Charisma modifier.\nForced Movement: If the target
is moved by your spell, increase the distance it is moved by 15 feet.", :name
"Curse of the Sea"} {:description "At 6th level, you gain resistance to fire
damage.\nYou also gain the ability to defend yourself by momentarily assuming a
watery form. As a reaction when you are hit by an attack and take bludgeoning,
piercing, or slashing damage from it, you can reduce that damage by an amount equal
to your sorcerer level plus your Charisma score, and then you can move up to 30
feet without provoking opportunity attacks. Once you use this special reaction, you
can’t use it again until you finish a short or long rest.", :level 6, :name "Watery
Defense"} {:description "Starting at 14th level, you gain the ability to enter a
liquid state while moving.\nWhen you move on your turn, you take only half damage
from opportunity attacks, and you can move through any enemy’s space but can’t
willingly end your move there.\nOn your turn, you can move through any space that
is at least 3 inches in diameter and do so without squeezing. When you stop moving,
the regular squeezing rules apply if you’re in a space one size smaller than you.
You can’t willingly stop in a space smaller than that, and if you’re forced to do
so, you immediately flow to the nearest space that can fit you, back along the path
of your movement.", :level 14, :name "Shifting Form"} {:description "Starting at
18th level, your being is altered by the power of the sea. You gain the following
benefits:\n• You no longer need to eat, drink, or sleep.\n• A critical hit against
you becomes a normal hit.\n• You have resistance to bludgeoning, piercing, and
slashing damage.", :level 18, :name "Water Soul"}]}, :stone-sorcery {:class
:sorcerer, :key :stone-sorcery, :level-modifiers [{:type :weapon-prof, :value
:simple} {:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields}
{:type :spell, :value {:ability :cha, :key :compelled-duel, :level 1}} {:type
:spell, :value {:ability :cha, :key :searing-smite, :level 1}} {:type :spell,
:value {:ability :cha, :key :thunderous-smite, :level 1}} {:type :spell, :value
{:ability :cha, :key :wrathful-smite, :level 1}} {:type :spell, :value {:ability
:cha, :key :branding-smite, :level 2}} {:type :spell, :value {:ability :cha,
:key :magic-weapon, :level 2}} {:type :spell, :value {:ability :cha, :key
:blinding-smite, :level 3}} {:type :spell, :value {:ability :cha, :key :elemental-
weapon, :level 3}} {:type :spell, :value {:ability :cha, :key :staggering-smite,
:level 4}}], :name "Stone Sorcery", :option-pack "UA - Sorcerer", :props {:max-hp-
bonus 1}, :traits [{:description "At 1st level, your connection to stone gives you
extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again
whenever you gain a level in this class.\nAs an action, you can gain a base AC of
13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes
a stony appearance. This effect lasts until you end it as a bonus action, you are
incapacitated, or you don armor other than a shield.", :level 1, :name "Stone’s
Durability"} {:description "Starting at 6th level, your command of earth magic
grows stronger, allowing you to harness it for your allies’ protection.\nAs a bonus
action, you can grant an aegis to one allied creature you can see within 60 feet of
you. The aegis is a dim, gray aura of earth magic that protects the target. Any
bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your
sorcerer level divided by 4. This effect lasts for 1 minute, until you use it
again, or until you are incapacitated.\nIn addition, when a creature you can see
within 60 feet of you hits the protected target with a melee attack, you can use
your reaction to teleport to an unoccupied space you can see within 5 feet of the
attacker. You can teleport only if you and the attacker are on the same surface.
You can then make one melee weapon attack against the attacker. If that attack
hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at
11th level and 3d10 at 17th level.", :level 6, :name "Stone Aegis"} {:description
"Starting at 14th level, your mastery of earth magic allows you to add the force of
elemental earth to your spells. When you cast a spell that deals damage, choose one
creature damaged by that spell on the round you cast it. That creature takes extra
force damage equal to half your sorcerer level. This feature can be used only once
per casting of a spell.", :level 14, :name "Stone’s Edge"} {:description "Beginning
at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose
up to three creatures to gain its benefits.", :level 18, :name "Earth Master’s
Aegis"}]}}, :orcpub.dnd.e5/classes {:sorcerer-favoured-soul {nil nil, :key
:sorcerer-favoured-soul, :level-modifiers [{:type :weapon-prof, :value :crossbow-
light} {:type :weapon-prof, :value :dart} {:type :weapon-prof, :value :sling}
{:type :weapon-prof, :value :dagger} {:type :weapon-prof, :value :quarterstaff}
{:type :damage-immunity, :value :poison, :level 14}], :name "Sorcerer: Favoured
Soul", :option-pack "UA - Sorcerer", :subclass-title "", :level-selections
[{:type :metamagic, :num 2, :level 3} {:type :metamagic, :level 10} {:type
:metamagic, :level 17}], :spellcasting {:level-factor 1, :known-mode :schedule,
:ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1,
7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips? true, :cantrips-known {1
4, 4 1, 10 1}, :spell-list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-
splash :mage-hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :fire-bolt :guidance :word-of-radiance :mending :sacred-flame
:resistance :shocking-grasp :control-flames :friends :virtue :chill-touch :true-
strike :create-bonfire :spare-the-dying :mold-earth :poison-spray :sword-burst
:hand-of-radiance :light :blade-ward :thaumaturgy :prestidigitation :gust
:infestation :message :green-flame-blade}, 1 #{:thunderwave :create-or-destroy-
water :guiding-hand :ray-of-sickness :detect-magic :earth-tremor :shield :purify-
food-and-drink :feather-fall :detect-evil-and-good :ice-knife :magic-missile
:protection-from-evil-and-good :witch-bolt :command :fog-cloud :chaos-bolt
:bless :sudden-awakening :comprehend-languages :bane :disguise-self :shield-of-
faith :inflict-wounds :false-life :healing-word :expeditious-retreat :ceremony
:absorb-elements :charm-person :catapult :guiding-bolt :sanctuary :detect-poison-
and-disease :cure-wounds :mage-armor :burning-hands :sleep :color-spray :jump
:silent-image :chromatic-orb}, 2 #{:crown-of-madness :augury :calm-emotions
:spiritual-weapon :gentle-repose :blindness-deafness :prayer-of-healing :mind-spike
:dust-devil :scorching-ray :zone-of-truth :shadow-blade :silence :protection-from-
poison :continual-flame :enhance-ability :lesser-restoration :enlarge-reduce
:shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self
:suggestion :see-invisibility :detect-thoughts :levitate :mirror-image :cloud-of-
daggers :phantasmal-force :warding-bond :find-traps :blur :pyrotechnics
:maximilian-s-earthen-grasp :invisibility :earthbind :warding-wind :locate-animals-
or-plants :aganazzar-s-scorcher :aid :hold-person :gust-of-wind :spider-climb
:darkness :knock :web :misty-step}, 3 #{:animate-dead :daylight :sending
:counterspell :blink :sleet-storm :water-breathing :melf-s-minute-meteors
:stinking-cloud :remove-curse :clairvoyance :dispel-magic :create-food-and-water
:spirit-guardians :mass-healing-word :hypnotic-pattern :catnap :feign-death :meld-
into-stone :glyph-of-warding :haste :life-transference :fly :tongues :revivify
:magic-circle :major-image :slow :wall-of-water :tidal-wave :enemies-abound
:lightning-bolt :protection-from-energy :flame-arrows :fireball :bestow-curse
:speak-with-dead :erupting-earth :beacon-of-hope :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :dominate-
beast :banishment :polymorph :storm-sphere :locate-creature :sickening-radiance
:control-water :watery-sphere :wall-of-fire :charm-monster :divination :freedom-of-
movement :vitriolic-sphere :guardian-of-faith :greater-invisibility :death-ward
:stone-shape :stoneskin}, 5 #{:dawn :creation :greater-restoration :seeming
:cloudkill :animate-objects :enervation :mass-cure-wounds :commune :wall-of-
light :dispel-evil-and-good :raise-dead :dominate-person :control-winds :insect-
plague :synaptic-static :cone-of-cold :hold-monster :teleportation-circle :planar-
binding :flame-strike :legend-lore :hallow :holy-weapon :wall-of-stone :telekinesis
:contagion :scrying :immolation :geas :far-step :skill-empowerment}, 6 #{:move-
earth :planar-ally :globe-of-invulnerability :chain-lightning :mass-suggestion
:sunbeam :investiture-of-ice :forbiddance :harm :blade-barrier :scatter :arcane-
gate :true-seeing :find-the-path :heroes-feast :mental-prison :heal
:disintegrate :word-of-recall :investiture-of-wind :investiture-of-stone
:eyebite :investiture-of-flame :create-undead :circle-of-death}, 7 #{:whirlwind
:crown-of-stars :power-word-pain :prismatic-spray :conjure-celestial :symbol
:divine-word :temple-of-the-gods :regenerate :delayed-blast-fireball :plane-
shift :reverse-gravity :etherealness :teleport :fire-storm :finger-of-death
:resurrection}, 8 #{:control-weather :abi-dalzims-horrid-wilting :holy-aura
:dominate-monster :earthquake :sunburst :power-word-stun :antimagic-field
:incendiary-cloud}, 9 #{:meteor-swarm :astral-projection :power-word-kill :wish
:time-stop :mass-heal :psychic-scream :gate :true-resurrection :mass-
polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/con true}, :skill-
expertise-options {:choose 0, :options {}}, :skill-options {:choose 2, :options
{:arcana true, :deception true, :insight true, :intimidation true, :persuasion
true, :religion true}}}, :hit-die 6, :props {:max-hp-bonus 1, :condition-immunity
{:poisoned true}}, :traits [{:name "Font of Magic", :description "At 2nd level, you
tap into a deep wellspring of magic within yourself. This wellspring is represented
by sorcery points, which allow you to create a variety of magical effects.\n• You
have sorcery points EQUAL TO YOUR SORCERER LEVEL. You regain all spent sorcery
points when you finish a long rest.\n• You can use your sorcery points to gain
additional spell slots, or sacrifice spell slots to gain additional sorcery points.
You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell
slot as a bonus action on your turn. The Creating Spell Slots table shows the cost
of creating a spell slot of a given level. You can create spell slots no higher in
level than 5th. Any spell slot you create with this feature vanishes when you
finish a long rest. 1st level = 2 sorcery points, 2nd lvl = 3sp, 3rd lvl = 5 sp,
4th lvl = 6 sp, 5th lvl = 7 sp.\n• Converting a Spell Slot to Sorcery Points. As a
bonus action on your turn, you can expend one spell slot and gain a number of
sorcery points equal to the slot’s level", :level 2} {:name "Metamagic", :level
3, :description "At 3rd level, you gain the ability to twist your spells to suit
your needs. You gain two of the following Metamagic options of your choice. You
gain another one at 10th and 17th level. You can use only one Metamagic option on a
spell when you cast it, unless otherwise noted"} {:name "Sorcerous Restoration",
:level 20, :description "At 20th level, you regain 4 expended sorcery points
whenever you finish a short rest"} {:description "At 1st level, the blessing of the
gods grants you enhanced durability. Your hit point maximum increases by 1, and it
increases by 1 again whenever you gain a level in this class", :name "Supernatural
Resilience"} {:description "Starting at 1st level, divine power guards your
destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4
and add it to the total, possibly changing the outcome.\n\nOnce you use this
feature, you can’t use it again until you finish a short or long rest", :name
"Favoured by the Gods"} {:level 6, :description "At 6th level, your divine essence
causes you to undergo a minor physical transformation. Your appearance takes on an
otherworldly version of one of the following qualities (your choice): beautiful,
youthful, kind, or imposing.\n\nWhatever your choice, if your proficiency bonus
applies to a Charisma check, double that bonus", :name "Blessed Countenance"}
{:level 14, :description "At 14th level, you become immune to disease, poison
damage, and the poisoned condition", :name "Divine Purity"} {:level 18,
:description "At 18th level, you gain the ability to overcome grievous injuries. As
a bonus action when you have less than half of your hit points remaining, you can
regain a number of hit points equal to half your hit point maximum.\n\nOnce you use
this feature, you can’t use it again until you finish a long rest", :name
"Unearthly Recovery"}]}}}, "Monster_Template-All_Options_True"
{:orcpub.dnd.e5/monsters {:test-monstarr {:description "Description Box Text",
:legendary-actions {:description "Legendary Actions Description Box Text"}, :key
:test-monstarr, :int 10, :speed "55", :name "Test Monstarr", :alignment
"neutral", :cha 10, :hit-points {:modifier 8, :die 8, :die-count 8}, :type
:aberration, :size :large, :option-pack "Test", :armor-class 10, :skills {:religion
5, :persuasion 5, :investigation 5, :acrobatics 5, :performance 5, :perception
5, :sleight-of-hand 5, :survival 5, :history 5, :animal-handling 5, :nature 5,
:deception 5, :intimidation 5, :arcana 5, :athletics 5, :insight 5, :medicine 5,
:stealth 5}, :str 10, :saving-throws {:int 1, :cha 1, :str 1, :con 1, :dex 1, :wis
1}, :challenge 8, :con 10, :dex 10, :wis 10, :props {:damage-vulnerability {:fire
true, :acid true, :psychic true, :force true, :bludgeoning true, :radiant true,
:lightning true, :slashing true, :piercing true, :thunder true, :cold true, :poison
true, :necrotic true}, :damage-immunity {:fire true, :acid true, :psychic true,
:force true, :bludgeoning true, :radiant true, :lightning true, :slashing true,
:piercing true, :thunder true, :cold true, :poison true, :necrotic true}, :language
{:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true,
:sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common
true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin
true}, :condition-immunity {:prone true, :invisible true, :restrained true,
:stunned true, :incapacitated true, :deafened true, :frightened true, :paralyzed
true, :charmed true, :blinded true, :poisoned true, :grappled true, :unconscious
true, :petrified true}, :damage-resistance {:fire true, :acid true, :psychic
true, :force true, :bludgeoning true, :radiant true, :lightning true, :slashing
true, :piercing true, :thunder true, :cold true, :traps true, :poison true,
:necrotic true}}, :traits [{:description "Description of Other Action Feature",
:name "Other Action Feature", :type :Other} {:description "Description of Action
Feature", :name "Action Feature", :type :action} {:description "Description of
Legendary Action Feature", :name "Legendary Action Feature", :type :legendary-
action}]}}}, "UA - Starter Spells" {:orcpub.dnd.e5/spells {:guiding-hand
{:description "You create a Tiny incorporeal hand of shimmering light in an
unoccupied space you can see within range. The hand exists for the duration, but it
disappears if you teleport or you travel to a different plane of existence.When the
hand appears, you name one major landmark, such as a city, mountain, castle, or
battlefield on the same plane of existence as you. Someone in history must have
visited the site and mapped it. If the landmark appears on no map in existence, the
spell fails. Otherwise, whenever you move toward the hand, it moves away from you
at the same speed you moved, and it moves in the direction of the landmark, always
remaining 5 feet away from you. If you don’t move toward the hand, it remains in
place until you do and beckons for you to follow once every 1d4 minutes.", :key
:guiding-hand, :school "divination", :name "Guiding Hand", :duration
"Concentration, up to 8 hours", :level 1, :option-pack "UA - Starter Spells",
:components {:verbal true, :somatic true}, :ritual true, :casting-time "1
minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin false,
:ranger false, :sorcerer false, :warlock false, :wizard true}, :disabled? false,
:range "5
feet"}, :toll-the-dead {:description "You point at one creature you can see within
range, and the sound of a dolorous bell fills the air around it for a moment. The
target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the
target is missing any of its hit points, it instead takes 1d12 necrotic
damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or
2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).\n", :key :toll-the-
dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous",
:level 0, :option-pack "UA - Starter Spells", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard
true}, :disabled? true, :range "60 feet"}, :healing-elixir {:description "You
create a healing elixir in a simple vial that appears in your hand. The elixir
retains its potency for the duration or until it’s consumed, at which point the
vial vanishes. As an action, a creature can drink the elixir or administer it to
another creature. The drinker regains 2d4 + 2 hit points.\n", :key :healing-elixir,
:school "conjuration", :name "Healing Elixir", :duration "24 hours", :level 1,
:option-pack "UA - Starter Spells", :components {:verbal true, :somatic true,
:material true, :material-component "Alchemist's supplies"}, :casting-time "1
minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer false, :warlock true, :wizard true}, :disabled? false,
:range "Self"}, :zephyr-strike {:description "You move like the wind. For the
duration, your movement doesn’t provoke opportunity attacks. In addition, the first
time you make a weapon attack on your turn before the spell ends, you make the
attack roll with advantage, and your speed increases by 30 feet until the end of
that turn.\n", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike",
:duration "Concentration, up to 1 minute", :level 1, :option-pack "UA - Starter
Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer
false, :warlock false, :wizard false}, :disabled? true, :range "Self"}, :puppet
{:description "Your gesture forces one humanoid you can see within range to make a
Constitution saving throw. On a failed save, the target must move up to its speed
in a direction you choose. In addition, you can cause the target to drop whatever
it is holding. This spell has no effect on a humanoid that is immune to being
charmed.\n", :key :puppet, :school "enchantment", :name "Puppet", :duration
"Instantaneous", :level 1, :option-pack "UA - Starter Spells", :components
{:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false,
:druid false, :paladin false, :ranger false, :sorcerer false, :warlock true,
:wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune your
senses to pick up the emotions of others for the duration. When you cast the spell,
and as your action on each turn until the spell ends, you can focus your senses on
one humanoid you can see within 30 feet of you. You instantly learn the target’s
prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else.
If the target isn’t actually humanoid or it is immune to being charmed, you sense
that it is calm.\n", :key :sense-emotion, :school "divination", :name "Sense
Emotion", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA -
Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"},
:wild-cunning {:description "You call out to the spirits of nature to aid you. When
you cast this spell, choose one of the following effects:\n• If there are any
tracks on the ground within range, you know where they are, and you make Wisdom
(Survival) checks to follow these tracks with advantage for 1 hour or until you
cast this spell again.\n• If there is edible forage within range, you know it and
where to find it.\n• If there is clean drinking water within range, you know it and
where to find it.\n• If there is suitable shelter for you and your companions with
range, you know it and where to find.\n• Send the spirits to bring back wood for a
fire and to set up a campsite in the area using your supplies. The spirits build
the fire in a circle of stones, put up tents, unroll bedrolls, and put out any
rations and water for consumption.\n• Have the spirits instantly break down a
campsite, which includes putting out a fire, taking down tents, packing up bags,
and burying any rubbish.\n", :key :wild-cunning, :school "transmutation", :name
"Wild Cunning", :duration "Instantaneous", :level 1, :option-pack "UA - Starter
Spells", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false,
:ranger true, :sorcerer false, :warlock false, :wizard false}, :range "120
feet"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic
energy at one creature in range. Make a ranged spell attack against the target. On
a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled
determines the type of damage, as shown below. \nd8 Damage Type\n1 Acid\n2 Cold\n3
Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same
number on both d8s, the chaotic energy leaps from the target to a different
creature of your choice within 30 feet of it. Make a new attack roll against the
new target, and make a new damage roll, which could cause the chaotic energy to
leap again. A creature can be targeted only once by this mass of chaotic energy.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, each target takes extra damage of the type rolled. The extra damage equals
1d6 for each slot level above 1st.\n", :key :chaos-bolt, :school "evocation", :name
"Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "UA - Starter
Spells", :components {:verbal true, :somatic true}, :ritual true, :attack-roll?
true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard
false}, :disabled? true, :range "120 feet"}, :unearthly-chorus {:description "Music
of a style you choose fills the air around you in a 30-foot radius. The music
spreads around corners and can be heard from up to 100 feet away. The music moves
with you, centered on you for the duration. Until the spell ends, you make Charisma
(Performance) checks with advantage. In addition, you can use a bonus action on
each of your turns to beguile one creature you choose within 30 feet of you that
can see you and hear the music. The creature must make a Charisma saving throw. If
you or your companions are attacking it, the creature automatically succeeds on the
saving throw. On a failure, the creature becomes friendly to you for as long as it
can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks
and Charisma (Persuasion) checks against creatures made friendly by this spell with
advantage.\n", :key :unearthly-chorus, :school "illusion", :name "Unearthly
Chorus", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA -
Starter Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
false, :warlock false, :wizard false}, :range "Self (30-foot-radius)"}, :cause-fear
{:description "You awaken the sense of mortality in one creature you can see within
range. The target must succeed on a Wisdom saving throw or become frightened for
the duration. A target with 25 hit points or fewer makes the saving throw with
disadvantage. The spell has no effect on constructs or undead.\n", :key :cause-
fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1
minute", :level 1, :option-pack "UA - Starter Spells", :components {:verbal
true, :somatic true}, :casting-time "1 Action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true,
:wizard true}, :disabled? true, :range "60 feet"}, :sudden-awakening {:description
"Each sleeping creature you choose within range awakens, and then each prone
creature within range can stand up without expending any movement.\n", :key
:sudden-awakening, :school "enchantment", :name "Sudden Awakening", :duration
"Instantaneous", :level 1, :option-pack "UA - Starter Spells", :components {:verbal
true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false,
:druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard
true}, :range "10 feet"}, :virtue {:description "You touch one creature, imbuing it
with vitality. If the target has at least 1 hit point, it gains a number of
temporary hit points equal to 1d4 + your spellcasting ability modifier. The
temporary hit points are lost when the spell ends.\n", :key :virtue, :school
"abjuration", :name "Virtue", :duration "1 round", :level 0, :option-pack "UA -
Starter Spells", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false,
:ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"},
:ceremony {:description "You perform one of several religious ceremonies when you
cast the spell, choose one of the following ceremonies, the target of which must be
within 10 feet of you throughout the casting. \n - Atonement.
You touch one willing creature whose alignment has changed, and you make a DC 20
Wisdom (Insight) check. On a success, you restore the target to its original
alignment.\n- Bless Water. You touch one vial of water and cause it to become holy
water. \n- Coming of Age. You touch one humanoid old enough to be a young adult.
For the next 24 hours, whenever the target makes an ability check, it can roll a d4
and add the number rolled to the ability check. A creature can benefit from this
ceremony just once.\n- Dedication. You touch one humanoid who would willingly
convert to your religion or who wishes to be dedicated to your god’s service. For
the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and
add the number rolled to the save. A creature can benefit from this ceremony just
once.\n- Funeral Rite. You bless one corpse within 5 feet of you. For the next 24
hours, the target can’t become undead by any means short of a wish spell.\n-
Investiture. You touch one willing humanoid. Choose one 1st-level spell you have
prepared and expend a spell slot and any material components as if you were casting
that spell. The spell has no effect. Instead, the target can cast this spell once
without having to expend a spell \nslot or use material components. If the target
doesn’t cast the spell within 1 hour, the invested spell is lost.\n- Marriage. You
touch adult humanoids willing to be bonded together in marriage. For the next 24
hours, each target gains a +2 bonus to AC and saving throws while they are within
30 feet of each other. A creature can benefit from this ceremony just once.\n",
:key :ceremony, :school "evocation", :name "Ceremony", :duration "Instantaneous
(See Text)", :level 1, :option-pack "UA - Starter Spells", :components {:verbal
true, :somatic true, :material true, :material-component "25gp worth of powdered
silver"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric
true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock
false, :wizard false}, :disabled? true, :range "Touch"}, :primal-savagery
{:description "Your teeth or fingernails lengthen and sharpen. You choose which.
Make a melee spell attack against one creature within 5 feet of you. On a hit, the
target takes 1d10 piercing or slashing damage (your choice). After you make the
attack, your teeth or fingernails return to normal.\nThe spell’s damage increases
by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).\n", :key :primal-savagery, :school "transmutation", :name "Primal
Savagery", :duration "Instantaneous ", :level 0, :option-pack "UA - Starter
Spells", :components {:somatic true}, :attack-roll? true, :casting-time "1 action",
:spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger
false, :sorcerer false, :warlock false, :wizard false}, :disabled? true, :range
"Self"}, :hand-of-radiance {:description "You raise your hand, and burning radiance
erupts from it. Each creature of your choice that you can see within 5 feet of you
must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe
spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).\n", :key :hand-of-radiance, :school "evocation", :name "Hand
of Radiance", :duration "Instantaneous", :level 0, :option-pack "UA - Starter
Spells", :components {:verbal true, :somatic true}, :casting-time "1 action",
:spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger
false, :sorcerer false, :warlock false, :wizard false}, :disabled? true, :range
"Self (5-foot radius)"}, :snare {:description "While you cast this spell, you use
the cord or rope to create a circle with a 5-foot radius on a flat surface within
your reach. When you finish casting, the cord or rope disappears to become a
magical trap. The trap is nearly invisible and requires a successful Intelligence
(Investigation) check against your spell save DC to be found.The trap triggers when
a Small creature or larger moves into the area protected by the spell. The
triggering creature must succeed on a Dexterity saving throw or fall prone and be
hoisted into the air until it hangs upside down 3 feet above the protected surface,
where it is restrained. The restrained creature can make a Dexterity saving throw
with disadvantage at the end of each of its turns and ends the restrained effect on
a success. Alternatively, another creature that can reach the restrained creature
can use an action to make an Intelligence (Arcana) check against your spell save
DC. On a success, the restrained effect also ends. ", :key :snare, :school
"abjuration", :name "Snare", :duration "Until dispelled or triggered", :level 1,
:option-pack "UA - Starter Spells", :components {:verbal true, :somatic true,
:material true, :material-component "30 feet of cord or rope, which is consumed by
the spell"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false,
:druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard
true}, :disabled? true, :range "Touch"}, :infestation {:description "You cause
mites, fleas, and other parasites to appear momentarily on one creature you can see
within range. The target must succeed on a Constitution saving throw or take 1d6
piercing damage. If the target takes any of that damage, the target moves 5 feet in
a random direction. Roll a d8 for the direction: 1, north; 2, northeast; 3, east;
4, southeast; 5, south; 6, southwest; 7, west; or 8, northwest.\nThe spell’s damage
increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).\n", :key :infestation, :school "conjuration", :name "Infestation", :duration
"Instantaneous", :level 0, :option-pack "UA - Starter Spells", :components {:verbal
true, :somatic true, :material true, :material-component "A living flea"},
:casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true,
:paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:disabled? true, :range "30 feet"}}}, "UA - Artificer" {:orcpub.dnd.e5/classes
{:artificer {nil nil, :key :artificer, :level-modifiers [{:type :tool-prof,
:value :thieves-tools} {:type :weapon-prof, :value :simple} {:type :armor-prof,
:value :light} {:type :armor-prof, :value :medium} {:type :spell, :value
{:ability :int, :key :detect-magic, :level 1}} {:type :spell, :value {:ability
:int, :key :identify, :level 1}}], :name "Artificer", :option-pack "UA -
Artificer", :subclass-title "Artificer Specialist", :level-selections [{:level
2, :type :wondrous-invention-lv-2} {:level 5, :type :wondrous-invention-lv-5}
{:level 10, :type :wondrous-invention-lv-10} {:level 15, :type :wondrous-invention-
lv-15} {:level 20, :type :wondrous-invention-lv-20} {:num 2, :type :tool-
proficiency}], :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-mode
:schedule, :level-factor 3, :spell-list {1 #{:alarm :longstrider :disguise-self
:shield-of-faith :false-life :expeditious-retreat :sanctuary :cure-wounds :jump}, 2
#{:arcane-lock :rope-trick :protection-from-poison :continual-flame :enhance-
ability :lesser-restoration :enlarge-reduce :darkvision :alter-self :see-
invisibility :magic-weapon :levitate :blur :invisibility :aid :spider-climb}, 3
#{:blink :water-breathing :glyph-of-warding :haste :fly :revivify :protection-from-
energy :water-walk :gaseous-form}, 4 #{:fabricate :leomunds-secret-chest
:mordenkainens-faithful-hound :freedom-of-movement :mordenkainens-private-
sanctum :otilukes-resilient-sphere :arcane-eye :death-ward :stone-shape
:stoneskin}}, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19
1, 20 1}}, :ability-increase-levels [4 8 12 16 18], :profs {:save
{:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-
options {:choose 3, :options {:arcana true, :deception true, :history true,
:investigation true, :medicine true, :nature true, :religion true, :sleight-of-hand
true}}}, :hit-die 8, :traits [{:description "You can cast detect magic and identify
as rituals, and need no components for identify.", :name "Magic Item Analysis"}
{:description "Your proficiency bonus is doubled for any ability check you make
using any tool proficiencies you chose with the Artificer class.", :level 2, :name
"Tool Expertise"} {:description "You know some spells, primarily concerned with
modifying creatures and objects or creating items.\n\nYou may use an arcane focus
as a spellcasting focus for your spells.", :level 3, :name "Spellcasting"}
{:description "When you cast an artificer spell with a casting time of 1 action,
you can increase the casting time to 1 minute. If you do so while holding a
nonmagical item, you expend a spell slot but the spell's effect is transferred to
the item. \n\nAny creature with Intelligence of at least 6 can thereafter use an
action to activate the spell if it has the item. The spell uses Intelligence as its
ability, and targets the creature holding the item. If it targets an area, the area
is centered on the item. If it targets multiple targets, the creature chooses the
other targets.\n\nYou can infuse only as many items as your Intelligence modifier,
and for only 8 hours at a time.", :level 4, :name "Infuse Magic"} {:description
"You can now attune to up to 4 magical items at a time.", :level 5, :name "Superior
Attunement"} {:description "Ignore Superior Attunement; you can now attune to up to
5 magical items at a time.", :level 15, :name "Superior Superior Attunement"}
{:description "You have created a mechanical beast in the shape of any Large beast
with a CR of 2 or less. Use the standard stats, except: It is a construct instead
of a beast; it cannot be charmed or poisoned, or suffer poison damage; it has
darkvision of 60 feet; it understands your languages, but cannot speak.\n\nIf you
are melee attacked and the servant is within
5 feet of the attacker, you may use your reaction to command the servant to use
its reaction to melee attack the attacker (got that?).\n\nOtherwise, the servant
rolls and acts on its own in combat. If killed, it can be brought back with normal
means, or by spending a long rest repairing it if it's repairable. If it's not,
spend 1,000gp and 8 hours a day for 10 days to build a new one.", :level 6, :name
"Mechanical Servant"} {:description "Ignore other Attunement features; You can now
attune to up to 6 magical items at a time. In addition, you get a +1 bonus on all
saving throws for each magical item you're currently attuned to.", :level 20, :name
"Soul of Artifice"}]}}, :orcpub.dnd.e5/selections {:wondrous-invention-lv-2
{:key :wondrous-invention-lv-2, :name "Wondrous Invention Lv 2", :option-pack "UA -
Artificer", :options [{:description "You have created a bag of holding, which
always weighs 15 lbs but can carry 500 lbs. See DMG for details.", :name "Bag of
Holding"} {:description "You have created a cap of water breathing, allowing...
well, take a guess. See DMG for details.", :name "Cap of Water Breathing"}
{:description "You have created a driftglobe, providing light on command and
casting daylight once/long rest; see DMG for details.", :name "Driftglobe"}
{:description "You have created a pair of goggles of night, providing you 60
additional feet of darkvision. See DMG for details.", :name "Goggles of Night"}
{:description "You have created a pair of sending stones, allowing for instant
messages between the two. See DMG for details.", :name "Sending Stones"}]},
:wondrous-invention-lv-20 {:key :wondrous-invention-lv-20, :name "Wondrous
Invention Lv 20", :option-pack "UA - Artificer", :options [{:description "You have
created eyes of the eagle, providing Perception advantage while attuned. See the
DMG for details.", :name "Eyes of the Eagle"} {:description "You have created a gem
of brightness, providing light for fun or attack. See the DMG for details.", :name
"Gem of Brightness"} {:description "You have created gloves of missile snaring,
allowing defense against ranged attacks while attuned. See the DMG for
details.", :name "Gloves of Missile Snaring"} {:description "You have created
gloves of swimming and climbing, allowing swimming and climbing as easily as
walking while attuned. See the DMG for details.", :name "Gloves of Swimming and
Climbing"} {:description "You have created a ring of jumping, allowing casting jump
at will while attuned. See the DMG for details.", :name "Ring of Jumping"}
{:description "You have created a ring of mind shielding, defending against mind
readers while attuned. See the DMG for important details.", :name "Ring of Mind
Shielding"} {:description "You have created wings of flying, allowing limited
flying while attuned. See the DMG for details.", :name "Wings of Flying"}]},
:wondrous-invention-lv-5 {:key :wondrous-invention-lv-5, :name "Wondrous Invention
Lv 5", :option-pack "UA - Artificer", :options [{:description "You have created an
alchemy jug, creating arbitrary liquids by magic. See the DMG for details.", :name
"Alchemy Jug"} {:description "You have created a Helm of Comprehending Languages,
allowing you to cast comprehend languages at will with an action while worn.",
:name "Helm of Comprehending Languages"} {:description "You have created the
Lantern of Revealing, creating bright light and revealing invisibility. See DMG for
details.", :name "Lantern of Revealing"} {:description "You have created the Ring
of Swimming, giving you 40ft of swimming speed while worn.", :name "Ring of
Swimming"} {:description "You have created the Robe of Useful Items. See DMG for
details.", :name "Robe of Useful Items"} {:description "You have created the Rope
of Climbing, 60-ft long magical rope. See DMG for details.", :name "Rope of
Climbing"} {:description "You have created the Wand of Magic Detection, allowing
the casting of detect magic. See DMG for details.", :name "Wand of Magic
Detection"} {:description "You have created the Wand of Secrets, allowing the
detection of secret doors. See DMG for details.", :name "Wand of Secrets"}]},
:alchemical-formula-lv-9 {:key :alchemical-formula-lv-9, :name "Alchemical Formula
Lv 9", :option-pack "UA - Artificer", :options [{:description "Action: pull out a
vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears
after 1 hour if not used. Only one can exist at a time.\n\nHealth regained improves
by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.",
:name "Formula: Healing Draught"} {:description "Action: pull out a smoking stick.
Hold it or throw up to 30 ft as part of the same action. A 10-ft radius around the
stick is filled with smoke that blocks vision and darkvision. It persists for 1
minute. Must wait 1 minute before using again.", :name "Formula: Smoke Stick"}
{:description "Bonus Action: pull out vial with brown liquid. A creature can drink
it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1
minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift
Step Draught"} {:description "Action: pull out a bag filled with tar and throw it
at the ground within 30 feet of you. It bursts on impact and covers the ground in a
5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute.
Any creature beginning a turn in that area has its speed halved for that turn. Must
wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"}
{:description "Action: pull out crystalline shard and hurl it at something within
30 feet. It explodes with concussive energy. Every creature within 10 ft of the
point of impact must succeed on a CON saving throw or be knocked prone and pushed
10 feet away from that point.", :name "Formula: Thunderstone"}]}, :alchemical-
formula-lv-3 {:key :alchemical-formula-lv-3, :name "Alchemical Formula Lv 3",
:option-pack "UA - Artificer", :options [{:description "Action: pull out a vial of
liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears after 1
hour if not used. Only one can exist at a time.\n\nHealth regained improves by 1d8
at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name
"Formula: Healing Draught"} {:description "Action: pull out a smoking stick. Hold
it or throw up to 30 ft as part of the same action. A 10-ft radius around the stick
is filled with smoke that blocks vision and darkvision. It persists for 1 minute.
Must wait 1 minute before using again.", :name "Formula: Smoke Stick"}
{:description "Bonus Action: pull out vial with brown liquid. A creature can drink
it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1
minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift
Step Draught"} {:description "Action: pull out a bag filled with tar and throw it
at the ground within 30 feet of you. It bursts on impact and covers the ground in a
5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute.
Any creature beginning a turn in that area has its speed halved for that turn. Must
wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"}
{:description "Action: pull out crystalline shard and hurl it at something within
30 feet. It explodes with concussive energy. Every creature within 10 ft of the
point of impact must succeed on a CON saving throw or be knocked prone and pushed
10 feet away from that point.", :name "Formula: Thunderstone"}]}, :alchemical-
formula {:key :alchemical-formula, :name "Alchemical Formula", :option-pack "UA -
Artificer", :options [{:description "Action: pull out a vial of liquid. A creature
can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not used.
Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7,
9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing
Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to
30 ft as part of the same action. A 10-ft radius around the stick is filled with
smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1
minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus
Action: pull out vial with brown liquid. A creature can drink it with an action to
increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1
minute before using this formula again.", :name "Formula: Swift Step Draught"}
{:description "Action: pull out a bag filled with tar and throw it at the ground
within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius
with sticky goo, which turns it into difficult terrain for 1 minute. Any creature
beginning a turn in that area has its speed halved for that turn. Must wait 1
minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description
"Action: pull out crystalline shard and hurl it at something within 30 feet. It
explodes with concussive energy. Every creature within 10 ft of the point of impact
must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from
that point.", :name "Formula: Thunderstone"}]}, :wondrous-invention-lv-15 {:key
:wondrous-invention-lv-15, :name "Wondrous Invention Lv 15", :option-pack "UA -
Artificer", :options [{:description "You have created boots of striding and
springing, allowing for better walking and jumping while attuned. See the DMG for
details.", :name "Boots of Striding and Springing"} {:description "You have created
bracers of archery, providing bow proficiency and +2 to damage rolls while attuned.
See the DMG for details.", :name "Bracers of Archery"} {:description "You have
created a brooch of shielding, providing resistance to force damage and immunity to
magic missile while attuned.", :name "Brooch of Shielding"} {:description "You
have created a broom of flying, allowing for... flying. See the DMG for details.",
:name "Broom of Flying"} {:description "You have created a hat of disguise,
allowing casting disguise self at will while attuned. See the DMG for details.",
:name "Hat of Disguise"} {:description "You have created slippers of spider
climbing, allowing easy climbing while attuned. See the DMG for details.", :name
"Slippers of Spider Climbing"}]}, :tool-proficiency {:key :tool-proficiency, :name
"Tool Proficiency", :option-pack "UA - Artificer", :options [{:description "You
have proficiency via the Artificer class.", :name "Artisan's tools"} {:description
"You have proficiency via the Artificer class.", :name "Alchemist's supplies"}
{:description "You have proficiency via the Artificer class.", :name "Brewer's
supplies"} {:description "You have proficiency via the Artificer class.", :name
"Calligrapher's supplies"} {:description "You have proficiency via the Artificer
class.", :name "Carpenter's tools"} {:description "You have proficiency via the
Artificer class.", :name "Cartographer's tools"} {:description "You have
proficiency via the Artificer class.", :name "Cobbler's tools"} {:description "You
have proficiency via the Artificer class.", :name "Cook's utensils"} {:description
"You have proficiency via the Artificer class.", :name "Glassblower's tools"}
{:description "You have proficiency via the Artificer class.", :name "Jeweler's
tools"} {:description "You have proficiency via the Artificer class.", :name
"Leatherworker's tools"} {:description "You have proficiency via the Artificer
class.", :name "Mason's tools"} {:description "You have proficiency via the
Artificer class.", :name "Painter's supplies"} {:description "You have proficiency
via the Artificer class.", :name "Potter's tools"} {:description "You have
proficiency via the Artificer class.", :name "Smith's tools"} {:description "You
have proficiency via the Artificer class.", :name "Tinker's tools"} {:description
"You have proficiency via the Artificer class.", :name "Weaver's tools"}
{:description "You have proficiency via the Artificer class.", :name "Woodcarver's
tools"} {:description "You have proficiency via the Artificer class.", :name
"Disguise kit"} {:description "You have proficiency via the Artificer class.",
:name "Forgery kit"} {:description "You have proficiency via the Artificer class.",
:name "Herbalism kit"} {:description "You have proficiency via the Artificer
class.", :name "Navigator's tools"} {:description "You have proficiency via the
Artificer class.", :name "Poisoner's kit"} {:description "You have proficiency via
the Artificer class.", :name "Vehicles (land)"} {:description "You have proficiency
via the Artificer class.", :name "Vehicles (water)"}]}, :alchemical-formula-lv-17
{:key :alchemical-formula-lv-17, :name "Alchemical Formula Lv 17", :option-pack "UA
- Artificer", :options [{:description "Action: pull out a vial of liquid. A
creature can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not
used. Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3,
5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing
Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to
30 ft as part of the same action. A 10-ft radius around the stick is filled with
smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1
minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus
Action: pull out vial with brown liquid. A creature can drink it with an action to
increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1
minute before using this formula again.", :name "Formula: Swift Step Draught"}
{:description "Action: pull out a bag filled with tar and throw it at the ground
within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius
with sticky goo, which turns it into difficult terrain for 1 minute. Any creature
beginning a turn in that area has its speed halved for that turn. Must wait 1
minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description
"Action: pull out crystalline shard and hurl it at something within 30 feet. It
explodes with concussive energy. Every creature within 10 ft of the point of impact
must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from
that point.", :name "Formula: Thunderstone"}]}, :wondrous-invention-lv-10 {:key
:wondrous-invention-lv-10, :name "Wondrous Invention Lv 10", :option-pack "UA -
Artificer", :options [{:description "You have created a bag of beans, allowing for
random effects. See the DMG for details.", :name "Bag of Beans"} {:description "You
have created a chime of opening, allowing easy access to openable things. See the
DMG for details.", :name "Chime of Opening"} {:description "You have created a
decanter of endless water, producing water in various amounts. See the DMG for
details.", :name "Decanter of Endless Water"} {:description "You have created eyes
of minute seeing, allowing excellent sight within 1 foot. See the DMG for
details.", :name "Eyes of Minute Seeing"} {:description "You have created a folding
boat, allowing for portable naval transportation. See the DMG for details.", :name
"Folding Boat"} {:description "You have created (a facsimile of) Heward's Handy
Haversack, lightening your load. See the DMG for details.", :name "Heward's Handy
Haversack"}]}, :alchemical-formula-lv-14 {:key :alchemical-formula-lv-14, :name
"Alchemical Formula Lv 14", :option-pack "UA - Artificer", :options [{:description
"Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP,
once/long rest. Disappears after 1 hour if not used. Only one can exist at a
time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and
19, up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description
"Action: pull out a smoking stick. Hold it or throw up to 30 ft as part of the same
action. A 10-ft radius around the stick is filled with smoke that blocks vision and
darkvision. It persists for 1 minute. Must wait 1 minute before using again.",
:name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial with brown
liquid. A creature can drink it with an action to increase speed by 20 ft for 1
minute. Vial disappears after 1 minute. Must wait 1 minute before using this
formula again.", :name "Formula: Swift Step Draught"} {:description "Action: pull
out a bag filled with tar and throw it at the ground within 30 feet of you. It
bursts on impact and covers the ground in a 5-foot radius with sticky goo, which
turns it into difficult terrain for 1 minute. Any creature beginning a turn in that
area has its speed halved for that turn. Must wait 1 minute to use formula again.",
:name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard
and hurl it at something within 30 feet. It explodes with concussive energy. Every
creature within 10 ft of the point of impact must succeed on a CON saving throw or
be knocked prone and pushed 10 feet away from that point.", :name "Formula:
Thunderstone"}]}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer,
:key :alchemist, :level-modifiers [], :level-selections [{:level 1, :type
:alchemical-formula} {:level 3, :type :alchemical-formula-lv-3} {:level 9, :type
:alchemical-formula-lv-9} {:level 14, :type :alchemical-formula-lv-14} {:level
17, :type :alchemical-formula-lv-17}], :name "Alchemist", :option-pack "UA -
Artificer", :traits [{:description "You have created a magical satchel containing
everything you need for your Alchemical Formula options. If you lose it, you can
create a new one by spending 100gp and 8 hours a day for 3 days.", :name
"Alchemist's Satchel"} {:description "To use any Alchemical Formula options, your
Alchemist's Satchel must be within reach.\n\nIf any of the options requires a
saving throw, the DC is 8 + your proficiency bonus + your Intelligence
modifier.", :name "Alchemical Formula"} {:description "Action: pull out a vial of
volatile liquid and throw it at something within 30 ft of you. It detonates in a 5
ft radius and any creature in that area must succeed on a DEX saving throw or
suffer 1d6 fire damage.\n\nDamage increases by 1d6 at levels 4, 7, 10, 13, 16, and
19, up to a maximum of 7d6.", :name "Formula: Alchemical Fire"} {:description
"Action: pull out a vial of acid and throw it at a target within 30 ft of you. It
shatters on impact and that target must succeed on a DEX saving throw or suffer 1d6
acid damage. Objects automatically take the damage AND the damage is
maximized.\n\nDamage is increased by 1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, and
19, up to a maximum of 10d6.", :name "Formula: Alchemical Acid"}]}, :gunsmith
{:class :artificer, :key :gunsmith, :level-modifiers [{:type :tool-prof, :value
:smiths-tools} {:type :spell, :value {:ability :int, :key :mending}} {:type
:weapon-prof, :value :thunder-cannon}], :level-selections [], :name "Gunsmith",
:option-pack "UA - Artificer", :traits [{:description "You have forged a deadly
firearm. It is a two-handed ranged weapon that deals 2d6 piercing damage at 150/500
range. Reloading is a bonus action. If lost, another can be rebuilt with 8 hours a
day for 3 days and 100gp.", :name "Thunder Cannon"} {:description "You have crafted
a leather bag to carry your Thunder Cannon ammunition and accessories. At the end
of each long rest, you can create 40 rounds of ammunition from the magazine. After
a short rest you can create 10. If you lose the magazine, you can create a new one
during a long rest with 25 gp of materials.", :name "Arcane Magazine"}
{:description "Action: make a special attack with your Thunder Cannon which deals
an extra 1d6 thunder damage. Damage increases by 1d6 at levels 5, 7, 9, 11, 13, 15,
17, and 19, up to
a maximum of 9d6.", :level 3, :name "Thunder Monger"} {:description "Action: make
a special attack with your Thunder Cannon. No attack roll; instead, each creature
in a 15 foot cone must make a STR saving throw against DC 8 + proficiency + your
INT modifier. On failure, they take 2d6 force damage and are pushed 10
feet.\n\nDamage is increased by 1d6 at levels 13 and 17, to a maximum of 4d6.",
:level 9, :name "Blast Wave"} {:description "Action: make a special lightning
attack with your Thunder Cannon. No attack roll; instead, each creature in a 5-ft
wide, 30-ft long area must make a DEX saving throw against DC 8 + proficiency +
your INT modifier. On failure, they take 4d6 lightning damage. This increases to
6d6 at level 19.", :level 14, :name "Piercing Round"} {:description "Action: make a
special explosive attack with your Thunder Cannon. No attack roll; instead, choose
a point within range. The explosive round detonates in a 30-ft radius from that
spot. Each creature in the radius must make a DEX saving throw against DC 8 +
proficiency + your INT modifier. On failure, the targets take 4d8 fire damage.",
:level 17, :name "Explosive Round"}]}}, :disabled? false}, "Default Option Source"
{}, "UA__Ranger__Rogue" {:orcpub.dnd.e5/subclasses {:primeval-guardian {:class
:ranger-revised-, :traits [], :level-modifiers [{:type :spell, :level 3, :value
{:ability :wis, :level 1, :key :entangle}} {:type :spell, :level 5, :value {:level
2, :ability :wis, :key :enhance-ability}} {:type :spell, :level 9, :value {:level
3, :ability :wis, :key :conjure-animals}} {:type :spell, :value {:ability :wis,
:level 4, :key :giant-insect}, :level 13} {:type :spell, :level 17, :value {:level
5, :ability :wis, :key :insect-plague}} {:type :num-attacks, :level 5, :value
2}], :name "Primeval Guardian", :option-pack "UA: Ranger & Rogue", :key :primeval-
guardian}}}, "UA - Giant Soul Sorcerer" {:orcpub.dnd.e5/subclasses {:giant-soul
{:class :sorcerer, :traits [{:name "Jotun Resilience", :description "The resilience
of giants flows through your body. At 1st level, your hit point maximum increases
by 1,and it increases by 1 again whenever you gain a level in this class. Enter
this manually."} {:name "Rage of Fallen Ostoria", :description "Starting at 14th
level, you gain the ability to channel the souls of your ancestors into your
physical form. When you start casting a sorcerer spell on your turn and expend a
spell slot, you can increase your size by one category — from Medium to Large, for
example. This increase lasts for 1 minute. It ends early if you die or are
incapacitated. Until it ends, you enjoy the following benefits:\n• Your current hit
points and your hit point maximum both increase by 1 per sorcerer level.\n• Your
reach increases by 5 feet.\n• Your walking speed increases by 5 feet.\n• You have
advantage on Strength checks and Strength saving throws.\n• You gain a bonus to the
damage rolls of your melee weapon attacks; the bonus equals your Constitution
modifier (minimum of +1).\nOnce you use this feature, you can’t use it again until
you finish a short or long rest.", :level 14} {:level 18, :description "At 18th
level, your Constitution score increases by 2, up to a maximum of 22. Enter this
manually.\nIn addition, you can now use Rage of Fallen Ostoria twice between rests,
but no more than once on a turn. If you use that feature while under its effects,
its increases to your size, hit points, reach, and walking speed are
cumulative.", :name "Blessing of the All Father"}], :level-modifiers [], :option-
pack "UA - Giant Soul Sorcerer", :name "Giant Soul", :level-selections [{:type
:mark-of-the-ordning} {:type :soul-of-lost-ostoria, :level 6}], :key :giant-soul}},
:orcpub.dnd.e5/selections {:mark-of-the-ordning {:options [{:description "At 1st
you learn the fog cloud and minor illusion spells. At 3rd level you learn the
invisibility spell. These spells count as sorcerer spells for you, but they don’t
count against your number of sorcerer spells known.", :name "Cloud Giant"} {:name
"Fire Giant", :description "At 1st you learn the burning hands and fire bolt
spells. At 3rd level you learn the flaming sphere spell. These spells count as
sorcerer spells for you, but they don’t count against your number of sorcerer
spells known."} {:name "Frost Giant", :description "At 1st you learn the armor of
Agathys and ray of frost spells. At 3rd level you learn the hold person spell.
These spells count as sorcerer spells for you, but they don’t count against your
number of sorcerer spells known."} {:name "Hill Giant", :description "At 1st you
learn the heroism and shillelagh spells. At 3rd level you learn the enlarge/reduce
spell. These spells count as sorcerer spells for you, but they don’t count against
your number of sorcerer spells known."} {:description "At 1st you learn the
entangle and resistance spells. At 3rd level you learn the spike growth spell.
These spells count as sorcerer spells for you, but they don’t count against your
number of sorcerer spells known.", :name "Stone Giant"} {:description "At 1st you
learn the shocking grasp and thunderwave spells. At 3rd level you learn the gust of
wind spell. These spells count as sorcerer spells for you, but they don’t count
against your number of sorcerer spells known.", :name "Storm Giant"}], :option-pack
"UA - Giant Soul Sorcerer", :name "Mark of the Ordning", :key :mark-of-the-
ordning}, :soul-of-lost-ostoria {:options [{:name "Cloud Giant", :description
"Immediately after you cast any of your Mark of the Ordning spells, you can
magically teleport as a bonus action. You teleport to an unoccupied space you can
see that is no farther away than a number of feet equal to 10+ your Constitution
modifier."} {:name "Fire Giant", :description "You gain a bonus to the damage rolls
of your Mark of the Ordning spells. The bonus equals your Constitution modifier
(minimum of +1)."} {:name "Frost Giant", :description "Immediately after you cast
any of your Mark of the Ordning spells, you gain temporary hit points equal to your
Constitution modifier (minimum of 1). But if the spell is armor of Agathys, you
instead increase its temporary hit points by an amount equal to your Constitution
modifier (minimum of 1)."} {:name "Hill Giant", :description "Immediately after you
cast any of your Mark of the Ordning spells, you can target up to two creatures
within 5 feet of you that you can see. Each targetm ust succeed on a Strength
saving throw against your spell save DC or be pushed a number of feet away from you
equal to 5 + your Constitution modifier (minimum of +1). A target can choose to
fail this save."} {:name "Stone Giant", :description "Immediately after you cast
any of your Mark of the Ordning spells, you gain a bonus to AC equal to your
Constitution modifier (minimum of +1) until the end of your next turn."} {:name
"Storm Giant", :description "Immediately after you cast any of your Mark of the
Ordning spells, up to three creatures of your choice that you can see within 30
feet of you take lightning damage equal to your Constitution modifier (minimum of
1)."}], :option-pack "UA - Giant Soul Sorcerer", :name "Soul of Lost Ostoria", :key
:soul-of-lost-ostoria}}}, "Kobold_Press_1.2" {:orcpub.dnd.e5/languages {:huginns-
speech {:option-pack "Kobold Press", :name "Huginn's Speech", :key :huginns-
speech}, :gnoll {:option-pack "Kobold Press", :name "Gnoll", :description "Gnoll
words sounds almost like growls for the uninitiated, and gnolls tend to use scents
and small gestures to convey subtle meanings. Two gnolls speaking can almost seem
like dogs barking at each other to a casual observer.", :key :gnoll}, :tosculi
{:name "Tosculi", :option-pack "Kobold Press", :key :tosculi}, :minotaur {:option-
pack "Kobold Press", :name "Minotaur", :key :minotaur}, :northern-tongue {:option-
pack "Kobold Press", :name "Northern Tongue", :key :northern-tongue}, :mimicry
{:name "Mimicry", :option-pack "Kobold Press", :description "You can mimic sounds
you have heard, including voices. A creature that hears the sounds you make can
tell they are imitations with a successful Wisdom (Insight) check opposed by your
Charisma (Deception) check.", :key :mimicry}, :umbral {:option-pack "Kobold Press",
:name "Umbral", :key :umbral}, :southern {:option-pack "Kobold Press", :name
"Southern", :key :southern}, :darakhul {:option-pack "Kobold Press", :name
"Darakhul", :key :darakhul}, :machine-speech {:name "Machine Speech", :option-pack
"Kobold Press", :description "Machine Speech is a whistling, clicking language
that’s incomprehensible to non-gearforged ears. Speakers of Machine Speech claim
that the Clockwork Oracle of the Free City of Zobeck speaks in this form, and that
their speech is faster and purer than any language of flesh-and-blood races.", :key
:machine-speech}}, :orcpub.dnd.e5/races {:gearforged {:key :gearforged, :speed
30, :name "Gearforged", :darkvision 0, :abilities {:orcpub.dnd.e5.character/cha 0},
:size :medium, :option-pack "Kobold Press", :languages #{"Machine Speech"
"Common"}, :props {:skill-prof {:persuasion false}, :damage-resistance {:poison
false}, :damage-immunity {:poison true}}, :traits [{:name "Ability Score Increase",
:description "Two different ability scores of your choice increase by 1"} {:name
"Constructed Body", :description "•You cannot eat, drink, or breathe. You can't
drink potions or gain benefits that come from drinking, eating, or inhaling
vapors.\n•You do not require sleep. During a rest, you are aware of your
surroundings but you have disadvantage on Wisdom (Perception) checks.\n•You can't
be stabilized when dying with a Medicine check or Spare the Dying. Instead, a
successful DC 10 Intelligence check or Mending cantrip is needed.\n•You only regain
1/2 HP from spells and magical effects with the words \"cure\", \"heal\",
or \"healing\" in their titles."} {:name "Flesh of Steel", :description "You are
immune
to disease and the poisoned condition."} {:name "Solid Construction", :description
"If you are killed, but your soul gem and memory gears are intact, your body can be
restored if it is repaired and Soulforging is cast again. For this casting the cost
is only 500gp plus the cost of repair. The only other magic capable of bringing you
back is the Wish spell, which fully restores you."}]}, :tosculi-hiveless- {:size
:medium, :speed 30, :languages #{"Tosculi"}, :traits [{:name "Natural Attacks",
:description "You have proficiency with your Claws, which deal 1d4 slashing
damage."} {:name "Ability Score Increase", :description "Increase one physical
ability score (STR, DEX, CON) and mental ability score (INT, WIS, CHA) by 2. You
also take a -2 penalty to one ability score of your choice, which can be one of the
abilities you increased."}], :option-pack "Kobold Press", :name "Tosculi
(Hiveless)", :profs {:language-options {:options {:draconic true, :deep-speech
true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true,
:abyssal true, :infernal true, :celestial true, :common true, :undercommon true,
:primordial true, :giant true, :halfling true, :goblin true}}}, :key :tosculi-
hiveless-}, :kobold-midgard- {:key :kobold-midgard-, :speed 30, :name "Kobold
(Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press",
:languages #{"Common" "Draconic"}, :traits [{:name "Blindsider", :description "You
have advantage on your attack roll against an enemy within 5 feet of you if you
have an ally that’s not incapacitated also within 5 feet of the target. You can
apply this bonus to one attack per round."} {:name "Sunlight Sensitivity",
:description "You have disadvantage on attack rolls and on Wisdom (Perception)
checks that rely on sight when you, the target of your attack, or whatever you are
trying to perceive is in bright sunlight."} {:description "You have proficiency
with artisan’s tools of your choice: alchemist’s supplies, mason’s tools, smith’s
tools, or tinker’s tools.", :name "Tinkerer"}]}, :ramag {:key :ramag, :speed 30,
:name "Ramag", :abilities {:orcpub.dnd.e5.character/int 2,
:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common" "Giant"}, :props {:skill-prof {:arcana true}}, :traits
[{:description "You can ignore class requirements when attuning to a magic
item.", :name "Arcane Heritage"} {:description "You have advantage on Strength and
Dexterity saving throws against spells.", :name "Spell Damping"}]}, :jinnborn {:key
:jinnborn, :speed 30, :name "Jinnborn", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/con 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof {:stealth
false, :survival false, :persuasion true}}, :traits [{:name "Desert Dependant",
:description "For every month you're away from the desert, make a DC 15 Charisma
saving throw. On a failure, you are afflicted with indefinite madness (see Madness;
SRD). Roll on the table or work with your DM to determine the nature of your
madness."}]}, :gnoll {:key :gnoll, :speed 30, :name "Gnoll", :darkvision 60,
:abilities {:orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Kobold
Press", :languages #{}, :props {:weapon-prof {:spear true, :shortbow true, :longbow
true, :crossbow-light true, :crossbow-heavy true}}, :traits [{:name "Scent",
:description "You have advantage on Wisdom (Perception) checks that rely on
smell."} {:name "Bully", :description "You have disadvantage on saving throws
against being frightened. Whenever you make a Charisma (Intimidation) check for
dealing with obviously smaller or weaker targets, you are considered proficient in
the intimidation skill and add double your proficiency bonus to the check, instead
of your normal proficiency bonus."} {:name "Live to Fight Another Day",
:description "When you take the Disengage action, your base walking speed is
increased by 10 feet."}]}, :dhampir {:key :dhampir, :speed 30, :name "Dhampir",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2,
:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common"}, :props {:damage-resistance {:necrotic true}}, :traits
[{:name "Dark Thirst", :description "You can bite as an unarmed strike against an
incapacitated creature or one you have grappled. Your bite deals 1 point of
piercing damage, and if the creature has blood and isn’t a construct or undead, you
can feed from it as part of the attack. Your feeding deals necrotic damage equal to
your Charisma modifier (minimum of 1), and if your target takes damage you regain
one spent hit die. You can regain a number of spent hit dice with this trait equal
to your Constitution modifier per long rest (minimum of 1)."} {:name "Predatory
Charm", :description "As an action, you can magically beguile the mind of a
creature that you can see within 30 feet. For 1 hour, you have advantage on
Charisma checks made against the target. If you or any of your allies attack or
damage the target, this effect ends. When the effect ends, the target feels
repulsed by you and becomes hostile toward you until the next dawn, during which
time it becomes immune to this effect. A hostile creature won’t necessarily attack
outright, but it won’t deal with you in any way and might actively try to hinder
you. You can use this trait once, and regain the ability to do so when you finish a
short or long rest. A creature immune to being charmed is immune to\nyour predatory
charm."} {:description "You have advantage on saving throws against disease.",
:name "Vampiric Resistance"}]}, :aasimar-southlands- {:key :aasimar-southlands-,
:speed 30, :name "Aasimar (Southlands)", :darkvision 60, :spells [{:value {:key
:light}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Kobold Press", :languages #{"Celestial" "Common"},
:props {:damage-resistance {:necrotic false, :radiant false, :thunder false}},
:traits []}, :sahuagin {:key :sahuagin, :speed 30, :name "Sahuagin", :darkvision
120, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Kobold Press", :languages #{"Primordial"
"Common"}, :props {:swimming-speed 40, :lizardfolk-ac false}, :traits [{:name
"Blood Frenzy", :description "As a bonus action, you can enter a blood frenzy until
the end of your turn. While in blood frenzy you have advantage on melee attack
rolls against any creature that doesn’t have all its hit points. You can use this
ability a number of times equal to your Constitution modifier (minimum of 1), and
you regain all expended uses when you finish a long rest."} {:description "You can
breathe air and water, but you need to be submerged at least once every 4 hours or
you begin suffocating.", :name "Limited Amphibiousness"} {:name "Natural Armor",
:description "Your thick hide grants you an AC of 12 + your Dexterity modifier."}
{:description "You have proficiency with your claws and bite. Your claws deal 1d4
slashing damage, and your bite deals 1d4 piercing damage.", :name "Natural
Attacks"} {:name "Shark Telepathy", :description "You can magically command one
shark within 120 feet of you using limited telepathy. This command is limited to
simple concepts."}]}, :dragonkin {:key :dragonkin, :speed 25, :name "Dragonkin",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :props {:skill-prof
{:persuasion true}}, :traits []}, :lizardfolk-southlands- {:key :lizardfolk-
southlands-, :speed 30, :name "Lizardfolk (Southlands)", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium,
:option-pack "Kobold Press", :profs {:skill-options {:options {:stealth
false}}}, :languages #{"Draconic" "Common"}, :props {:swimming-speed 30, :skill-
prof {:stealth false}}, :traits []}, :lamia {:key :lamia, :speed 30, :name "Lamia",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Abyssal" "Common"}, :props {:swimming-speed 20, :skill-prof
{:deception true, :intimidation true}}, :traits [{:name "You are of the Monstrosity
type.", :description "Climb Speed 20ft."} {:name "Serpent Strike", :description
"You have advantage on attack rolls against a creature you have surprised, or that
is charmed by you or your allies."} {:name "Snake Body", :description "You have
advantage on saving throws and ability checks against being knocked prone. You
can’t benefit from anything that requires legs or feet (such as magical
footwear)"}]}, :werelion {:key :werelion, :speed 30, :name "Werelion", :darkvision
60, :abilities {:orcpub.dnd.e5.character/wis 2, :orcpub.dnd.e5.character/str 1},
:size :medium, :option-pack "Kobold Press", :languages #{"Sylvan" "Common"},
:traits [{:name "Natural Shapechanger", :description "Natural werelions possess the
magical ability to assume two alternate forms—the hybrid leonine and the lion. As
an action, you can change into either your hybrid leonine form or your lion form.
You can remain in this form for 1 hour, reverting to your humanoid form when the
time expires, you fall unconscious, you drop to 0 hit points, or you die. You can
revert to your humanoid form early as a bonus action. Once you use this ability,
you can’t use it again until you finish a short rest."} {:description "In your
hybrid leonine form you grow sharp teeth and claws, and take on a more intimidating
feline appearance. In this hybrid form you may use weapons,\nwear armor, and carry
equipment normally. Your base walking speed increases to 40 feet. You have
proficiency with your claws and bite. Your claws deal 1d4 slashing damage,
and are considered light weapons. Your bite deals 1d4 piercing damage.\nIn
addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom
(Perception) checks that rely on smell. You gain disadvantage on Intelligence
checks and all other Charisma checks", :name "Hybrid Form"} {:name "Lion Form",
:description " You may assume the form of a young lion (us the stat block for the
panther) as if using the druid’s Wild Shape class feature. Unlike that feature, you
retain your own hit points between forms. At 8th level you instead assume the form
of a full-grown lion when you use this ability"}]}, :dust-goblin {:key :dust-
goblin, :speed 30, :name "Dust Goblin", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :small,
:option-pack "Kobold Press", :languages #{"Common" "Goblin"}, :props {:skill-prof
{:stealth true, :survival true}}, :traits [{:name "Alien Mind", :description
"Advantage on saving throws against being charmed or frightened."} {:name
"Twisted", :description "When you attack a creature from hiding, the creature must
succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity
modifier) or be frightened of you until the end of its next turn."}]}, :ravenfolk
{:key :ravenfolk, :speed 30, :name "Ravenfolk", :abilities
{:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 1}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common" "Mimicry"}, :props {:skill-prof
{:deception true, :stealth true}}, :traits [{:name "Mimicry", :description
"Ravenfolk can mimic any sound they’ve heard. Make a Charisma (Deception) check
against the passive Wisdom (Insight) of any listeners. Success indicates\nthey
believe the sound you created was real."}]}, :minotaur-midgard- {:key :minotaur-
midgard-, :speed 30, :name "Minotaur (Midgard)", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common" "Minotaur"}, :traits [{:name
"Natural Attacks", :description "You have proficiency with your horns, which deals
1d6 piercing damage when you make a horn attack."} {:name "Charge", :description
"If you move at least 10 feet towards a target and hit it with a horn attack in the
same turn, you deal an extra 1d6 piercing damage and you can shove the target 5
feet as a bonus action. You can apply this extra damage once per turn. At 11th
level, when you shove a creature with Charge, you can push it 10 feet instead of 5.
You can use this ability a number of times equal to your Constitution modifier, and
you regain all expended uses when you finish a long rest."} {:name "Labyrinth
Sense", :description "You can retrace without error any path you have previously
taken, with no ability checks."}]}, :derro {:key :derro, :speed 30, :name
"Derro", :darkvision 120, :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/con 1}, :size :small, :option-pack "Kobold Press",
:languages #{"Undercommon" "Common"}, :traits [{:name "Insanity", :description "You
have advantage on saving throws against being charmed or frightened."} {:name
"Eldritch Resilience", :description "You have advantage on Constitution saving
throws against spells."} {:description "You have disadvantage on attack rolls and
Wisdom (Perception) checks that rely on sight when you, the target of your attack,
or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight
Sensitivity"}]}, :darakhul {:key :darakhul, :speed 30, :name "Darakhul",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common" "Darakhul"}, :props {:damage-
resistance {:necrotic true}, :damage-immunity {:poison true}}, :traits [{:name
"Natural Weapons", :description "Your heavy jaw is powerful enough to crush bones
to powder. You gain a bite attack that deals 1d6 piercing damage."} {:name "Hunger
for Flesh", :description "You must consume a meal of raw meat each day or suffer
the effects of starvation. If you go 24 hours without such a meal, you gain one
level of exhaustion (this is an exception to the darakhul’s immunity). You cannot
stave this off with half rations. While you have any levels of exhaustion, you
cannot regain hit points or remove levels of exhaustion until you spend 1 hour
consuming an amount of raw meat equal to a Small creature (about 30 pounds). "}
{:name "Sunlight Sensitivity", :description "When you, the target of your attack,
or anything you try to perceive is in direct sunlight, you have disadvantage on
attack rolls and Wisdom (Perception) checks that rely on sight."} {:name "Undead
Vitality", :description "You are immune to exhaustion and to the charmed and
poisoned conditions. If you die, you cannot be returned to life by Revivify, Raise
Dead or Reincarnate. Resurrection, and True Resurrection return you to life as your
original race. A Create Undead spell cast on only your corpse affects you as a
Raise Dead spell affects the corpse of a once-living creature. You don't need to
eat or drink. You don't sleep, but you enter a dormant state during which you have
disadvantage on Wisdom (Perception) checks."}]}, :kijani {:key :kijani, :speed
30, :name "Kijani", :darkvision 60, :spells [{:level 7, :value {:ability :wis,
:level 3, :key :speak-with-plants}}], :abilities {:orcpub.dnd.e5.character/wis
2}, :size :medium, :option-pack "Kobold Press", :profs {:skill-options {:options
{:arcana true, :history true, :nature true, :religion true}}}, :languages
#{"Common" "Sylvan"}, :props {:skill-prof {:arcana false, :history false, :nature
false, :religion false}}, :traits [{:name "One other ability score of your choice
increases by 1."} {:name "You are of the plant type."} {:name "Contained Fury",
:description "While below 50% of your maximum HP, you have access to the the
following options:\n• Once per turn when you hit with a weapon attack, you deal an
extra 2 (1d4) weapon damage.\n• As a reaction, when you are hit by an attack during
your fury, you can add 2 to your AC against that attack. You must be able to see
the attacker to take this reaction."} {:name "Plantborn", :description "You are
immune to any effect that would put you to sleep. You can cast Speak with Plants
once per rest."}]}, :trollkin {:key :trollkin, :speed 30, :name "Trollkin",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 0,
:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof
{:deception false, :stealth false, :intimidation true}}, :traits [{:description
"Trollkin grow large fangs, and have sharp claws instead of finger- and toenails.
You are proficient with your claws and fangs and can use them to make unarmed melee
attacks. Claws deal 1d4 slashing damage, and bites deal 1d4 piercing damage.",
:name "Natural Weapons"} {:description "Once per day as a bonus action, you can
expend one hit die to regain hit points as if you finished a short rest. The number
of hit dice you can expend increases by one when you reach 6th level (2 hit dice),
12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire
damage, you lose access to this ability until you finish a short or long rest.",
:name "Inhuman Vigor"}]}}, :orcpub.dnd.e5/subraces {:purple-blooded {:race
:lizardfolk-southlands-, :traits [{:name "Purple-Blooded", :description "Toxins and
waste products flow in your blood, boosting your immune system. You have advantage
on saving throws against poisons and diseases."} {:name "Bite", :description
"You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Hold
Breath", :description "You can hold your breath for a number of minutes = your
Constitution score."}], :option-pack "Kobold Press", :name "Purple-Blooded", :props
{:skill-prof {:stealth true}, :saving-throw-advantage {:poisoned true}}, :key
:purple-blooded}, :fire {:race :dragonkin, :traits [], :name "Fire", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :spells [{:value
{:ability :cha, :key :produce-flame}}], :props {:damage-resistance {:fire
true}}, :key :fire}, :climber {:race :lizardfolk-southlands-, :traits [{:name
"Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex
modifier. You can use a shield and still gain this benefit."} {:name "Bite",
:description "You're proficient with your Bite, which deals 1d6 piercing damage."}
{:name "Climber", :description "You're climbing speed = your walking speed, and you
add 2x your proficiency bonus to checks made to climb. You lose your Swim
speed."}], :option-pack "Kobold Press", :name "Climber", :props {:skill-prof
{:stealth true, :athletics false}}, :key :climber}, :heavens-wrath {:race :aasimar-
southlands-, :traits [], :props {:damage-resistance {:necrotic true, :radiant true,
:fire false}}, :spells [{:level 1, :value {:level 1, :ability :cha, :key :guiding-
bolt}}], :name "Heaven's Wrath", :option-pack "Kobold Press", :darkvision 60,
:key :heavens-wrath}, :elven-heritage {:race :darakhul, :traits [], :name "Elven
Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/dex
1}, :props {:language {:elvish true}}, :key :elven-heritage}, :shaper-water- {:race
:jinnborn, :traits [{:description "Once per turn when you hit with a melee attack,
you can deal an additional 1d6 cold damage. You can use this ability a number of
times = your Constitution modifier (minimum 1), and you regain all uses each long
rest.", :name "Elemental Strike"}], :name "Shaper (Water)", :option-pack "Kobold
Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-water-, :props
{:damage-resistance {:cold true}, :language {:primordial-aquan- true}}}, :tiefling-
heritage {:race :darakhul, :traits [], :name "Tiefling Heritage", :option-pack
"Kobold Press", :abilities
{:orcpub.dnd.e5.character/cha 1}, :props {:language {:infernal true}}, :key
:tiefling-heritage}, :civilized {:race :gnoll, :traits [{:name "Obsequious",
:description "Whenever you make a Charisma (Persuasion) check for dealing with
obviously bigger or more powerful targets, you are considered proficient in the
Persuasion skill and add double your proficiency bonus to the check, instead of
your normal proficiency bonus."}], :name "Civilized", :option-pack "Kobold
Press", :abilities {:orcpub.dnd.e5.character/con 1}, :key :civilized}, :hive-liason
{:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description "Your AC
can't be less that 11 + your Dex modifier no matter what armor you're wearing."}
{:name "Latent Hive Mind", :description "Your ability to cast Message and Detect
Thoughts is a psionic ability, and doesn't require spell components. Message
functions in a Silence spell."}], :option-pack "Kobold Press", :name "Hive Liason",
:props {:skill-prof {:perception true, :stealth true}}, :spells [{:value {:key
:message, :ability :int}} {:value {:ability :int, :level 2, :key :detect-thoughts},
:level 3}], :key :hive-liason}, :airy-spirit {:race :aasimar-southlands-, :traits
[], :props {:damage-resistance {:necrotic true, :radiant true}}, :spells [{:value
{:level 3, :key :gaseous-form, :ability :cha}, :level 5} {:level 3, :value {:level
2, :ability :cha, :key :lesser-restoration}}], :name "Airy Spirit", :option-pack
"Kobold Press", :key :airy-spirit}, :celestial-awareness {:race :aasimar-
southlands-, :traits [{:name "Blindsight 10ft."}], :props {:damage-resistance
{:necrotic true, :radiant true, :fire false}}, :spells [{:level 3, :value {:level
2, :ability :cha, :key :lesser-restoration}}], :name "Celestial Awareness",
:option-pack "Kobold Press", :darkvision 0, :key :celestial-awareness}, :dwarvish-
heritage {:race :darakhul, :traits [], :name "Dwarvish Heritage", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :speed 25, :props
{:language {:dwarvish true}}, :key :dwarvish-heritage}, :human-half-elf-heritage
{:race :darakhul, :traits [{:name "Ability Score Increase", :description "Increase
any ability score (excluding Constitution) by 1."} {:name "Language", :description
"Choose 1 language."}], :name "Human/Half-Elf Heritage", :option-pack "Kobold
Press", :key :human-half-elf-heritage}, :fiery-heir {:race :aasimar-southlands-,
:traits [], :props {:damage-resistance {:necrotic false, :radiant false, :fire
true}}, :spells [{:value {:level 3, :key :daylight, :ability :cha}, :level 5}
{:level 3, :value {:level 2, :ability :cha, :key :lesser-restoration}}], :name
"Fiery Heir", :option-pack "Kobold Press", :key :fiery-heir}, :ravenfolk-heritage
{:race :darakhul, :traits [], :name "Ravenfolk Heritage", :option-pack "Kobold
Press", :abilities {:orcpub.dnd.e5.character/dex 1}, :props {:language {:mimicry
true}}, :key :ravenfolk-heritage}, :bloodshooter {:race :lizardfolk-southlands-,
:traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC
= 12 + your Dex modifier. You can use a shield and still gain this benefit."}
{:name "Gout of Blood", :description "You can force a jet of hot blood from your
eyes to disorient one target within 15 ft. They must succeed a Wisdom saving throw
(DC = 8 + proficiency + Dex modifier) or become Frightened. They can repeat the
save at the end of their turn, ending the condition on a success. Creatures wearing
full-face helmets, eye-protection, etc. have advantage on the save. You can use
this a number of times = your Constitution modifier, and you regain all uses each
long rest."} {:name "Hold Breath", :description "You can hold your breath for a
number of minutes = your Constitution score."}], :option-pack "Kobold Press", :name
"Bloodshooter", :props {:skill-prof {:stealth true}}, :key :bloodshooter}, :cave
{:race :dragonkin, :traits [], :name "Cave", :option-pack "Kobold Press",
:abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:acid
true}}, :spells [{:value {:ability :cha, :key :blade-ward}}], :key :cave},
:armored-drone {:race :tosculi-hiveless-, :traits [{:name "Hardened Carapace",
:description "Your AC can't be less that 11 + your Dex modifier + your Con modifier
no matter what armor you're wearing."}], :option-pack "Kobold Press", :name
"Armored Drone", :props {:skill-prof {:perception true, :stealth true}}, :spells
[{:value {:key :message, :ability :int}} {:value {:ability :int, :level 2, :key
:detect-thoughts}, :level 3}], :key :armored-drone}, :dragonkin-heritage {:key
:dragonkin-heritage, :speed 25, :race :darakhul, :name "Dragonkin Heritage",
:spells [{:value {:ability :cha, :key :shillelagh}}], :abilities
{:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/str 1}, :option-pack
"Kobold Press", :props {:damage-resistance {:poison true}, :language {:draconic
true}}, :traits []}, :night-whisper {:race :trollkin, :traits [{:description
"Before making an ability check or saving throw, you can heed the wisdom of your
ancestors to gain advantage on the roll. You cannot use this feature again until
you finish a long rest. ", :name "Spirit Whispers"}], :name "Night Whisper",
:option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :key
:night-whisper}, :trollkin-heritage {:race :darakhul, :traits [], :name "Trollkin
Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str
1}, :props {:language {:giant true}}, :key :trollkin-heritage}, :speaker-earth-
{:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can gain
advantage on a saving throw or ability check, or to impose disadvantage on an
attack roll against you. You must decide to use this ability before the d20 roll.
You can use this ability a number of times = your Wisdom modifier (minimum 1). You
regain all uses each long rest."} {:name "Walker", :description "Advantage on saves
against and extreme environments, and on checks made to navigate the wilderness and
avoid losing your way."}], :name "Speaker (Earth)", :option-pack "Kobold Press",
:abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage
{:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- false,
:primordial-terran- true}}, :key :speaker-earth-}, :storm {:race :dragonkin,
:traits [], :name "Storm", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :cha, :key :shocking-
grasp}}], :props {:damage-resistance {:lightning true}}, :key :storm}, :pygmy
{:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description
"While not wearing armor, your AC = 12 + your Dex modifier. You can use a shield
and still gain this benefit."} {:name "Bite", :description "You're proficient with
your Bite, which deals 1d6 piercing damage."} {:name "Hold Breath", :description
"You can hold your breath for a number of minutes = your Constitution score."}],
:name "Pygmy", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/str -2, :orcpub.dnd.e5.character/dex 2}, :size :small,
:key :pygmy, :props {:skill-prof {:stealth true}}}, :speaker-air- {:race :jinnborn,
:traits [{:name "Favor of the Jinn", :description "You can gain advantage on a
saving throw or ability check, or to impose disadvantage on an attack roll against
you. You must decide to use this ability before the d20 roll. You can use this
ability a number of times = your Wisdom modifier (minimum 1). You regain all uses
each long rest."} {:name "Walker", :description "Advantage on saves against and
extreme environments, and on checks made to navigate the wilderness and avoid
losing your way."}], :name "Speaker (Air)", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage {:stunned
true}, :language {:primordial-ignan- false, :primordial-aquan- false, :primordial-
terran- false, :machine-speech false, :primordial-auran- true}}, :key :speaker-
air-}, :tide {:race :dragonkin, :traits [], :name "Tide", :option-pack "Kobold
Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:ability
:cha, :key :poison-spray}}], :props {:damage-resistance {:cold true}}, :key :tide},
:celestial-legacy {:race :aasimar-southlands-, :traits [], :props {:damage-
resistance {:necrotic true, :radiant true}}, :spells [{:value {:level 3, :key
:daylight, :ability :cha}, :level 5} {:level 3, :value {:level 2, :ability :cha,
:key :lesser-restoration}}], :name "Celestial Legacy", :option-pack "Kobold Press",
:key :celestial-legacy}, :speaker-fire- {:race :jinnborn, :traits [{:name "Favor of
the Jinn", :description "You can gain advantage on a saving throw or ability check,
or to impose disadvantage on an attack roll against you. You must decide to use
this ability before the d20 roll. You can use this ability a number of times = your
Wisdom modifier (minimum 1). You regain all uses each long rest."} {:name "Walker",
:description "Advantage on saves against and extreme environments, and on checks
made to navigate the wilderness and avoid losing your way."}], :name "Speaker
(Fire)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis
1}, :props {:saving-throw-advantage {:stunned true}, :language {:primordial-ignan-
true}}, :key :speaker-fire-}, :divine-splendor {:race :aasimar-southlands-, :traits
[{:name "Divine Splendor", :description "You gain the ability to cast enhance
ability (eagle’s splendor) once with a range of Personal as a 2nd level spell
without the need to maintain concentration, and you regain the ability to do so
when you finish a long rest. At 5th level, you gain the benefits of both eagle’s
splendor and owl’s wisdom when you use this ability. A shining halo or nimbus forms
around your head while the spell is in effect, revealing your divine nature. The
glow from the halo is dim light with a ten-foot radius."}], :props {:damage-
resistance
{:necrotic true, :radiant true, :fire false}}, :spells [{:level 3, :value {:level
2, :ability :cha, :key :enhance-ability}}], :name "Divine Splendor", :option-pack
"Kobold Press", :darkvision 60, :key :divine-splendor}, :digger {:race :lizardfolk-
southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing
armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this
benefit."} {:name "Bite", :description "You're proficient with your Bite, which
deals 1d6 piercing damage."} {:name "Digging Claws", :description "You can burrow
through soft sand, dirt, and mud at a speed of 10 ft/round. This replaces your swim
speed."} {:description "You can hold your breath for a number of minutes = your
Constitution score.", :name "Hold Breath"}], :option-pack "Kobold Press", :name
"Digger", :props {:skill-prof {:stealth true}}, :key :digger}, :shaper-earth-
{:race :jinnborn, :traits [{:description "Once per turn when you hit with a melee
attack, you can deal an additional 1d6 acid damage. You can use this ability a
number of times = your Constitution modifier (minimum 1), and you regain all uses
each long rest.", :name "Elemental Strike"}], :name "Shaper (Earth)", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-
earth-, :props {:damage-resistance {:cold false, :lightning false, :fire false,
:acid true}, :language {:primordial-aquan- false, :primordial-auran- false,
:primordial-ignan- false, :primordial-terran- true}}}, :drone {:race :tosculi-
hiveless-, :traits [{:name "Natural Armor", :description "Your AC can't be less
that 11 + your Dex modifier no matter what armor you're wearing."} {:name "Gliding
Wings", :description "You take no damage from falls. You gain a fly speed of 40
feet but cannot hover. At the end of any round you fly, you must have descended at
least one-quarter the distance you traveled or you fall. "}], :option-pack "Kobold
Press", :name "Drone", :props {:skill-prof {:perception true, :stealth true}}, :key
:drone}, :shaper-air- {:race :jinnborn, :traits [{:description "Once per turn when
you hit with a melee attack, you can deal an additional 1d6 lightning damage. You
can use this ability a number of times = your Constitution modifier (minimum 1),
and you regain all uses each long rest.", :name "Elemental Strike"}], :name "Shaper
(Air)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str
1}, :key :shaper-air-, :props {:damage-resistance {:cold false, :lightning
true}, :language {:primordial-aquan- false, :primordial-auran- true}}}, :speaker-
water- {:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can
gain advantage on a saving throw or ability check, or to impose disadvantage on an
attack roll against you. You must decide to use this ability before the d20 roll.
You can use this ability a number of times = your Wisdom modifier (minimum 1). You
regain all uses each long rest."} {:name "Walker", :description "Advantage on saves
against and extreme environments, and on checks made to navigate the wilderness and
avoid losing your way."}], :name "Speaker (Water)", :option-pack "Kobold Press",
:abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage
{:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- true}},
:key :speaker-water-}, :shadow-fey {:race :elf, :traits [{:name "Path of
Shadows", :description "When in darkness, dim light, or a shadow large enough to
cover your body, you can cast misty step. You can use this ability a number of
times = your Charisma modifier per long rest."} {:name "Sunlight Sensitivity",
:description "You have disadvantage on attack rolls and Perception checks that rely
on sight when you, the target of your attack, or whatever you are trying to
perceive is in bright sunlight."} {:name "Traveler in Darkness", :description "You
have advantage on any Intelligence (Arcana) check to learn about a particular fey
road or shadow road and how it functions."}], :option-pack "Kobold Press", :name
"Shadow Fey", :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:weapon-prof
{:rapier true, :shortsword true, :longbow true, :shortbow true}, :language {:umbral
true, :elvish false}}, :spells [{:value {:level 2, :ability :cha, :key :misty-
step}}], :key :shadow-fey}, :poisonous {:race :lizardfolk-southlands-, :traits
[{:name "Natural Armor", :description "While not wearing armor, your AC = 12 + your
Dex modifier. You can wear shield and still gain this benefit."} {:name "Poisoned
Bite", :description "You can bite as an unarmed strike that deals 1d6 piercing
damage. On a successful bite attack, the target must succeed a Constitution saving
throw (DC = 8 + proficiency bonus + your Constitution modifier) or be Poisoned for
1 minute. The target can repeat the saving throw at the end of each of its turns,
ending the effect on a success. Once they've succeeded the save, the target is
immune to your poison for 24 hours. You can use this ability a number of times =
your Constitution modifier, and regain all uses each long rest. This replaces your
swim speed."}], :option-pack "Kobold Press", :name "Poisonous", :props {:skill-prof
{:stealth true}}, :key :poisonous}, :glider {:race :lizardfolk-southlands-, :traits
[{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 +
your Dex modifier. You can use a shield and still gain this benefit."} {:name
"Bite", :description "You're proficient with your Bite, which deals 1d6 piercing
damage."} {:name "Glider", :description "You take no damage from falls. You gain a
40 ft fly speed but cannot hover. At the end of each round you're flying, you must
have descended at least 1/4 the distance you traveled or you fall. This replaces
your swim speed."}], :option-pack "Kobold Press", :name "Glider", :props {:skill-
prof {:stealth true}}, :key :glider}, :gnomish-heritage {:key :gnomish-heritage,
:speed 25, :race :darakhul, :name "Gnomish Heritage", :abilities
{:orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press", :props
{:language {:gnomish true}}, :traits []}, :stonehide {:race :trollkin, :traits
[{:description "+1 AC", :name "Thick Hide"}], :name "Stonehide", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 0,
:orcpub.dnd.e5.character/str 1}, :key :stonehide}, :kobold-heritage {:race
:darakhul, :traits [], :name "Kobold Heritage", :option-pack "Kobold Press",
:size :small, :abilities {:orcpub.dnd.e5.character/int 1}, :props {:language
{:draconic true}}, :key :kobold-heritage}, :standard {:race :lizardfolk-
southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing
armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this
benefit."} {:name "Bite", :description "You're proficient with your Bite, which
deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your
breath for a number of minutes = your Con score."}], :option-pack "Kobold
Press", :name "Standard", :props {:skill-prof {:stealth true}}, :key :standard},
:warrior {:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description
"Your AC can't be less that 11 + your Dex modifier no matter what armor you're
wearing."} {:name "Gliding Wings", :description "You take no damage from falls. You
gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you
must have descended at least one-quarter the distance you traveled or you fall. "}
{:name "Bite", :description "You can make a bite attack as an unarmed strike that
deals 1d6 slashing damage. On a successful hit with a bite, you may attempt to
grapple the target as a bonus action. At 11th level, your bite damage increases to
2d6."}], :option-pack "Kobold Press", :name "Warrior", :props {:skill-prof
{:perception false, :stealth false}}, :key :warrior}, :regenerative {:race
:lizardfolk-southlands-, :traits [{:name "Regeneration", :description "Whenever you
spend Hit Die to regain HP during a short rest, you regain additional HP = 2x your
Constitution modifier. Severed digits regrow after 24 hours, hands and feet after 3
days, and limbs after 1 week. If the severed body part is present and intact, you
can reattach it during a short rest by using a Hit Die and doing nothing else
during the rest. You gain one level of exhaustion when you begin regenerating a
limb, and maintain 1 level of exhaustion until one day after the regrowth is
complete."} {:name "Bite", :description "You're proficient with your Bite, which
deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your
breath for a number of minutes = your Constitution score."}], :option-pack "Kobold
Press", :name "Regenerative", :props {:skill-prof {:stealth false}}, :key
:regenerative}, :chromataphore {:race :lizardfolk-southlands-, :traits [{:name
"Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex
modifier. You can use a shield and still gain this benefit."} {:name "Bite",
:description "You're proficient with your Bite, which deals 1d6 piercing damage."}
{:name "Chameleon Skin", :description "You have advantage on Stealth checks made to
hide so long as you're not moving. If you are wearing no armor and carrying no
equipment, you can Hide without cover or obscurement. You can't Hide while being
directly observed. You lose your Swim speed."}], :option-pack "Kobold Press", :name
"Chromataphore", :props {:skill-prof {:stealth true}}, :key :chromataphore},
:shaper-fire- {:race :jinnborn, :traits [{:description "Once per turn when you hit
with a melee attack, you can deal an additional 1d6 fire damage. You can use this
ability a number of times = your Constitution modifier (minimum 1), and you regain
all uses each long rest.", :name "Elemental Strike"}], :name "Shaper (Fire)",
:option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key
:shaper-fire-,
:props {:damage-resistance {:cold false, :lightning false, :fire true}, :language
{:primordial-aquan- false, :primordial-auran- false, :primordial-ignan- true}}},
:savage {:race :gnoll, :traits [{:name "Scavenge", :description "Whenever you make
a Wisdom (Survival) check for gathering food or locating water, you are considered
proficient in the Survival skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus."}], :name "Savage", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :savage},
:halfling-heritage {:race :darakhul, :traits [], :name "Halfling Heritage",
:option-pack "Kobold Press", :speed 25, :abilities {:orcpub.dnd.e5.character/cha
1}, :props {:language {:halfling true}}, :key :halfling-heritage}, :worker
{:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description "Your AC
can't be less that 11 + your Dex modifier no matter what armor you're wearing."}
{:name "Gliding Wings", :description "You take no damage from falls. You gain a fly
speed of 40 feet but cannot hover. At the end of any round you fly, you must have
descended at least one-quarter the distance you traveled or you fall. "} {:name
"Bite", :description "You can make a bite attack as an unarmed strike that deals
1d6 slashing damage. On a successful hit with a bite, you may attempt to grapple
the target as a bonus action. At 11th level, your bite damage increases to 2d6."}],
:option-pack "Kobold Press", :name "Worker", :props {:skill-prof {:perception
false, :stealth false}}, :key :worker}}, :orcpub.dnd.e5/backgrounds {:guild-
artisan-tinker {:traits [{:name "Jury Rig", :description "Your experience fixing
odds and ends as well as your familiarity with a wide variety of tools grants you
the ability to make quick repairs on damaged equipment. You can spend two hours
during a long rest or downtime working on a damaged object using tinker’s tools.
Once you’ve finished, anyone using the object for its intended purpose can ignore
any penalties that arise from damage to the object. These repairs are temporary and
last a number of days equal to your Intelligence modifier (minimum of 1). You can
repair the item again after the first repairs wear off, but each additional time
you jury rig the object reduces the number of days the repairs last by 1.
Eventually the object must be replaced or professionally repaired by a skilled
craftsman with the appropriate tools. Additionally, you can jury rig minor
mechanical objects such as locks or simple traps. It takes two hours of work with
tinker’s tools, and you need access to a supply of materials. Any such object you
create is of fair quality at best and doesn’t last forever. A jury rigged object
functions for a number of days equal to your Intelligence modifier (minimum of 1)
before it jams, falls apart, or otherwise ceases to function. \nTinkers are
welcomed in rustic communities. You can trade work for food and lodging by doing
odd jobs and minor repairs for people."}], :name "Guild Artisan: Tinker", :profs
{:skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1},
:language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-
traveler-s 1, :pouch 1}, :treasure {:gp 15}, :option-pack "Kobold Press", :key
:guild-artisan-tinker}, :child-of-the-divine {:traits [{:name "Word of God",
:description "In addition to the ability to perform the ceremonies of your\ndeity,
your words are taken as divine truth by the followers\nof your religion. You and
your adventuring party can expect\nto receive free healing and care at a temple,
shrine, or\nother established presence of your faith, though you must\nprovide any
material components needed for spells. Other\nfollowers of your religion will
provide shelter and food for\nyou and your companions at your request.\nWhen in a
social interaction with a follower of your\nbelieved parent, your words are taken
as truth unless\ndirectly opposed to the accepted edicts of the\nchurch or
organization. While within a city\nor region that worships your parent, it
is\nassumed that wherever you are, you are meant to be\nthere. While within a city
or region that worships a god or\npantheon other than your parent, your presence
will often\nbe questioned even if you have permission to be there."}], :name "Child
of the Divine", :option-pack "Kobold Press", :profs {:skill {:persuasion true,
:religion true}, :tool-options {:musical-instrument 1}, :language-options {:choose
1, :options {:any true}}}, :equipment {:holy-symbol 1, :prayer-book 1, :incense
1, :vestements 1, :clothes-fine 1}, :treasure {:gp 5}, :key :child-of-the-
divine}, :temple-slave {:traits [{:name "Servant's Grace", :description "You are
skilled in being unseen in a crowded room. Your\nmannerisms and skills allow you to
enter areas typically\nlimited to servants, craftsmen, and those of lower
societal\nstanding. Servants and paid help see you as one of them\nand will be more
likely to gossip with you than other\nmembers of your party."}], :name "Temple
Slave", :option-pack "Kobold Press", :profs {:skill {:religion true, :insight
true}, :tool-options {:artisans-tool 1, :musical-instrument 1}, :language-options
{:choose 1, :options {:any true}}}, :treasure {:gp 10}, :equipment {:clothes-common
1, :knife-small 1, :holy-symbol 1}, :equipment-choices ({:name "Musical
Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-
flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}} {:name "Artisan's Tools",
:options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1,
:masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1,
:cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1,
:carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1,
:cooks-utensils 1, :calligraphers-supplies 1}}), :key :temple-slave}, :scavenger
{:traits [{:name "Finders Keepers", :description "You have an extraordinary knack
for locating castoff but still useful material. When in a settlement, you can spend
1d3 hours searching junk piles, dumps, alleys, and abandoned buildings. After this
time you discover some piece of useful equipment (generally nothing more valuable
than 2 gp), enough food to feed yourself for a day, or a small quantity of raw
materials. These materials are obviously used, old, or flawed in some way, but they
are sturdy enough for use in crafting or building. Depending on the complexity or
size of your project, you might have to spend multiple attempts to gather enough
material. The resulting product using these materials always shows some sign of the
material’s secondhand origin, even though it may be fully functional. You can use
the items located with this feature, you can’t sell them due to their heavily worn
nature.\nYou also know who to ask to locate rare or exotic items. Given enough
time, you can locate a place to purchase or sell strange objects or
materials."}], :name "Scavenger", :option-pack "Kobold Press", :profs {:skill
{:investigation true, :perception true}, :tool {:thieves-tools true}, :language-
options {:choose 1, :options {:any true}}}, :equipment {:clothes-common 1},
:treasure {:gp 10}, :key :scavenger}, :nomad {:traits [{:name "", :description "You
get a mule and a cart as part of your starting equipment."} {:name "Thundering
Hooves", :description "Travel is in your blood, and you are adept at ensuring the
health and quality of your mounts. You have contacts with herders who can provide
fine quality steeds or beasts of burden, and you are welcome to join the herders as
they move across the land. You understand your limits and those of your mount, and
you are able to safely push those limits a little harder than others can; you can
travel for 9 hours in a day before you and any mount you ride risk exhaustion from
force marching."}], :name "Nomad", :option-pack "Kobold Press", :profs {:skill
{:medicine true, :survival true}, :tool {:herbalism-kit true, :land-vehicles
true}}, :treasure {:gp 5}, :equipment {:clothes-traveler-s 1, :herbalism-kit 1},
:key :nomad}, :soldier-quartermaster {:traits [{:name "Beg, Barter, or Trade",
:description "The military can’t expect the best supplies to arrive in\ntime, it
must often make do with what’s available. Luckily\nthey had you on their side. You
make it a habit of being\nprepared for as many situations as possible.\nOnce per
day, you may search your gear for any piece of\nadventuring gear, any weapon, or
any tool worth 2 gp or\nless. When you are in a settlement, or when dealing with\na
caravan, tribe, or other group willing to trade, sell, or\nbarter, the value of the
item increases to 5 gp. You do not\nneed to pay the gold piece value of the item;
it is assumed\nyou can barter or trade for it from other minor items in\nyour
inventory.\nYour DM may allow you to use this ability to make\neither a Persuasion
check or Investigation check to barter\nfor gear or tools worth up to 50 gp, though
you must\npay at least half the value of the item, and possibly much\nmore
depending on the rarity of the item and who owns\nit. The recommended DC for these
checks is 10 for cities,\n15 for large settlements or trade caravans, 20 for
small\nsettlements or small groups of travelers, and 25 or higher\nfor isolated
nomadic groups or communities."}], :name "Soldier: Quartermaster", :option-pack
"Kobold Press", :profs {:skill {:persuasion true, :investigation true}, :tool
{:forgery-kit true}, :language-options {:choose 1, :options {:any true}}},
:treasure {:gp 10}, :equipment {:clothes-common 1, :signet-ring 1}, :key :soldier-
quartermaster}, :siwali-traveler {:traits [{:name "Worldly", :description "You know
the local deserts, their cultures, and\nthe customs of those people. You know
where\nand when nomadic tribes typically pass through\ncertain areas, which tribes
claim which oasis at what\ntime
of year, and where food and water can likely be\nfound (though no guarantee).\nYou
also have one trade contact with a group or\nindividual outside of your tribe. This
contact may\nbe friendly, or barely tolerated, but trade between\nrival camps is a
necessity for survival in the harsh. "}], :name "Siwali Traveler", :option-pack
"Kobold Press", :profs {:skill {:animal-handling true, :survival true}, :tool
{:navigators-tools true, :land-vehicles true}}, :treasure {:gp 10}, :equipment
{:clothes-traveler-s 1, :waterskin 1, :pouch 1}, :key :siwali-traveler}, :urchin-
beggar {:traits [{:name "Anything You Can Spare", :description "Having spent much
of your life with no home, money, or real possessions to your name, you learned to
stretch a meager amount of money much further than it should normally go. By
spending several hours a day seeking out alms from affluent, or at least
comfortable citizens, you can maintain a living while within an urban setting. You
can maintain a poor lifestyle without spending the required coin. This lifestyle
represents earning a few meager coins through begging and spending that money on
“bargain” staples.\nAdditionally, you know several places where you can acquire
food, lodging, and basic equipment (DMs discretion as to what equipment is
available at any given time) for 75% of their normal price. You can’t leverage
these sources frequently, and it might be several days or weeks before you can make
another discounted purchase."}], :name "Urchin: Beggar", :option-pack "Kobold
Press", :profs {:skill {:deception true, :persuasion true}, :tool {:disguise-kit
true, :thieves-tools true}}, :equipment {:knife-small 1, :clothes-common 1, :pouch
1}, :key :urchin-beggar}, :prophet {:traits [{:description "People who hear and
accept your words are moved to action. Such individuals will lend aid and offer
their services toward your cause, whether that involves building a new temple,
clearing storm damage, or feeding the hungry. They won’t take undue risk, however.
Temples and other religious organizations commonly accept prophets of their faith,
but noble houses, merchants, trade guilds, and any other organization might share
their resources. Additionally, you can secure audiences with powerful individuals
or invitations to events that normally exist above your station. From those who
fear or oppose your vision you can expect social hostility, though some might fear
to act directly against you.", :name "Words from On High"}], :name "Prophet",
:profs {:skill {:persuasion true, :religion true}, :language-options {:choose 1,
:options {:any true}}, :tool {:calligraphers-supplies true, :painters-supplies
true}, :tool-options {:artisans-tool 1}}, :option-pack "Kobold Press", :equipment
{:holy-symbol 1, :clothes-common 1}, :treasure {:gp 5}, :key :prophet}, :fey-
touched {:traits [{:name "Gleam of Glamour", :description "The mark of the fey upon
you has opened your eyes to the world that lurks beneath what most people see and
hear. When you are near a ley line, a shadow or fey road, or an active portal, you
feel its presence: your hair stands on end, ethereal music plays for you alone,
odors waft on an unfelt breeze, or some other vague sensation alerts you that
you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can
sometimes reach out, usually when your emotions are strongest. If you revel and
enjoy yourself, others are likely to want to join in and have their spirits lifted.
When you are angry, those around you feel it like a wave of heat pricking their
skin."}], :name "Fey-Touched", :option-pack "Kobold Press", :profs {:skill
{:persuasion true, :deception true}, :language-options {:choose 1, :options {:any
true}}, :tool-options {:musical-instrument 1}}, :equipment-choices ({:name "Musical
Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-
flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :equipment {:clothes-traveler-
s 1}, :treasure {:gp 10}, :key :fey-touched}, :corsair {:traits [{:name "High Sea
Scourge", :description "You suffer no reduction in speed when climbing. You can
expect your former comrades to offer you passage aboard ship, reasonable aid, or
shelter when you are in need. Keep in mind that this bond goes both ways, and they
may come to you expecting the same."}], :option-pack "Kobold Press", :name
"Corsair", :profs {:skill {:acrobatics true, :perception true}, :tool {:water-
vehicles true, :navigators-tools true}, :tool-options {}}, :treasure {:gp 5},
:equipment {:clothes-common 1, :navigators-tools 1, :rope-silk 1}, :key
:corsair}, :master-craftsmen {:traits [{:name "Masterwork", :description "Whether
from natural aptitude, divine inspiration, or a lifetime spent honing your skill,
your devotion to your chosen craft approaches the stuff of legend. When using the
crafting downtime activity rules with your chosen craft, you generate double the
normal progress toward the item’s completion (anyone assisting you provides the
normal bonus). You must create at least one item at the normal rate before this
feature can be used to create\nanother item at the accelerated rate."}], :name
"Master Craftsmen", :option-pack "Kobold Press", :profs {:skill {:investigation
true, :perception true}, :tool-options {:artisans-tool 1}}, :equipment-choices
({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies
1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools
1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1,
:woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies
1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment
{:clothes-costume 1}, :treasure {:gp 10}, :key :master-craftsmen}, :desert-runner
{:traits [{:name "Nomad", :description "Your life in the open desert has adapted
your body to a\nrange of environmental conditions. You may survive on 1\ngallon of
water in hot conditions (or ½ gallon in normal\nconditions) without being forced to
make Constitution\nsaving throws and you are considered “naturally adapted”\nto hot
climates (see DMG pg. 110). You are also able to\nread the natural environment to
predict natural weather\npatterns and temperatures for the next 24 hours,
allowing\nyou to cross dangerous terrain at the best times. The\naccuracy of these
predictions are up to the DM, but\nshould be largely reliable unless affected by
magic or\nunforeseeable events such as distant earthquakes or\nvolcanic
eruptions."}], :name "Desert Runner", :option-pack "Kobold Press", :profs {:skill
{:perception true, :survival true}, :tool {:herbalism-kit true}, :language-options
{:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1, :herbalism-
kit 1, :waterskin 1, :pouch 1}, :treasure {:gp 10}, :key :desert-runner}, :raider
{:traits [{:description "In your time scouring trade routes and settlements, you
have learned the secret of finding quick, unobtrusive ways in and out. When
determining your overland travel speed, you ignore difficult terrain if you are
within 2 miles of a road or settlement. You have a knack for following hidden paths
and covering your approach or retreat. When making use of this feature, you and up
to five companions can utilize Stealth while traveling at a normal pace.", :name
"Backways"}], :name "Raider", :option-pack "Kobold Press", :profs {:tool {:land-
vehicles true}, :skill {:intimidation true, :stealth true}}, :equipment {:rope-silk
1, :clothes-traveler-s 1, :tent-two-person 1}, :treasure {:gp 5}, :key :raider},
:guild-merchant {:traits [{:name "Savvy Trader", :description "You have spent your
life on the roads, carrying the things people want through war zones, storms, and
raider attacks. Empty wagons earn no profit, so you are adept at finding buyers for
whatever goods you carry and securing new cargo for the return trip. You start with
a wagon and mule. You can always find a buyer for any sort of item, even
contraband, as long as you are in a settlement. Likewise, you have a network of
contacts who can locate fantastic treasures for the right price. Magical items,
maps to lost ruins, or rare special materials are all available to you given enough
time. Speak with the DM to determine how long it takes to work your contacts and
what they require in return for their information and help. "}], :name "Guild
Merchant", :option-pack "Kobold Press", :profs {:skill {:insight true, :persuasion
true}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 15},
:equipment {:clothes-traveler-s 1}, :key :guild-merchant}, :darkling {:traits
[{:name "Touch of Darkness", :description "Creatures of darkness know their own,
and they can sense the touch upon you. While this recognition is not enough to save
you from the foul creatures that move through the world’s shadows, it can buy you
time. Fiends, dark fey, and undead might be willing to talk to you instead of
attacking, at least briefly. In some cases you may be able to negotiate or bribe
your way out of a fight against a creature of darkness, provided it wasn’t
murderously hostile toward you initially. This recognition cuts both ways;
sometimes creatures of darkness may seek you out, sensing a kindred spirit even if
you want nothing to do with them, and the servants of goodness and light may find
you unsettling. It may be difficult to secure the trust of good creatures that
sense the taint upon you. "}], :name "Darkling", :option-pack "Kobold Press",
:profs {:skill {:arcana true, :religion true}, :language-options {:choose 2,
:options {:any true}}}, :equipment {:clothes-common 1, :emblem 1}, :treasure {:gp
15}, :key :darkling}, :soldier-groom-squire {:traits [{:name "Eye for the Best",
:description "You are skilled at picking the strongest, most intelligent,\nand most
trainable mounts, birds of prey, hunting dogs,\nand other domestic animals
commonly used in war.\nWhenever you purchase or otherwise acquire a draft\nhorse,
camel, hawk, mastiff, mule, or riding horse from a\nselection of at least four of
the same animal, that animal\npossesses the maximum hit points for its hit dice
(i.e.: 9\nfor a mastiff, 3 for a hawk) and its Intelligence increases\nby 1 (to a
maximum of 4). Your DM may allow this feature\nto apply to other animals depending
on your race and\nthe setting of your campaign. Some alternate creatures\ninclude
bats, boars, elk, flying snakes, octopuses,\npanthers, ravens, giant frogs, giant
lizards, giant wolf\nspiders, and wolves, though none should have a CR\ngreater
than 1/4."}], :name "Soldier: Groom/Squire", :option-pack "Kobold Press", :profs
{:skill {:animal-handling true, :insight true}, :tool {:land-vehicles true}, :tool-
options {:artisans-tool 1}}, :equipment-choices ({:name "Artisan's Tools", :options
{:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools
1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools
1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools
1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils
1, :calligraphers-supplies 1}}), :equipment {:clothes-common 1, :clothes-fine 1,
:knife-small 1}, :treasure {:gp 10}, :key :soldier-groom-squire}, :soldier-healer
{:traits [{:name "Field Surgeon", :description "You are well versed in the origins
of natural remedies and\nare trained to find the right plants, roots, flowers, or
seeds\nrequired to restock your kits in the field. Once per day, you\nmay spend an
hour searching the local terrain for natural\nremedies, or bartering for medicines
and supplies in local\nsettlements. After completing your search (or trade),
you\nmay restock your healer’s kit with a number of uses equal\nto your proficiency
modifier at no cost. How you organize\nyour healing kit becomes personal and only
those trained\nin the Medicine skill may use your kit if you are not\npresent to
direct them.\nIn addition, you may craft antitoxin vials and potions of\nhealing
using your herbalist’s kit in half the normal time,\ni.e.: one every 5 days instead
of one every 10 days. "}], :name "Soldier: Healer", :option-pack "Kobold Press",
:treasure {:gp 5}, :profs {:skill {:medicine true, :nature true}, :tool
{:herbalism-kit true, :poisoners-tools true, :alchemists-supplies true}},
:equipment {:clothes-common 1, :alchemists-supplies 1, :poisoners-tools 1,
:herbalism-kit 1, :case-map-or-scroll 1, :knife-small 1}, :key :soldier-healer},
:cannibal-headhunter {:traits [{:name "Grim Feast", :description "Whether as a
funeral rite to honor fallen family and comrades, or as spoils of war or sacred
hunts, you ritually consume a portion of slain humanoid bodies. Civilized people
view this practice as taboo and horrific, and they are easily unsettled. While this
unease can bring unwanted complications within urban or other civilized settings,
you gain a measure of power and presence from your devotion that other savage,
primitive, or tribal cultures esteem. When you present either your ritual practice
or a direct result of it, such as your bone totem, to an intelligent creature with
any kind of tribal or savage bent, your power affords you the chance to talk rather
than fight. Orcs, gnolls, goblins, and other tribal warlike races might offer you
respect and allow you the chance to sway them through talk (and Intimidation)
rather than trying to kill you on sight. Additionally, you can engage in your
rituals over the course of one day to gain inspiration."}], :name "Cannibal
Headhunter", :option-pack "Kobold Press", :profs {:skill {:intimidation true,
:survival true}, :tool {:cooks-utensils true}, :language-options {:choose 1,
:options {:any true}}}, :equipment {:cooks-utensils 1, :clothes-traveler-s 1,
:hunting-trap 1, :pouch 1}, :treasure {:gp 5}, :key :cannibal-headhunter}, :seer
{:traits [{:name "Glimpse of Fortune", :description "Using a minor method of
divination, you are able to see glimpses of a target’s future. You must spend one
hour in conversation with the subject and consultation with your divination method.
At the end of this time you can offer insight into the subject’s possible future.
These details are always vague, but the reading affords you the chance to gain
insight into your subject and possibly enter their good graces. After giving a
reading, you can expect a client to be more relaxed and willing to favorably
consider any proposal you make (treat them as one category more favorable for
purposes of social interaction, DMG p. 244). Additionally, you can receive minor
favors or consideration from past subjects in a variety of locations. Assume you
can find at least one friendly contact in a city that you have spent at least some
time in the past."}], :name "Seer", :option-pack "Kobold Press", :profs {:skill
{:arcana true, :perception true}, :tool-options {:gaming-set 1}, :language-options
{:choose 1, :options {:any true}}}, :treasure {:gp 5}, :equipment {:clothes-common
1}, :key :seer}}, :orcpub.dnd.e5/spells {:soulforging {:description "You and a
willing humanoid subject must chant an incantation in unison during the entire
casting time. At the end of this period the subject’s soul and consciousness leave
its body. The subject must make a DC 14 Charisma saving throw. If it fails, you
take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy
ripping out from the disembodied spirit. You can maintain the spell, allowing the
subject to repeat the saving throw at the end of each of your turns, with the same
consequence to you for each failure. If you choose not to maintain the spell or are
unable to do so, the subject’s soul is traumatically drawn back to its body; the
subject immediately drops to 0 hit points and is dying. If the save succeeds, the
subject’s soul is transferred into the waiting soul gem and immediately animates
the constructed body. The subject is now a gearforged. It loses all of its previous
racial traits and gains gearfoged traits. The subject’s original body dies and
cannot be returned to life by any means unless its soul is freed from the soul gem.
If the spellcaster dies during a soulforging, the subject also dies and its soul
becomes a wraith. Up to four other spellcasters of at least 5th level can assist
you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma
saving throw by 1. In the event of a failed saving throw, the spellcaster and each
assistant take damage. An assistant who drops out of the casting can’t rejoin.",
:key :soulforging, :school "necromancy", :name "Soulforging", :duration
"Instantaneous", :level 5, :option-pack "Kobold Press", :components {:verbal
true, :somatic true, :material true, :material-component "a complete mechanical
body worth 10,000 gp"}, :casting-time "1 hour (see below)", :spell-lists {:bard
false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer
false, :warlock false, :wizard true}, :range "Touch"}}},
"Players_Hand_Book_arandomstringofnum2919" {:orcpub.dnd.e5/subclasses {:the-archfey
{:key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "Player
Handbook", :class :warlock, :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0
:calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0
:dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}},
:traits [{:description "Starting at 1st level, your patron bestows upon you the
ability to project the beguiling and fearsome presence of the fey. As an action,
you can cause each creature in a 10-foot cube originating from you to make a Wisdom
saving throw against your warlock spell save DC. The creatures that fail their
saving throw are all charmed or frightened by you (your choice) until the end of
your next turn.Once you use this feature, you can't use it again until you finish a
short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level,
you can vanish in a puff of mist in response to harm. When you take damage, you can
use your reaction to turn invisible and teleport up to 60 feet to an unoccupied
space you can see. You remain invisible until the start of your next turn or until
you attack or cast a spell. Once you use this feature, you can't use it again until
you finish a short or long rest.", :name "Misty Escape", :level 6} {:description
"Beginning at 10th level, your patron teaches you how to turn the mind-affecting
magic of your enemies against them. You are immune to being charmed, and when
another creature attempts to charm you, you can use your reaction to attempt to
turn the charm back on that creature. The creature must succeed on a Wisdom saving
throw against your warlock spell save DC or be charmed by you for 1 minute or until
the creature takes any damage.", :name "Beguiling Defenses", :level 10}
{:description "Starting at 14th level, you can plunge a creature into an illusory
realm. As an action, choose a creature that you can see within 60 feet of you. It
must make a Wisdom saving throw against your warlock spell save DC. On a failed
save, it is charmed or frightened by you (your choice) for 1 minute or until your
concentration is broken (as if you are concentrating on a spell). This effect ends
early if the creature takes any damage. Until this illusion ends, the creature
thinks it is lost in a misty realm, the appearance of which you choose. The
creature can see and hear only itself, you, and the illusion. You must finish a
short or long rest before you can use this feature again.", :name "Dark
Delirium", :level 14}]}, :nature-domain {:key :nature-domain, :level-modifiers
[{:value :heavy, :type :armor-prof}], :name "Nature Domain", :option-pack "Players
Hand Book (arandomstringofnum#2919)", :cleric-spells {1 {0 :speak-with-animals,
1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1
:wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-
stride}}, :class :cleric, :traits [{:description "At 1st level, you learn one druid
cantrip of your choice. You also gain proficiency in one of the following skills of
your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"}
{:description "Starting at 2nd level, you can use your Channel Divinity to charm
animals and plants. As an action, you present your holy symbol and invoke the name
of your deity. Each beast or plant creature that can see you within 30 feet of you
must make a Wisdom saving throw. If the creature fails its saving throw, it is
charmed by you for 1 minute or until it takes damage. While it is charmed by you,
it is friendly to you and other creatures you designate.", :name "Channel Divinity:
Charm Animals and Plants", :level 2} {:description "Starting at 6th level, when you
or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder
damage, you can use your reaction to grant resistance to the creature against that
instance of the damage.", :name "Dampen Elements", :level 6} {:description "At 8th
level, you gain the ability to infuse your weapon strikes with divine energy. Once
on each of your turns when you hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to
the target. When you reach 14th level, the extra damage increases to 2d8.", :name
"Divine Strike", :level 8} {:description "At 17th level, you gain the ability to
command animals and plant creatures. While creatures are charmed by your Charm
Animals and Plants feature, you can take a bonus action on your turn to verbally
command what each of those creatures will do on its next turn.", :name "Master of
Nature", :level 17}], :profs {:skill-options {:options {:animal-handling true,
:nature true, :survival true}}}}, :oath-of-the-ancients {:key :oath-of-the-
ancients, :level-modifiers [{:value {:key :ensnaring-strike, :ability :cha, :level
1}, :type :spell, :level 3} {:value {:key :speak-with-animals, :ability :cha,
:level 1}, :type :spell, :level 3} {:value {:key :moonbeam, :ability :cha, :level
2}, :type :spell, :level 5} {:value {:key :misty-step, :ability :cha, :level 2},
:type :spell, :level 5} {:value {:key :plant-growth, :ability :cha, :level 3},
:type :spell, :level 9} {:value {:key :protection-from-energy, :ability :cha,
:level 3}, :type :spell, :level 9} {:value {:key :ice-storm, :ability :cha, :level
4}, :type :spell, :level 13} {:value {:key :stoneskin, :ability :cha, :level 4},
:type :spell, :level 13} {:value {:key :commune-with-nature, :ability :cha, :level
5}, :type :spell, :level 17} {:value {:key :tree-stride, :ability :cha, :level
5}, :type :spell, :level 17}], :name "Oath of the Ancients", :option-pack "Player
Handbook", :class :paladin, :traits [{:description "You can use your Channel
Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause
spectral vines to spring up and reach for a creature within 10 feet of you that you
can see. The creature must succeed on a Strength or Dexterity saving throw (its
choice) or be restrained. While restrained by the vines, the creature repeats the
saving throw at the end of each of its turns. On a success, it frees itself and the
vines vanish.", :name "Channel Divinity: Nature’s Wrath", :level 3} {:description
"You can use your Channel Divinity to utter ancient words that are painful for fey
and fiends to hear. As an action, you present your holy symbol, and each fey or
fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a
failed save, the creature is turned for 1 minute or until it takes damage. A turned
creature must spend its turns trying to move as far away from you as it can, and it
can’t willingly move to a space within 30 feet of you.\nIt also can’t take
reactions. For its action, it can use only the Dash action or try to escape from an
effect that prevents it from moving. If there’s nowhere to move, the creature can
use the Dodge action. If the creature’s true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while it is turned.", :name
"Channel Divinity: Turn the Faithless", :level 3} {:description "Beginning at 7th
level, ancient magic lies so heavily upon you that it forms an eldritch ward. You
and friendly creatures within 10 feet of you have resistance to damage from
spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :name
"Aura of Warding", :level 7} {:description "Starting at 15th level, when you are
reduced to 0 hit points and are not killed outright, you can choose to drop to 1
hit point instead. Once you use this ability, you can't use it again until you
finish a long rest.\nAdditionally, you suffer none of the drawbacks of old age, and
you can't be aged magically.", :name "Undying Sentinel", :level 15} {:description
"At 20th level, you can assume the form of an ancient force of nature, taking on an
appearance you choose. For example, your skin might turn green or take on a bark-
like texture, your hair might become leafy or mosslike, or you might sprout antlers
or a lion-like mane.\nUsing your action, you undergo a transformation. For 1
minute, you gain the following benefits:\n-At the start of each of your turns, you
regain 10 hit points.\n-Whenever you cast a paladin spell that has a casting time
of 1 action, you can cast it using a bonus action instead.\n-Enemy creatures within
10 feet of you have disadvantage on saving throws against your paladin spells and
Channel Divinity options.\nOnce you use this feature, you can't use it again until
you finish a long rest.", :name "Elder Champion", :level 20}]}, :arcane-trickster
{:key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-
pack "Player Handbook", :class :rogue, :spellcasting {:level-factor 3}, :traits
[{:description "Arcane Tricksters gain the ability to cast Wizard spells to enhance
their abilities, trick their foes, and defend themselves more
effectively.\nCantrips: You learn three cantrips: Mage Hand and two other cantrips
of your choice from the wizard spell list. At 10th level you learn another cantrip
from the wizard spell list.\nSpells Known: You know three 1st level wizard spells
of your choice, two of which you must choose from the enchantment and illusion
spells on the wizard spell list. The third can be from any school of
magic.\nThereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16,
19, and 20.\nThe spells you learn at 8th, 14th, and 20th level can come from any
school of magic.\nWhenever you gain a level in this class, you can replace one of
the wizard spells you know with another spell of your choice from the wizard spell
list (of a level you can cast).\nSpellcasting Ability: Intelligence is your
spellcasting ability for your wizard spells, since you learn your spells through
dedicated study and memorization. You use your Intelligence whenever a spell refers
to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency
bonus + your Intelligence modifier. Your spell attack bonus is your proficiency
bonus + your Intelligence modifier.\nSpell Slots: You start with two 1st level
spell slots at Rogue level 3, and gain more as you gain more Rogue
levels.\n\nLevel\tCantrips\tKnown\t1st\t2nd\t3rd\t4th\n3rd\t3\t\t3\t2\t-\t-\t-\n4th
\t3\t\t4\t3\t-\t-\t-\n7th\t3\t\t5\t4\t2\t-\t-\n8th\t3\t\t6\t4\t2\t\t\n10th\t4\t\t7\
t4\t3\t-\t-\n11th\t4\t\t8\t4\t3\t\t\n13th\t4\t\t9\t4\t3\t2\t-\n14th\t4\t\t10\t4\t3\
t2\t\n16th\t4\t\t11\t4\t3\t3\t-\n19th\t4\t\t12\t4\t3\t3\t1\n20th\t4\t\t13\t4\t3\t3\
t1", :name "Spellcasting", :level 3} {:description "Starting at 3rd level, when you
cast mage hand, you can make the spectral hand invisible, and you can perform the
following additional tasks with it:\n-You can stow one object the hand is holding
in a container worn or carried by another creature.\n-You can retrieve an object in
a container worn or carried by another creature.\n-You can use thieves’ tools to
pick locks and disarm traps at range.\nYou can perform one of these tasks without
being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check
contested by the creature’s Wisdom (Perception) check. In addition, you can use the
bonus action granted by your Cunning Action to control the hand.", :name "Mage Hand
Legerdemain", :level 3} {:description "Starting at 9th level, if you are hidden
from a creature when you cast a spell on it, the creature has disadvantage on any
saving throw it makes against the spell this turn.", :name "Magical Ambush", :level
9} {:description "At 13th level, you gain the ability to distract targets with your
Mage Hand. As a bonus action on your turn, you can designate a creature within 5
feet of the spectral hand created by the spell. Doing so gives you Advantage on
attack rolls against that creature until the end of the turn, and therefore
allowing you to Sneak Attack the creature when nobody else is within 5 feet.",
:name "Versatile Trickster", :level 13} {:description "At 17th level, you gain the
ability to magically steal the knowledge of how to cast a spell from another
spellcaster.\n-Immediately after a creature casts a spell that targets you or
includes you in its area of effect, you can use your Reaction to force the creature
to make a saving throw with its spellcasting ability modifier.\n-The DC equals your
spell save DC and on a failed save, you negate the spell’s effect against you, and
you steal the knowledge of the spell if it is at least 1st level and of a level you
can cast (it doesn’t need to be a wizard spell).\n-For the next 8 hours, you know
the spell, can cast it using your spell slots, and the creature can’t cast that
spell
until the 8 hours have passed.\n-Once you use this feature, you can’t use it again
until you finish a long rest.", :name "Spell Thief", :level 17}]}, :way-of-the-
four-elements {:key :way-of-the-four-elements, :level-modifiers [], :name "Way of
the Four Elements", :option-pack "Player Handbook", :class :monk, :traits
[{:description "When you choose this tradition at 3rd level, you learn magical
disciplines that harness the power of the four elements. A discipline requires you
to spend ki points each time you use it.\nYou know the Elemental Attunement
discipline and one other elemental discipline of your choice, which are detailed in
the “Elemental Disciplines” section below. You learn one additional elemental
discipline of your choice at 6th, 11th, and 17th level.\nWhenever you learn a new
elemental discipline, you can also replace one elemental discipline that you
already know with a different discipline.\nSome elemental disciplines allow you to
cast spells. See chapter 10 for the general rules of spellcasting. To cast one of
these spells, you use its casting time and other rules, but you don’t need to
provide material components for it.\nOnce you reach 5th level in this class, you
can spend additional ki points to increase the level of an elemental discipline
spell that you cast, provided that the spell has an enhanced effect at a higher
level, as burning hands does. The spell's level increases by 1 for each additional
ki point you spend. For example, if you are a 5th-level monk and use Sweeping
Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-
level spell (the discipline’s base cost of 2 ki points plus 1)\nThe maximum number
of ki points you can spend to cast a spell in this way (including its base ki point
cost and any additional ki points you spend to increase its level) is determined by
your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax
Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6\n\nBreath of Winter (17th
Level Required): You can spend 6 ki points to cast cone of cold.\n\nClench of the
North Wind (6th Level Required): You can spend 3 ki points to cast hold
person.\n\nElemental Attunement: You can use your action to briefly control
elemental forces nearby, causing one of the following effects of your choice:\n-
Create a harmless, instantaneous sensory effect related to air, earth, fire, or
water, such as a shower of sparks, a puff of wind, a spray of light mist, or a
gentle rumbling of stone.\n-Instantaneously light or snuff out a candle, a torch,
or a small campfire.\n-Chill or warm up to 1 pound of nonliving material for up to
1 hour.\n-Cause earth, fire, water, or mist that can fit within a 1-foot cube to
shape itself into a crude form you designate for 1 minute.\n\nEternal Mountain
Defense (11th Level Required): You can spend 5 ki points to cast stoneskin,
targeting yourself.\n\nFangs of the Fire Snake: When you use the Attack action on
your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from
your fists and feet. Your reach with your unarmed strikes increases by 10 feet for
that action, as well as the rest of the turn. A hit with such an attack deals fire
damage instead of bludgeoning damage, and if you spend 1 ki point when the attack
hits, it also deals an extra 1d10 fire damage.\n\nFist of Four Thunders: You can
spend 2 ki points to cast thunderwave.\n\nFist of Unbroken Air: You can create a
blast of compressed air that strikes like a mighty fist. As an action, you can
spend 2 ki points and choose a creature within 30 feet of you. That creature must
make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning
damage, plus an extra 1d10 bludgeoning damage for each additional ki point you
spend, and you can push the creature up to 20 feet away from you and knock it
prone. On a successful save, the creature takes half as much damage, and you don’t
push it or knock it prone.\n\nFlames of the Phoenix (11th Level Required): You can
spend 4 ki points to cast fireball.\n\nGong of the Summit (6th Level Required): You
can spend 3 ki points to cast shatter.\n\nMist Stance (11th Level Required): You
can spend 4 ki points to cast gaseous form, targeting yourself.\n\nRide the Wind
(11th Level Required): You can spend 4 ki points to cast fly, targeting
yourself.\n\nRiver of Hungry Flame (17th Level Required): You can spend 5 ki points
to cast wall of fire.\n\nRush of the Gale Spirits: You can spend 2 ki points to
cast gust of wind.\n\nShape the Flowing River: As an action, you can spend 1 ki
point to choose an area of ice or water no larger than 30 feet on a side within 120
feet of you. You can change water to ice within the area and vice versa, and you
can reshape ice in the area in any manner you choose. You can raise or lower the
ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a
pillar. The extent of any such changes can’t exceed half the area’s largest
dimension. For example, if you affect a 30-foot square, you can create a pillar up
to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a
trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a
creature in the area.\n\nSweeping Cinder Strike: You can spend 2 ki points to cast
burning hands.\n\nWater Whip: You can spend 2 ki points as a bonus action to create
a whip of water that shoves and pulls a creature to unbalance it. A creature that
you can see that is within 30 feet of you must make a Dexterity saving throw. On a
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
bludgeoning damage for each additional ki point you spend, and you can either knock
it prone or pull it up to 25 feet closer to you. On a successful save, the creature
takes half as much damage, and you don’t pull it or knock it prone.\n\nWave of
Rolling Earth (17th Level Required): You can spend 6 ki points to cast wall of
stone. ", :name "Disciple of the Elements", :level 3}]}, :school-of-divination
{:key :school-of-divination, :level-modifiers [], :name "School of Divination",
:option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning
when you select this school at 2nd level, the gold and time you must spend to copy
a divination spell into your spellbook is halved.", :name "Divination Savant",
:level 2} {:description "Starting at 2nd level when you choose this school,
glimpses of the future begin to press in on your awareness. When you finish a long
rest, roll two d20 and record the numbers rolled. You can replace any attack roll,
saving throw, or ability check made by you or a creature that you can see with one
of these foretelling rolls. You must choose to do so before the roll, and you can
replace a roll in this way only once per turn. Each foretelling roll can be used
only once. When you finish a long rest, you lose any unused foretelling rolls.",
:name "Portent", :level 2} {:description "Beginning at 6th level, casting
divination spells comes so easily to you that it expends only a fraction of your
spellcasting efforts. When you cast a divination spell of 2nd level or higher using
a spell slot, you regain one expended spell slot. The slot you regain must be of a
level lower than the spell you cast and can’t be higher than 5th level.", :name
"Expert Divination ", :level 6} {:description "Starting at 10th level, you can use
your action to increase your powers of perception. When you do so, choose one of
the following benefits, which lasts until you are incapacitated or you take a short
or long rest. You can’t use the feature again until you finish a rest.\nDarkvision:
You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal
Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater
Comprehension: You can read any language.\nSee Invisibility: You can see invisible
creatures and objects within 10 feet of you that are within line of sight.", :name
"The Third Eye", :level 10} {:description "Starting at 14th level, the visions in
your dreams intensify and paint a more accurate picture in your mind of What is to
come. You roll three d20 for your Portent feature, rather than two.", :name
"Greater Portent", :level 14}]}, :school-of-enchantment {:key :school-of-
enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack
"Player Handbook", :class :wizard, :traits [{:description "Beginning when you
select this school at 2nd level, the gold and time you must spend to copy an
enchantment spell into your spellbook is halved.", :name "Enchantment Savant",
:level 2} {:description "Starting at 2nd level when you choose this school, your
soft words and enchanting gaze can magically enthrall another creature. As an
action, choose one creature that you can see within 5 feet of you. If the target
can see or hear you, it must succeed on a Wisdom saving throw against your wizard
spell save DC or be charmed by you until the end of your next turn. The charmed
creature’s speed drops to 0, and the creature is incapacitated and visibly
dazed.\nOn subsequent turns, you can use your action to maintain this effect,
extending its duration until the end of your next turn. However, the effect ends if
you move more than 5 feet away from the creature, if the creature can neither see
nor hear you, or if the creature takes damage. Once the effect ends, or if the
creature succeeds on its initial saving throw against this effect, you can’t use
this feature on that creature again until you finish a long rest.", :name "Hypnotic
Gaze", :level 2} {:description "Beginning at 6th level, when a creature you can see
within 30 feet of you makes an attack roll against you, you can use your reaction
to divert the attack, provided that another creature is within the attack’s range.
The attacker must make a Wisdom saving throw against your
wizard spell save DC. On a failed save, the attacker must target the creature that
is closest to it, not including you or itself. If multiple creatures are closest,
the attacker chooses which one to target. On a successful save, you can’t use this
feature on the attacker again until you finish a long rest.\nYou must choose to use
this feature before knowing whether the attack hits or misses. Creatures that can’t
be charmed are immune to this effect.", :name "Instinctive Charm", :level 6}
{:description "Starting at 10th level, when you cast an enchantment spell of 1st
level or higher that targets only one creature, you can have it target a second
creature", :name "Split Enchantment", :level 10} {:description "At 14th level, you
gain the ability to make a creature unaware of your magical influence on it. When
you cast an enchantment spell to charm one or more creatures, you can alter one
creature’s understanding so that it remains unaware of being
charmed.\nAdditionally, once before the spell expires, you can use your action to
try to make the chosen creature forget some of the time it spent charmed. The
creature must succeed on an Intelligence saving throw against your Wizard spell
save DC or lose a number of hours of its memories equal to 1 + your Charisma
modifier (minimum 1). You can make the creature forget less time, and the amount of
time can’t exceed the duration of your enchantment spell.", :name "Alter Memories",
:level 14}]}, :wild-magic {:key :wild-magic, :level-modifiers [], :name "Wild
Magic", :option-pack "Player Handbook", :class :sorcerer, :traits [{:description
"Starting when you choose this origin at 1st level, your spellcasting can unleash
surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or
higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic
Surge table to create a random magical effect.", :name "Wild Magic Surge"}
{:description "Starting at 1st level, you can manipulate the forces of chance and
chaos to gain advantage on one attack roll, ability check, or saving throw. Once
you do so, you must finish a long rest before you can use this feature again.
Anytime before you regain the use of this feature, the DM can have you roll on the
Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or
higher. You then regain the use of this feature.", :name "Tides of Chaos"}
{:description "Starting at 6th level, you have the ability to twist fate using your
wild magic. When another creature you can see makes an attack roll, an ability
check, or a saving throw, you can use your reaction and spend 2 sorcery points to
roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the
creature’s roll. You can do so after the creature rolls but before any effects of
the roll occur.", :name "Bend Luck", :level 6} {:description "At 14th level, you
gain a modicum of control over the surges of your wild magic. Whenever you roll on
the Wild Magic Surge table, you can roll twice and use either number.", :name
"Controlled Chaos", :level 14} {:description "Beginning at 18th level, the harmful
energy of your spells intensifies. When you roll damage for a spell and roll the
highest number possible on any of the dice, choose one of those dice, roll it again
and add that roll to the damage. You can use the feature only once per turn.",
:name "Spell Bombardment", :level 18}]}, :battle-master- {:key :battle-master-,
:level-modifiers [], :name "Battle Master ", :option-pack "Player Handbook", :class
:fighter, :traits [{:description "Your study of the art of war not only in battle
but out of it grants you a proficiency in an artisan tool of your choice.", :name
"War Student", :level 3} {:description "Beginning at 3rd level, when you take the
Battle Master archetype, you learn three special maneuvers from the list below. You
may only use one maneuver every time you take the attack action. You learn two
additional maneuvers of your choice at 7th, 10th. and 15th level. Each time you
learn new maneuvers, you can also replace one maneuver you know with a different
one. \nSuperiority Dice: You start with 4 superiority dice. They are d8 and you use
one whenever you use a maneuver. You regain them all when you finish a short or
long rest. You gain another superiority die at 7th level and one more at 15th
level. \nSaving Throws: If a maneuver requires a saving throw, the DC is 8+ your
proficiency bonus + your Strength or Dexterity modifier (your choice). \n\nManeuver
Choices\n\nCommanding Strike: When you take the Attack action on your turn, you can
forgo one of your attacks and use a bonus action to direct one of your companions
to strike. When you do so, choose a friendly creature who can see or hear you and
expend one superiority die. That creature can immediately use its reaction to make
one weapon attack, adding the superiority die to the attack's damage roll. This
effectively gives your ally a chance to attack on your turn, which allow for use of
any turn-based benefits including Sneak Attack. \n\nDisarming Attack: When you hit
a creature with a weapon attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and the target must make a
Strength saving throw. On a failed save, it drops the object you choose. The object
lands at its feet. \n\nDistracting Strike: When you hit a creature with a weapon
attack, you can expend one superiority die to distract the creature, giving your
allies an opening. You add the superiority die to the attack's damage roll. The
next attack roll against the target by an attacker other than you has advantage if
the attack is made before the start of your next turn. \n\nEvasive Footwork: When
you move on your turn, you can expend a superiority die, adding the total to your
AC until you stop moving. \n\nFeinting Attack: You can expend one superiority die
and use a bonus action on your turn to feint, choosing one creature within 5 feet
of you as your target. You have advantage on your next attack roll against that
creature. If that attack hits, add the superiority die to the attack's damage roll.
\n\nGoading Attack: When you hit a creature with a weapon attack, you can expend
one superiority die to attempt to goad the target into attacking you. You add the
superiority die to the attack's damage roll, and the target must make a Wisdom
saving throw. On a failed save, the target has a disadvantage on all attack rolls
against targets other than you until the end of your next turn. \n\nLunging Attack:
When you make a melee weapon attack on your turn, you can expend one superiority
die to increase your reach for that attack by 5 feet. If you hit, you add the
superiority die to the attack's damage roll. \n\nManeuvering Attack: When you hit a
creature with a weapon attack, you can expend one superiority die to maneuver one
of your comrades into a more advantageous position. You add the superiority die to
the attack's damage roll, and you choose a friendly creature who can see or hear
you. That creature can use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your attack. \n\nMenacing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to frighten the target. You add the superiority die to the attack's damage
roll, and the target must make a Wisdom saving throw. On a failed save, it is
frightened of you until the end of your next turn. \n\nParry: When another
creature damages you with a melee attack, you can use your reaction and expend one
superiority die to reduce the damage by the number you roll on your superiority die
+ your Dexterity modifier. \n\nPrecision Attack: When you make a weapon attack
roll against a creature, you can expend one superiority die to add it to the roll.
You can use this maneuver before or after making the attack roll, but before any
effects of the attack are applied. \n\nPushing Attack: When you hit a creature with
a weapon attack, you can expend one superiority die to attempt to drive the target
back. You add the superiority die to the attack's damage roll, and if the target is
Large or smaller, it must make a Strength saving throw. On a failed save, you push
the target up to 15 feet away from you. \n\nRally: On your turn, you can use a
bonus action and expend one superiority die to bolster the resolve of one of your
companions. When you do so, choose a friendly creature who can see or hear you.
That creature gains temporary hit points equal to the superiority die roll + your
Charisma modifier. \n\nRiposte: When a character misses you with a melee attack,
you can use your reaction and expend one more superiority die to make a melee
attack against the creature. If you hit, you add the superiority die to the
attack's damage roll. \n\nSweeping Attack: When you hit a creature with a melee
weapon attack, you can expend one superiority die to attempt to damage another
creature with the same attack. Choose another creature within 5 feet of the
original target and within your reach. If the original attack roll would hit the
second creature, it takes damage equal to the number you roll on your superiority
die. T he damage is of the same type dealt by the original attack. \n\nTrip Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to knock the target down. You add the superiority die to the attack's
damage roll, and if the target is Large of smaller, it must make a Strength saving
throw. On a failed save, you knock the target prone. You can expend a superior die,
adding the total to the damage, and force the enemy to make a Strength save, or be
knocked ", :name "Maneuvers", :level 3} {:description "When you reach 7th
level, you can spend 1 minute watching your enemy in or out of combat. Doing so
gives you information about their abilities. The DM can then tell you if the
following enemy abilities are your equal to, stronger, or weaker than your own:\n-
Strength ability score\n-Dexterity ability score\n-Constitution ability score\n-
AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :name "Study
Your Enemy ", :level 7} {:description "When you reach 10th level, your superiority
dice turn into d10. When you reach level 18, your dice turn into d12.", :name
"Improved Superior Combat ", :level 10} {:description "Starting at level 15,
whenever you roll for initiative and have zero superiority dice, you get 1
superiority die back.", :name "Relentless ", :level 15}]}, :knowledge-domain
{:key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-
pack "Player Handbook", :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury,
1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1
:confusion}, 5 {0 :legend-lore, 1 :scrying}}, :class :cleric, :traits
[{:description "At 1st level, you learn two languages of your choice. You also
become proficient in your choice of two of the following skills: Arcana, History,
Nature, or Religion. Your proficiency bonus is doubled for any ability check you
make that uses either of those skills.", :name "Blessing of Knowledge"}
{:description "Starting at 2nd level, you can use your Channel Divinity to tap into
a divine well of knowledge. As an action, you choose one skill or tool. For 10
minutes, you have proficiency with the chosen skill or tool.", :name "Channel
Divinity: Knowledge of the Ages", :level 2} {:description "At 6th level, you can
use your Channel Divinity to read a creature’s thoughts. You can then use your
access to the creature’s mind to command it. As an action, choose one creature that
you can see within 60 feet of you. That creature must make a Wisdom saving throw.
If the creature succeeds on the saving throw, you can’t use this feature on it
again until you finish a long rest. If the creature fails its save, you can read
its surface thoughts (those foremost in its mind, reflecting its current emotions
and what it is actively thinking about) when it is within 60 feet of you. This
effect lasts for 1 minute. During that time, you can use your action to end this
effect and cast the suggestion spell on the creature without expending a spell
slot. The target automatically fails its saving throw against the spell.", :name
"Channel Divinity: Read Thoughts", :level 2} {:description "Starting at 8th level,
you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
:name "Potent Spellcasting", :level 8} {:description "Starting at 17th level, you
can call up visions of the past that relate to an object you hold or your immediate
surroundings. You spend at least 1 minute in meditation and prayer, then receive
dreamlike, shadowy glimpses of recent events. You can meditate in this way for a
number of minutes equal to your Wisdom score and must maintain concentration during
that time, as if you were casting a spell. Once you use this feature, you can’t use
it again until you finish a short or long rest.\n\n-Object Reading: Holding an
object as you meditate, you can see visions of the object’s previous owner. After
meditating for 1 minute, you learn how the owner acquired and lost the object, as
well as the most recent significant event involving the object and that owner. If
the object was owned by another creature in the recent past (within a number of
days equal to your Wisdom score), you can spend 1 additional minute for each owner
to learn the same information about that creature. Area\n\n-Reading: As you
meditate, you see visions of recent events in your immediate vicinity (a room,
street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number
of days equal to your Wisdom score. For each minute you meditate, you learn about
one significant event, beginning with the most recent. Significant events typically
involve powerful emotions, such as battles and betrayals, marriages and murders,
births and funerals. However, they might also include more mundane events that are
nevertheless important in your current situation.", :name "Visions of the Past",
:level 17}]}, :the-seeker {:key :the-seeker, :level-modifiers [{:value :fire, :type
:damage-resistance, :level 10} {:value :cold, :type :damage-resistance, :level
10}], :name "The Seeker", :option-pack "Player Handbook", :class :warlock,
:warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3
{0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-
lore, 1 :passwall}}, :traits [{:description "Starting at 1st level, you can invoke
the Seeker’s power to protect you from harm. As a bonus action, you create a
whirling aurora of brilliant energy that swirls around you. Until the end of your
next turn, you gain resistance to all damage, and if a hostile creature ends its
turn within 10 feet of you, it takes radiant damage equal to your warlock level +
your Charisma modifier. Once you use this feature, you can’t use it again until you
finish a short or long rest.", :name "Shielding Aurora"} {:description "At 3rd
level, a character dedicated to the Seeker can select this option instead of one of
the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from
starlight, decorated with seven gleaming motes of brightness. While the chain is on
your person, you know the augury spell and can cast it as a ritual. The spell
doesn’t count against your number of spells known. Additionally, you can invoke the
Seeker’s power to gain advantage on an Intelligence check while you carry this
item. Once you use this ability, you cannot use it again until you complete a short
or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to
receive a replacement from the Seeker. The ceremony can be performed during a short
or long rest, and it destroys the previous chain. The chain disappears in a flash
of light when you die. The exact form of this item might be different depending on
your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :name
"Pact Boon: Pact of the Star Chain", :level 3} {:description "At 6th level, you
gain the ability to step into an astral refuge. As an action, you disappear from
the world for a brief moment and enter the Astral Plane, taking advantage of its
timeless nature. While in your astral refuge, you can take two actions to cast
spells that target only you. After using those two actions, you return to the space
you occupied and your turn ends.", :name "Astral Refuge", :level 6} {:description
"At 10th level, you no longer need to breathe, and you gain resistance to fire
damage and cold damage.", :name "Far Wanderer", :level 10} {:description "Starting
at 14th level, you gain the ability to sequester yourself and your allies on the
Astral Plane. By performing a special ritual over the course of 5 minutes, you
shift yourself and up to ten willing creatures you can see to the Astral Plane. You
and those creatures gain the benefits of a short rest while sequestered on the
Astral Plane. You then return to the spaces you all occupied when you used this
ability, with no time having passed in the world. During this short rest, you and
the creatures you sequester can make use of any options available during a rest
that affect only you and the creatures you sequester. Once you use this ability,
you cannot use it again until you complete a long rest.", :name "Astral
Sequestration", :level 14}]}, :school-of-illusion {:key :school-of-illusion,
:level-modifiers [], :name "School of Illusion", :option-pack "Player Handbook",
:class :wizard, :traits [{:description "Beginning when you select this school at
2nd level, the gold and time you must spend to copy an illusion spell into your
spellbook is halved.", :name "Illusion Savant", :level 2} {:description "When you
choose this school at 2nd level, you learn the minor illusion cantrip. If you
already know this cantrip, you learn a different wizard cantrip of your choice. The
cantrip doesn’t count against your number of cantrips known. When you cast minor
illusion, you can create both a sound and an image with a single casting of the
spell.", :name "Improved Minor Illusion", :level 2} {:description "Starting at 6th
level, when you cast an illusion spell that has a duration of 1 minute or longer,
you can use your action to change the nature of that illusion (using the spell’s
normal parameters for the illusion), provided that you can see the illusion.",
:name "Malleable Illusions", :level 6} {:description "Beginning at 10th level, you
can create an illusory duplicate of yourself as an instant, almost instinctual
reaction to danger. When a creature makes an attack roll against you, you can use
your reaction to interpose the illusory duplicate between the attacker and
yourself. The attack automatically misses you, then the illusion dissipates. Once
you use this feature, you can’t use it again until you finish a short or long
rest.", :name "Illusory Self", :level 10} {:description "By 14th level, you have
learned the secret of weaving shadow magic into your illusions to give them a semi-
reality. When you cast an illusion spell of 1st level or higher, you can Choose one
inanimate, nonmagical object that is part of the illusion and make that object
real. You can do this on your turn as a bonus action while the spell is ongoing.
The object remains real for 1 minute. For example, you can create an illusion of a
bridge over a chasm and then make it real long enough for your allies to cross. The
object can’t deal damage or otherwise directly harm anyone.", :name "Illusory
Reality", :level 14}]}, :eldritch-knight {:key :eldritch-knight,
:level-modifiers [], :name "Eldritch Knight", :option-pack "Player Handbook",
:class :fighter, :spellcasting {:level-factor 3}, :traits [{:description "You can
augment your combat abilities with spell casting.\n-Cantrips: You start with 2
cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.\n-Known
Spells: You start with three 1st level wizard spells, two must come from the
evocation and abjuration spell schools. The third spell can be from any Wizard
school of magic.\n--Thereafter you learn another spell at levels 4, 7, 8, 10, 11,
13, 14, 16, 19, and 20.\n--The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.\n--Whenever you gain a level in this class, you can
replace one of the wizard spells you know with another spell of your choice from
the wizard spell list (of a level you can cast).\n-Spellcasting Ability:
Intelligence is what you use for spellcasting. Your spell DC is equal to 8 +
proficiency bonus + Intelligence bonus. Your spell attack use proficiency + your
Intelligence bonus.\n-Spell Slots: You start with two 1st level spell slots at
Fighter level 3, and gain more as you gain more
levels.\n\nLevel\tCantrips\tSpells\nKnown\n\nLevel\tCantrips\tSpells\t1st\t2nd\t3rd
\t4th\n3rd\t2\t\t3\t2\t-\t-\t-\n4th\t2\t\t4\t3\t-\t-\t-\n7th\t2\t\t5\t4\t2\t-\t-\n8
th\t2\t\t6\t4\t2\t\t\n10th\t3\t\t7\t4\t3\t-\t-\n11th\t3\t\t8\t4\t3\t\t\n13th\t3\t\t
9\t4\t3\t2\t-\n14th\t3\t\t10\t4\t3\t2\t\n16th\t3\t\t11\t4\t3\t3\t-\n19th\t3\t\t12\t
4\t3\t3\t1\n20th\t3\t\t13\t4\t3\t3\t1", :name "Spellcasting", :level 3}
{:description "Over the course of 1 hour short rest, you can bond a weapon to you.
Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon
is on the same plane of existence, you can summon it to your hand as a bonus
action. You can bond up to two weapons at once.", :name "Weapon Bond", :level 3}
{:description "At level 7, you can use your action to cast a cantrip and make one
weapon attack as a bonus action.", :name "War Magic", :level 7} {:description "At
level 10, any creature you hit with a weapon attack has disadvantage on it's next
save it makes against a spell you cast before the end of your next turn.", :name
"Eldritch Strike", :level 10} {:description "At level 15, you can teleport up to 30
feet to a space you can see when using your Action Surge. The teleport can take
place before or after the Action Surge.", :name "Arcane Charge", :level 15}
{:description "At level 18, you can make one weapon attack as a bonus action
whenever you use your action to cast a spell.", :name "Improved War Magic", :level
18}]}, :trickery-domain {:key :trickery-domain, :level-modifiers [], :name
"Trickery Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :charm-
person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink,
1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1
:modify-memory}}, :class :cleric, :traits [{:description "Starting when you choose
this domain at 1st level, you can use your action to touch a willing creature other
than yourself to give it advantage on Dexterity (Stealth) checks. This blessing
lasts for 1 hour or until you use this feature again.", :name "Blessing of the
Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity
to create an illusory duplicate of yourself. As an action, you create a perfect
illusion of yourself that lasts for 1 minute, or until you lose your concentration
(as if you were concentrating on a spell). The illusion appears in an unoccupied
space that you can see within 30 feet of you. As a bonus action on your turn, you
can move the illusion up to 30 feet to a space you can see, but it must remain
within 120 feet of you.\nFor the duration, you can cast spells as though you were
in the illusion's space, but you must use your own senses. Additionally, when both
you and your illusion are within 5 feet of a creature that can see the illusion,
you have advantage on attack rolls against that creature, given how distracting the
illusion is to the target.", :name "Channel Divinity: Invoke Duplicity", :level 2}
{:description "Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become
visible if you attack or cast a spell.", :name "Channel Divinity: Cloak of
Shadows", :level 2} {:description "At 8th level, you gain the ability to infuse
your weapon strikes with poison—a gift from your deity. Once on each of your turns
when you hit a creature with a weapon attack, you can cause the attack to deal an
extra 1d8 poison damage to the target. When you reach 14th level, the extra damage
increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level,
you can create up to four duplicates of yourself, instead of one, when you use
Invoke Duplicity. As a bonus action on your turn, you can move any number of them
up to 30 feet, to a maximum range of 120 feet.", :name "Improved Duplicity", :level
17}]}, :the-great-old-one {:key :the-great-old-one, :level-modifiers [], :name "The
Great Old One", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1
{0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1
:phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1
:evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}, :traits
[{:description "Starting at 1st level, your alien knowledge gives you the ability
to touch the minds of other creatures. You can communicate (one-way) telepathically
with any creature you can see within 30 feet of you. You don't need to share a
language with the creature for it to understand your telepathic utterances, but the
creature must be able to understand at least one language.", :name "Awakened Mind"}
{:description "At 6th level, you learn to magically ward yourself against attack
and to turn an enemy's failed strike into good luck for yourself. When a creature
makes an attack roll against you, you can use your reaction to impose disadvantage
on that roll. If the attack misses you, your next attack roll against the creature
has advantage if you make it before the end of your next turn. Once you use this
feature, you can't use it again until you finish a short or long rest.", :name
"Entropic Ward", :level 6} {:description "Starting at 10th level, your thoughts
can't be read by telepathy or other means unless you allow it. You have resistance
to psychic damage, and whenever a creature deals psychic damage to you, that
creature takes the same amount of damage that you do.", :name "Thought Shield",
:level 10} {:description "At 14th level, you gain the ability to infect a
humanoid's mind with the alien magic of your patron. You can use your action to
touch an incapacitated humanoid. That creature is charmed by you until a remove
curse spell is cast on it, the charm condition is removed from it, or you use this
feature again. You can communicate telepathically with the charmed creature as long
as the two of you are on the same plane of existence.", :name "Create Thrall",
:level 14}]}, :assassin {:key :assassin, :level-modifiers [], :name "Assassin",
:option-pack "Player Handbook", :class :rogue, :traits [{:description "You gain
proficiency with the disguise kit and the poisoner’s kit.", :name "Bonus
Proficiencies", :level 3} {:description "Starting at 3rd level, you are at your
deadliest when you get the drop on your enemies. You have Advantage on attack rolls
against any creature that hasn’t taken a turn in the combat yet. In addition, any
hit you score against a creature that is surprised is a critical hit.", :name
"Assassinate", :level 3} {:description "Starting at 9th level, you can unfailingly
create false identities for yourself. You must spend seven days and 25 gp to
establish the history, profession, and affiliations for an identity. You can't
establish an identity that belongs to someone else. For example, you might acquire
appropriate clothing, letters of introduction, and official-looking certificates to
establish yourself as a member of a trading house from a remote city so you can
insinuate yourself into the company of other wealthy merchants. Thereafter, if you
adopt the new identity as a disguise, other creatures believe you to be that person
until given an obvious reason not to.", :name "Infiltration Expertise", :level 9}
{:description "At the 13th level, you gain the ability to unerringly mimic another
person's speech, writing, and behavior. You must spend at least three hours
studying these three components of the person's behavior, listening to speech,
examining handwriting, and observing mannerisms. Your ruse is indiscernible to the
casual observer. If a wary creature suspects something is amiss, you have advantage
on any Charisma (deception) check you make to avoid detection.", :name
"Impostor", :level 13} {:description "Starting at the 17th level, you become a
master of instant death. When you attack and hit a creature that is surprised, it
must make a Constitution saving throw (DC 8 + your Dexterity modifier + your
proficiency bonus.) On a failed save, double the damage of your attack against the
creature.", :name "Death strike", :level 17}]}, :path-of-the-totem-warrior {:key
:path-of-the-totem-warrior, :level-modifiers [{:value {:key :speak-with-animals,
:level 1}, :type :spell, :level 3} {:value {:key :beast-sense, :level 2}, :type
:spell, :level 3} {:value {:key :commune-with-nature, :level 5}, :type :spell,
:level 10}], :name "Path Of The Totem Warrior", :option-pack "Player Handbook",
:class :barbarian, :traits [{:description "At 3rd level, when you adopt this path,
you choose a totem spirit and gain its feature. You must make or acquire a physical
totem object- an amulet or similar adornment—that incorporates fur or feathers,
claws, teeth,
or bones of the totem animal. At your option, you also gain minor physical
attributes that are reminiscent of your totem spirit. For example, if you have a
bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem
is the eagle, your eyes turn bright yellow.\n\nYour totem animal might be an animal
related to those listed here but more appropriate to your homeland. For example,
you could choose a hawk or vulture in place of an eagle.\n\n-Bear: While raging,
you have resistance to all damage except psychic damage. The spirit of the bear
makes you tough enough to stand up to any punishment.\n-Eagle: While you're raging
and aren’t wearing heavy armor, other creatures have disadvantage on opportunity
attack rolls against you, and you can use the Dash action as a bonus action on your
turn. The spirit of the eagle makes you into a predator who can weave through the
fray with ease.\n-Wolf: While you're raging, your friends have advantage on melee
attack rolls against any creature within 5 feet of you that is hostile to you. The
spirit of the wolf makes you a leader of hunters.\n-Elk: The speed of the elk makes
you extraordinarily swift. While you're raging and aren't wearing heavy armor, your
walking speed increases by 15 feet.\n-Tiger: The spirit of the tiger empowers your
leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to
your high jump distance.", :name "Totem Spirit", :level 3} {:description "At 3rd
level when you adopt this path, you gain the ability to cast the beast sense and
speak with animals spells, but only as rituals.", :name "Spirit Seeker", :level 3}
{:description "At 6th level, you gain a magical benefit based on the totem animal
of your choice. You can choose the same animal you selected at 3rd level or a
different one.\n\n-Bear: You gain the might of a bear. Your carrying capacity
(including maximum load and maximum lift) is doubled, and you have advantage on
Strength checks made to push, pull, lift, or break objects.\n-Eagle: You gain the
eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to
discern even fine details as though looking at something no more than 100 feet away
from you. Additionally, dim light doesn't impose disadvantage on your Wisdom
(Perception) checks.\n-Wolf: You gain the hunting sensibilities of a wolf. You can
track other creatures while traveling at a fast pace, and you can move stealthily
while traveling at a normal pace (see chapter 8 for rules on travel pace).\n-Elk:
The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel
pace is doubled, as is the pace of up to ten companions while they're within 60
feet of you and your aren't incapacitated.\n-Tiger: The cat spirit hones your
survival instincts. You gain proficiency in two of the following skills: Athletics,
Acrobatics, Stealth, Survival.", :name "Aspect of the Beast", :level 6}
{:description "At 10th level, you can cast the commune with nature spell, but only
as a ritual. When you do so, a spiritual version of one of the animals you chose
for Totem Spirit or Aspect of the Beast appears to you to convey the information
you seek.", :name "Spirit Walker", :level 10} {:description "At 14th level, you
gain a magical benefit based on a totem animal of your choice. You can choose the
same animal you selected previously or a different one.\n\n-Bear: While you’re
raging, any creature within 5 feet of you that’s hostile to you has disadvantage on
attack rolls against targets other than you or another character with this feature.
An enemy is immune to this effect if it can’t see or hear you or if it can’t be
frightened.\n-Eagle: While raging, you have a flying speed equal to your current
walking speed. This benefit works only in short bursts; you fall if you end your
turn in the air and nothing else is holding you aloft.\n-Wolf: While you’re raging,
you can use a bonus action on your turn to knock a Large or smaller creature prone
when you hit it with melee weapon attack.\n-Elk: While raging, you can use a bonus
action during your move to pass through the space of a Large of smaller creature.
That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus +
your proficiency bonus) or be knocked prone and take bludgeoning damage equal to
1d12 + your Strength modifier.\n-Tiger: While you're raging, if you move at least
20 feet in a straight line toward a Large or smaller target right before making a
melee weapon attack against it, you can use a bonus action to make an additional
melee weapon attack against it.", :name "Totemic Attunement", :level 14}]}, :oath-
of-vengeance {:key :oath-of-vengeance, :level-modifiers [{:value {:key :bane,
:ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :hunters-mark,
:ability :cha, :level 1}, :type :spell, :level 3} {:value {:key :hold-person,
:ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :misty-step,
:ability :cha, :level 2}, :type :spell, :level 5} {:value {:key :haste, :ability
:cha, :level 3}, :type :spell, :level 9} {:value {:key :protection-from-energy,
:ability :cha, :level 3}, :type :spell, :level 9} {:value {:key :banishment,
:ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :dimension-
door, :ability :cha, :level 4}, :type :spell, :level 13} {:value {:key :hold-
monster, :ability :cha, :level 5}, :type :spell, :level 17} {:value {:key :scrying,
:ability :cha, :level 5}, :type :spell, :level 17}], :name "Oath of Vengeance",
:option-pack "Player Handbook", :class :paladin, :traits [{:description "As an
action, you present your holy symbol and speak a prayer of denunciation, using your
Channel Divinity. Choose one creature within 60 feet of you that you can see. That
creature must make a Wisdom saving throw, unless it is immune to being frightened.
Fiends and undead have disadvantage on this saving throw. On a failed save, the
creature is frightened for 1 minute or until it takes any damage. While frightened,
the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a
successful save, the creature’s speed is halved for 1 minute or until the creature
takes any damage.", :name "Channel Divinity: Abjure Enemy", :level 3} {:description
"As a bonus action, you can utter a vow of enmity against a creature you can see
within 10 feet of you, using your Channel Divinity. You gain advantage on attack
rolls against the creature for 1 minute or until it drops to 0 hit points or falls
unconscious.", :name "Channel Divinity: Vow of Enmity", :level 3}]}, :school-of-
transmutation {:key :school-of-transmutation, :level-modifiers [], :name "School of
Transmutation", :option-pack "Player Handbook", :class :wizard, :traits
[{:description "Beginning when you select this school at 2nd level, the gold and
time you must spend to copy a transmutation spell into your spellbook is
halved.", :name "Transmutation Savant", :level 2} {:description "Starting at 2nd
level when you select this school, you can temporarily alter the physical
properties of one nonmagical object, changing it from one substance into another.
You perform a special alchemical procedure on one object composed entirely of wood,
stone (but not a gemstone), iron, copper, or silver, transforming it into a
different one of those materials. For each 10 minutes you spend performing the
procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until
you lose your concentration (as if you were concentrating on a spell), the material
reverts to its original substance.", :name "Minor Alchemy", :level 2} {:description
"Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that
stores transmutation magic. You can benefit from the stone yourself or give it to
another creature. A creature gains a benefit of your choice as long as the stone is
in the creature’s possession. When you create the stone, choose the benefit from
the following options:\n-Darkvision out to a range of 60 feet, as described in
chapter 8\n-An increase to speed of 10 feet while the creature is unencumbered\n-
Proficiency in Constitution saving throws\n-Resistance to acid, cold, fire,
lightning, or thunder damage (your choice whenever you choose this benefit)\nEach
time you cast a transmutation spell of 1st level or higher, you can change the
effect of your stone if the stone is on your person. If you create a new
transmuter’s stone, the previous one ceases to function.", :name "Transmuter’s
Stone", :level 6} {:description "At 10th level. you add the polymorph spell to your
spellbook. if it is not there already. You can cast polymorph without expending a
spell slot. When you do so, you can target only yourself and transform into a beast
whose challenge rating is 1 or lower. Once you cast polymorph in this way, you
can’t do so again until you finish a short or long rest, though you can still cast
it normally using an available spell slot.", :name "Shapechanger", :level 10}
{:description "Starting at 14th level, you can use your action to consume the
reserve of transmutation magic stored within your transmuter’s stone in a single
burst. When you do so, choose one of the following effects. Your transmuter’s stone
is destroyed and can’t be remade until you finish a long rest.\n\nMajor
Transformation: You can transmute one nonmagical object—no larger than a 5—foot
cube into another nonmagical object of similar size and mass and of equal or lesser
value. You must spend 10 minutes handling the object to transform it.\n\nPanacea:
You remove all curses, diseases, and poisons affecting a creature that you touch
with the transmuter’s stone. The creature also regains all its hit
points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with
the transmuter’s stone, without expending a spell slot or needing to have the spell
in your spellbook.\n\nRestore Youth: You
touch the transmuter’s stone to a willing creature, and that creature’s apparent
age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend
the creature’s lifespan.", :name "Master Transmuter", :level 14}]}, :light-domain
{:key :light-domain, :level-modifiers [], :name "Light Domain", :option-pack
"Player Handbook", :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0
:flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-
of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :class :cleric,
:traits [{:description "When you choose this domain at 1st level, you gain the
light cantrip if you don't already know it. Otherwise choose another.", :name
"Bonus Cantrip"} {:description "Also at 1st level, you can interpose divine light
between yourself and an attacking enemy. When you are attacked by a creature within
30 feet of you that you can see, you can use your reaction to impose disadvantage
on the attack roll, causing light to flare before the attacker before it hits or
misses. An attacker that can't be blinded is immune to this feature. You can use
this feature a number of times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.", :name "Warding Flare"}
{:description "Starting at 2nd level, you can use your Channel Divinity to harness
sunlight, banishing darkness and dealing radiant damage to your foes. As an action,
you present your holy symbol, and any magical darkness within 30 feet of you is
dispelled. Additionally, each hostile creature within 30 feet of you must make a
Constitution saving throw. A creature takes radiant damage equal to 2d10 + your
cleric level on a failed saving throw, and half as much damage on a successful one.
A creature that has total cover from you is not affected.", :name "Channel
Divinity: Radiance of the Dawn", :level 2} {:description "Starting at 6th level,
you can also use your Warding Flare feature when a creature that you can see within
30 feet of you attacks a creature other than you.", :name "Improved Flare", :level
6} {:description "Starting at 8th level, you add your Wisdom modifier to the damage
you deal with any cleric cantrip.", :name "Potent Spellcasting", :level 8}
{:description "Starting at 17th level, you can use your action to activate an aura
of sunlight that lasts for 1 minute or until you dismiss it using another action.
You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your
enemies in the bright light have disadvantage on saving throws against any spell
that deals fire or radiant damage.", :name "Corona of Light", :level 17}]},
:college-of-valor {:key :college-of-valor, :level-modifiers [{:value :medium, :type
:armor-prof, :level 3} {:value :shields, :type :armor-prof, :level 3} {:value
:martial, :type :weapon-prof, :level 3} {:value 2, :type :num-attacks, :level
6}], :name "College of Valor", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :class :bard, :traits [{:description "Also at 3rd
level, you learn to inspire others in battle. 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. Alternatively, when an attack roll is made against the
creature, it can use its reaction to roll the Bardic Inspiration die and add the
number rolled to its AC against that attack, after seeing the roll but before
knowing whether it hits or misses.", :name "Combat Inspiration", :level 3}
{:description "At 14th level, you have mastered the art of weaving spellcasting and
weapon use into a single harmonious act. When you use your action to a cast a bard
spell, you can make one weapon attack as a bonus action.", :name "Battle Magic",
:level 14}]}, :circle-of-the-moon {:key :circle-of-the-moon, :level-modifiers
[], :name "Circle of the Moon", :option-pack "Player Handbook", :class :druid,
:traits [{:description "When you choose this circle at 2nd level, you gain the
ability to use Wild Shape on your turn as a bonus action, rather than as an
action.\nAdditionally, while you are transformed by Wild Shape. You can use a bonus
action to expend one spell slot to regain 1d8 hit points per level of the spell
slot expended.", :name "Combat Wild Shape", :level 2} {:description "The rites of
your circle grant you the ability to transform into more dangerous animal forms.
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a
challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes
table, but must abide by the other limitations there).\nStarting at 6th level, you
can transform into a beast with a challenge rating as high as your druid level
divided by 3, rounded down.", :name "Circle Forms", :level 2} {:description
"Starting at 6th level, your attacks in beast form count as magical for the purpose
of overcoming resistance and immunity to nonmagical attacks and damage.", :name
"Primal Strike", :level 6} {:description "At 10th level, you can expend two uses of
Wild Shape at the same time to transform into an air elemental, an earth elemental,
a fire elemental, or a water elemental.", :name "Elemental wild Shape", :level 10}
{:description "By 14th level, you have learned to use magic to alter your physical
form in more subtle ways. You can cast the alter self spell at will.", :name
"Thousand Forms"}]}, :beast-master {:key :beast-master, :level-modifiers [], :name
"Beast Master", :option-pack "Player Handbook", :class :ranger, :traits
[{:description "You gain a beast companion that accompanies you on your adventures
and is trained to fight alongside you. Choose a beast that is no larger than Medium
and that has a challenge rating of 1/4 or lower.\nAdd your proficiency bonus to the
beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and
skills it is proficient in. Its hit point maximum equals its normal maximum or four
times your ranger level, whichever is higher.\nThe beast obeys your commands as
best as it can. It takes its turn on your initiative, though it doesn’t take an
action unless you command it to. On your turn, you can verbally command the beast
where to move (no action required by you). You can use your action to verbally
command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you
have the Extra Attack feature, you can make one weapon attack yourself when you
command the beast to take the Attack action.\nWhile traveling through your favored
terrain with only the beast, you can move stealthily at a normal pace. If the beast
dies, you can obtain another one by spending 8 hours magically bonding with another
beast that isn’t hostile to you, either the same type of beast as before or a
different one.", :name "Ranger's Companion", :level 3} {:description "On any of
your turns when your beast companion doesn't attack, you can use a bonus action to
command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.",
:name "Exceptional Training", :level 7} {:description "When you command your beast
companion to take the Attack action, the beast can make two attacks, or it can take
the Multiattack action if it has that action.", :name "Bestial Fury", :level 11}
{:description "When you cast a spell targeting yourself, you can also affect your
beast companion with the spell if the beast is within 30 feet of you.", :name
"Share Spells", :level 15}]}, :school-of-necromancy {:key :school-of-necromancy,
:level-modifiers [], :name "School of Necromancy", :option-pack "Player
Handbook", :class :wizard, :traits [{:description "Beginning when you select this
school at 2nd level, the gold and time you must spend to copy a necromancy spell
into your spellbook is halved.", :name "Necromancy Savant", :level 2} {:description
"At 2nd level, you gain the ability to reap life energy from creatures you kill
with your spells. Once per turn when you kill one or more creatures with a spell of
1st level or higher, you regain hit points equal to twice the spell’s level, or
three times its level if the spell belongs to the School of Necromancy. You don’t
gain this benefit for killing constructs or undead.", :name "Grim Harvest", :level
2} {:description "At 6th level, you add the animate dead spell to your spellbook if
it is not there already. When you cast animate dead, you can target one additional
corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional
benefits:\n-The creature’s hit point maximum is increased by an amount equal to
your wizard level.\n-The creature adds your proficiency bonus to its weapon damage
rolls.", :name "Undead Thralls", :level 6} {:description "Beginning at 10th level,
you have resistance to necrotic damage, and your hit point maximum can’t be
reduced. You have spent so much time dealing with undead and the forces that
animate them that you have become inured to some of their worst effects.", :name
"Inured to Death", :level 10} {:description "Starting at 14th level, you can use
magic to bring undead under your control, even those created by other wizards. As
an action, you can choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your wizard spell save DC. If it
succeeds, you can’t use this feature on it again. If it fails, it becomes friendly
to you and obeys your commands until you use this feature again. Intelligent undead
are harder to control in this way. If the target has an Intelligence of 8 or
higher, it has advantage on the saving throw. If it fails the saving throw and has
an Intelligence 0f 12 or higher, it can repeat the saving throw at the end of every
hour until it succeeds and breaks free.", :name "Command Undead", :level 14}]},
:school-of-conjuration {:key :school-of-conjuration,
:level-modifiers [], :name "School of Conjuration", :option-pack "Player
Handbook", :class :wizard, :traits [{:description "Beginning when you select this
school at 2nd level, the gold and time you must spend to copy a conjuration spell
into your spellbook is halved.", :name "Conjuration Savant", :level 2}
{:description "Starting at 2nd level when you select this school, you can use your
action to conjure up an inanimate object in your hand or on the ground in an
unoccupied space that you can see within 10 feet of you.\n-This object can be no
larger than 3 feet on a side and weigh no more than 10 pounds\n-Its form must be
that of a nonmagical object that you have seen.\n-The object is visibly magical,
radiating dim light out to 5 feet.\n-The object disappears after 1 hour, when you
use this feature again, or if it takes any damage.", :name "Minor Conjuration",
:level 2} {:description "Starting at 6th level, you can use your action to teleport
up to 30 feet to an unoccupied space that you can see. Alternatively, you can
choose a space within range that is occupied by a Small or Medium creature. If that
creature is willing, you both teleport, swapping places. Once you use this feature,
you can’t use it again until you finish a long rest or you cast a conjuration spell
of 1st level or higher.", :name "Benign Transposition", :level 6} {:description
"Beginning at 10th level, while you are concentrating on a conjuration spell, your
concentration can’t be broken as a result of taking damage.", :name "Focused
Conjuration", :level 10} {:description "Starting at 14th level, any creature that
you summon or create with a conjuration spell has 30 temporary hit points.", :name
"Durable Summons", :level 14}]}, :way-of-the-shadow {:key :way-of-the-shadow,
:level-modifiers [{:value {:key :minor-illusion, :ability :wis}, :type :spell,
:level 3} {:value {:key :darkness, :ability :wis, :level 2}, :type :spell, :level
3} {:value {:key :darkvision, :ability :wis, :level 2}, :type :spell, :level 3}
{:value {:key :pass-without-trace, :ability :wis, :level 2}, :type :spell, :level
3} {:value {:key :silence, :ability :wis, :level 2}, :type :spell, :level 3}],
:name "Way of the Shadow", :option-pack "Player Handbook", :class :monk, :traits
[{:description "Starting when you choose this tradition at 3rd level, you can use
your ki to duplicate the effects of certain spells. As an action, you can spend 2
ki points to cast darkness, darkvision, pass without trace, or silence, without
providing material components. Additionally, you gain the minor illusion cantrip if
you don’t already know it.", :name "Shadow Arts", :level 3} {:description "You gain
the ability to step from one shadow into another. When you are in dim light or
darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space
you can see that is also in dim light or darkness. You then have advantage on the
first melee attack you make before the end of the turn.", :name "Shadow Step",
:level 6} {:description "You have learned to become one with the shadows. When you
are in an area of dim light or darkness, you can use your action to become
invisible. You remain invisible until you make an attack, cast a spell, or are in
an area of bright light.", :name "Cloak of the Shadows", :level 11} {:description
"You can exploit a creature's momentary distraction when it is hit by an attack.
Whenever a creature within 5 feet of you is hit by an attack made by a creature
other than you, you can use your reaction to make a melee attack against that
creature.", :name "Opportunist", :level 17}]}, :war-domain {:key :war-domain,
:level-modifiers [{:value :heavy, :type :armor-prof} {:value :martial, :type
:weapon-prof} {:value :slashing, :type :damage-resistance, :level 17} {:value
:bludgeoning, :type :damage-resistance, :level 17} {:value :piercing, :type
:damage-resistance, :level 17}], :name "War Domain", :option-pack "Player
Handbook", :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-
weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0
:freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}},
:class :cleric, :traits [{:description "From 1st level, your god delivers bolts of
inspiration to you while you are engaged in battle. When you use the Attack action,
you can make one weapon attack as a bonus action. You can use this feature a number
of times equal to your Wisdom modifier (a minimum of once). You regain all expended
uses when you finish a long rest.", :name "War Priest"} {:description "Starting at
2nd level, you can use your Channel Divinity to strike with supernatural accuracy.
When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus
to the roll. You make this choice after you see the roll, but before the DM says
whether the attack hits or misses.", :name "Channel Divinity: Guided Strike",
:level 2} {:description "At 6th level, when a creature within 30 feet of you makes
an attack roll, you can use your reaction to grant that creature a +10 bonus to the
roll, using your Channel Divinity. You make this choice after you see the roll, but
before the DM says whether the attack hits or misses.", :name "Channel Divinity:
War God's Blessing", :level 6} {:description "At 8th level, you gain the ability to
infuse your weapon strikes with divine energy. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8
damage of the same type dealt by the weapon to the target. When you reach 14th
level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8}
{:description "At 17th level, you gain resistance to bludgeoning, piercing, and
slashing damage from non-magical weapons.", :name "Avatar of Battle", :level 17}]},
:school-of-abjuration {:key :school-of-abjuration, :level-modifiers [], :name
"School of Abjuration", :option-pack "Player Handbook", :class :wizard, :traits
[{:description "Beginning when you select this school at 2nd level, the gold and
time you must spend to copy an abjuration spell into your spellbook is halved.",
:name "Abjuration Savant ", :level 2} {:description "Starting at 2nd level, you can
weave magic around yourself for protection. When you cast an abjuration spell of
1st level or higher, you can simultaneously use a strand of the spell’s magic to
create a magical ward on yourself that lasts until you finish a long rest. The ward
has hit points equal to twice your wizard level + your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. If this damage reduces
the ward to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0
hit points, it can’t absorb damage. but its magic remains. Whenever you cast an
abjuration spell of 1st level or higher, the ward regains a number of hit points
equal to twice the level of the spell. Once you create the ward, you can’t create
it again until you finish a long rest.", :name "Arcane Ward", :level 2}
{:description "Starting at 6th level, when a creature that you can see within 30
feet of you takes damage, you can use your reaction to cause your Arcane Ward to
absorb that damage. If this damage reduces the ward to 0 hit points. the warded
creature takes any remaining damage", :name "Projected Ward", :level 6}
{:description "Beginning at 10th level. when you cast an abjuration spell that
requires you to make an ability check as a part of casting that spell (as in
counterspell and dispel magic), you add your proficiency bonus to that ability
check.", :name "Improved Abjuration"} {:description "Starting at 14th level, you
have advantage on saving throws against spells. Furthermore, you have resistance
against the damage of spells.", :name "Spell Resistance"}]}, :tempest-domain
{:key :tempest-domain, :level-modifiers [{:value :heavy, :type :armor-prof} {:value
:martial, :type :weapon-prof}], :name "Tempest Domain", :option-pack "Player
Handbook", :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind,
1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-
storm}, 5 {0 :destructive-smite, 1 :insect-plague}}, :class :cleric, :traits
[{:description "Also at 1st level, you can thunderously rebuke attackers. When a
creature within 5 feet of you that you can see hits you with an attack, you can use
your reaction to cause the creature to make a Dexterity saving throw. The creature
takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and
half as much damage on a successful one. You can use this feature a number of times
equal to your Wisdom modifier (a minimum of once). You regain all expended uses
when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting
at 2nd level, you can use your Channel Divinity to wield the power of the storm
with unchecked ferocity. When you roll lightning or thunder damage, you can use
your Channel Divinity to deal maximum damage, instead of rolling.", :name "Channel
Divinity: Destructive Wrath", :level 2} {:description "At 6th level, when you deal
lightning damage to a Large or smaller creature, you can also push it up to 10 feet
away from you.", :name "Thunderbolt Strike", :level 6} {:description "At 8th level,
you gain the ability to infuse your weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 thunder damage to the target. When you reach 14th
level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8}
{:description "At 17th level, you have a flying speed equal to your current walking
speed whenever you are not underground or indoors.", :name "Stormborn", :level
17}]}}, :orcpub.dnd.e5/feats {:elemental-adept {:description "When you gain this
feat, choose one of the following damage types: acid, cold,
fire, lightning, or thunder.\nSpells you cast ignore resistance to damage of the
chosen type. In addition, when you roll damage for a spell you cast that deals
damage of that type, you can treat any 1 on a damage die as a 2.\nYou can select
this feat multiple times. Each time you do so, you must choose a different damage
type", :prereqs #{:spellcasting}, :key :elemental-adept, :name "Elemental
Adept", :option-pack "Player Handbook", :ability-increases #{}}, :charger
{:description "When you use your action to Dash, you can use a bonus action to make
one melee weapon attack or to shove a creature. If you move at least 10 feet in a
straight line immediately before taking this bonus action, you either gain a +5
bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or
push the target up to 10 feet away from you (if you chose to shove and you
succeed).", :prereqs #{}, :key :charger, :name "Charger", :option-pack "Player
Handbook", :ability-increases #{}}, :sentinel {:description "When you hit a
creature with an opportunity attack, the creature’s speed becomes 0 for the rest of
the turn.\nCreatures provoke opportunity attacks from you even if they take the
Disengage action before leaving your reach.\nWhen a creature within melee range of
you makes an attack against a target other than you (and that target doesn’t have
this feat), you can use your reaction to make a melee weapon attack against the
attacking creature.", :prereqs #{}, :key :sentinel, :name "Sentinel", :option-pack
"Player Handbook", :ability-increases #{}}, :mounted-combatant {:description "You
have advantage on melee attack rolls against any unmounted creature that is smaller
than your mount.\nYou can force an attack targeted at your mount to target you
instead.\nIf your mount is subjected to an effect that allows it to make a
Dexterity saving throw to take only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage if it fails.", :prereqs #{},
:key :mounted-combatant, :name "Mounted Combatant", :option-pack "Player Handbook",
:ability-increases #{}}, :linguist {:description "You can ably create written
ciphers. Others can’t decipher a code you create unless you teach them, they
succeed on an Intelligence check (DC equal to your Intelligence score + your
proficiency bonus), or they use magic to decipher it.", :prereqs #{}, :key
:linguist, :name "Linguist", :option-pack "Player Handbook", :ability-increases
#{:orcpub.dnd.e5.character/int}, :props {:language-choice 3}}, :martial-adept
{:description "You learn three maneuvers of your choice from among those available
to the Battle Master archetype in the fighter class. If a maneuver you use requires
your target to make a saving throw to resist the maneuver’s effects, the saving
throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier
(your choice).\nIf you already have superiority dice, you gain one more; otherwise,
you have one superiority dice,which is a d6. These dice are used to fuel your
maneuvers. A superiority die is expended when you use it. You regain your expended
superiority dice when you finish a short or long rest.", :prereqs #{}, :key
:martial-adept, :name "Martial Adept", :option-pack "Player Handbook", :ability-
increases #{}}, :medium-armor-master {:prereqs #{:medium}, :key :medium-armor-
master, :name "Medium Armor Master", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :ability-increases #{}, :props {:medium-armor-max-dex-3
true, :medium-armor-stealth true}, :description "Wearing med. armor doesn't
disadvantage your DEX(Stealth) checks.\nYou can also add 3, rather than 2, to AC if
you DEX is 16+.\n\nSource: Player’s Handbook, page 168"}, :shield-master
{:description "If you take the Attack action on your turn, you can use a bonus
action to try to shove a creature within 5 feet of you with your shield.\nIf you
aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving
throw you make against a spell or other harmful effect that targets only you.\nIf
you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you can use your reaction to take no damage if you succeed
on the saving throw, interposing your shield between yourself and the source of the
effect.", :prereqs #{}, :key :shield-master, :name "Shield Master", :option-pack
"Player Handbook", :ability-increases #{}}, :tough {:prereqs #{}, :key :tough,
:name "Tough", :option-pack "Players Hand Book (arandomstringofnum#2919)",
:ability-increases #{}, :props {:max-hp-bonus 2}, :description "HP max. increases
by your current level times two, when you gain this feat. Each level thereafter,
your HP max increases by an extra +2 hit points.\n(PHB p.170)"}, :resilient
{:prereqs #{}, :key :resilient, :name "Resilient", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :ability-increases #{:saves?
:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :description "Add +1 to
any ability score (max. 20) and gain proficiency in saving throws w/ that
ability.\n(PHB p.168)"}, :sharpshooter {:description "Attacking at long range
doesn't impose disadvantage on your ranged weapon attack rolls.\nYour ranged weapon
attacks ignore half cover and three-quarters cover.\nBefore you make an attack with
a ranged weapon that you are proficient with, you can choose to take a -5 penalty
to the attack roll. If the attack hits, you add +10 to the attack’s damage.",
:prereqs #{}, :key :sharpshooter, :name "Sharpshooter", :option-pack "Player
Handbook", :ability-increases #{}}, :magic-initiate {:description "Choose a class:
bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your
choice from that class’s spell list.\nIn addition, choose one 1st-level spell from
that same list. You learn that spell and can cast it at its lowest level. Once you
cast it, you must finish a long rest before you can cast it again.\nYour
spellcasting ability for these spells depends on the class you chose: Charisma for
bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for
wizard.", :prereqs #{}, :key :magic-initiate, :name "Magic Initiate", :option-pack
"Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props
{:attack-spell false, :magic-novice true}}, :heavy-armor-master {:description
"While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that
you take from non magical weapons is reduced by 3.", :prereqs #{:heavy
:orcpub.dnd.e5.character/str}, :key :heavy-armor-master, :name "Heavy Armor
Master", :option-pack "Player Handbook", :ability-increases #{}}, :heavily-armored
{:prereqs #{:medium}, :key :heavily-armored, :name "Heavily Armored", :option-pack
"Players Hand Book (arandomstringofnum#2919)", :ability-increases
#{:orcpub.dnd.e5.character/str}, :props {:armor-prof {:heavy true}}, :description
"You have trained to master the use of heavy armor, and by proxy increased your
strength(+1)!\n(PHB p.167)"}, :alert {:description "You can’t be surprised while
you are conscious.\nOther creatures don’t gain advantage on attack rolls against
you as a result of being hidden from you", :prereqs #{}, :key :alert, :name
"Alert", :option-pack "Player Handbook", :ability-increases #{}, :props
{:initiative 5}}, :savage-attacker {:description "Once per turn when you roll
damage for a melee weapon attack, you can reroll the weapon’s damage dice and use
either total.", :prereqs #{}, :key :savage-attacker, :name "Savage Attacker",
:option-pack "Player Handbook", :ability-increases #{}}, :ritual-caster
{:description "When you choose this feat, you acquire a ritual book holding two
1st-level spells of your choice. Choose one of the following classes: bard, cleric,
druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s
spell list, and the spells you choose must have the ritual tag. The class you
choose also determines your spellcasting ability for these spells: Charisma for
bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for
wizard.\nIf you come across a spell in written form, such as a magical spell scroll
or a wizard’s spellbook, you might be able to add it to your ritual book. The spell
must be on the spell list for the class you chose, the spell’s level can be no
higher than half your level (rounded up), and it must have the ritual tag. The
process of copying the spell into your ritual book takes 2 hours per level of the
spell, and costs 50 gp per level. The cost represents material components you
expend as you experiment with the spell to master it, as well as the fine inks you
need to record it.", :prereqs #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis}, :key :ritual-caster, :name "Ritual Caster", :option-
pack "Player Handbook", :ability-increases #{}}, :dungeon-delver {:description "You
have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made
to detect the presence of secret doors.\nYou have advantage on saving throws made
to avoid or resist traps.You can search for traps while traveling at a normal pace,
instead of only at a slow pace.", :prereqs #{}, :key :dungeon-delver, :name
"Dungeon Delver", :option-pack "Player Handbook", :ability-increases #{}, :props
{:saving-throw-advantage-traps true, :damage-resistance {:traps true}}},
:moderately-armored {:prereqs #{:light}, :key :moderately-armored, :name
"Moderately Armored", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex}, :props {:armor-prof {:medium true, :shields
true}}, :description "Increase STR or DEX by 1, to a maximum of 20.(max. 20) and
gain proficiency with medium armor and shields.\n\n(PHB
p.168)"}, :great-weapon-master- {:description "On your turn, when you score a
critical hit with a melee weapon or reduce a creature to 0 hit points with one, you
can make one melee weapon attack as a bonus action.\nBefore you make a melee attack
with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s
damage.", :prereqs #{}, :key :great-weapon-master-, :name "Great Weapon Master
", :option-pack "Player Handbook", :ability-increases #{}}, :defensive-duelist
{:description "When you are wielding a finesse weapon with which you are proficient
and another creature hits you with a melee attack, you can use your reaction to add
your proficiency bonus to your AC for that attack, potentially causing the attack
to miss you.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :defensive-
duelist, :name "Defensive Duelist", :option-pack "Player Handbook", :ability-
increases #{}}, :inspiring-leader {:description "You can spend 10 minutes inspiring
your companions, shoring up their resolve to fight. When you do so, choose up to
six friendly creatures (which can include yourself) within 30 feet of you who can
see or hear you and who can understand you.\n\nEach creature can gain temporary hit
points equal to your level + your Charisma modifier.\nA creature can't gain
temporary hit points from this feat again until it has finished a short or long
rest.", :prereqs #{:orcpub.dnd.e5.character/cha}, :key :inspiring-leader, :name
"Inspiring Leader", :option-pack "Player Handbook", :ability-increases #{}},
:weapon-master {:prereqs #{}, :key :weapon-master, :name "Weapon Master", :option-
pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:weapon-prof-
choice 4}, :description "Add +1 to STR or DEX (max. 20). Gain proficiency with any
four simple or martial weapons.\n\n(PHB p.170)"}, :keen-mind {:description "You
always know which way is north.\nYou always know the number of hours left before
the next sunrise or sunset.\nYou can accurately recall anything you have seen or
heard within the past month.", :prereqs #{:orcpub.dnd.e5.character/int}, :key
:keen-mind, :name "Keen Mind", :option-pack "Player Handbook", :ability-increases
#{}}, :skilled {:prereqs #{}, :key :skilled, :name "Skilled", :option-pack "Players
Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:skill-tool-
choice 3}, :description "Gain proficiency in any three skills or tools.\n(PHB
p.170)"}, :mage-slayer {:description "When a creature within 5 feet of you casts a
spell, you can use your reaction to make a melee weapon attack against that
creature.\nWhen you damage a creature that is concentrating on a spell, that
creature has disadvantage on the saving throw it makes to maintain its
concentration.\nYou have advantage on saving throws against spells cast by
creatures within 5 feet of you.", :prereqs #{}, :key :mage-slayer, :name "Mage
Slayer", :option-pack "Player Handbook", :ability-increases #{}}, :skulker
{:description "You can try to hide when you are lightly obscured from the creature
from which you are hiding.\nWhen you are hidden from a creature and miss it with a
ranged weapon attack, making the attack doesn't reveal your position.\nDim light
doesn’t impose disadvantage on your Wisdom (Perception) checks relying on
sight.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :skulker, :name
"Skulker", :option-pack "Player Handbook", :ability-increases #{}}, :lucky
{:description "You have 3 luck points. Whenever you make an attack roll, an ability
check, or a saving throw, you can spend one luck point to roll an additional d20.
You can choose to spend one of your luck points after you roll the die, but before
the outcome is determined. You choose which of the d20s is used for the attack
roll, ability check, or saving throw.\nYou can also spend one luck point when an
attack roll is made against you. Roll a d20, and then choose whether the attack
uses the attacker’s roll or yours.\nIf more than one creature spends a luck point
to influence the outcome of a roll, the points cancel each other out; no additional
dice are rolled. You regain your expended luck points when you finish a long
rest.", :prereqs #{}, :key :lucky, :name "Lucky", :option-pack "Player
Handbook", :ability-increases #{}}, :observant {:description "If you can see a
creature’s mouth while it is speaking a language you understand, you can interpret
what it’s saying by reading its lips.", :prereqs #{}, :key :observant, :name
"Observant", :option-pack "Player Handbook", :ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :props {:passive-
investigation-5 true, :passive-perception-5 true}}, :tavern-brawler {:description
"Your unarmed strikes use a d4 for damage.\nWhen you hit a creature with an unarmed
strike or an improvised weapon on your turn, you can use a bonus action to attempt
to grapple the target.", :prereqs #{}, :key :tavern-brawler, :name "Tavern
Brawler", :option-pack "Player Handbook", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :props {:improvised-
weapons-prof true}}, :mobile {:description "When you use the Dash action, difficult
terrain doesn’t cost you extra movement on that turn.\nWhen you make a melee attack
against a creature, you don’t provoke opportunity attacks from that creature for
the rest of the turn, whether you hit or not.", :prereqs #{}, :key :mobile, :name
"Mobile", :option-pack "Player Handbook", :ability-increases #{}, :props {:speed
10}}, :lightly-armored {:prereqs #{}, :key :lightly-armored, :name "Lightly
Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-
increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props
{:armor-prof {:light true}}, :description "You gain proficiency with light armor
and can increase your STR or DEX by 1 (max 20).\n(PHB p.167)"}, :polearm-master
{:description "When you take the Attack action and attack with only a glaive,
halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack
with the opposite end of the weapon. This attack uses the same ability modifer as
the primary weapon. The weapon’s damage die for this attack is a d4, and the attack
deals bludgeoning damage.\nWhile you are wielding a glaive, halberd, pike, or
quarterstaff, other creatures provoke an opportunity attack from you when they
enter the reach you have with that weapon.", :prereqs #{}, :key :polearm-master,
:name "Polearm Master", :option-pack "Player Handbook", :ability-increases #{}},
:healer {:description "When you use a healer’s kit to stabilize a dying creature,
that creature also regains 1 hit point.\nAs an action, you can spend one use of a
healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus
additional hit points equal to the creature’s maximum number of Hit Dice. The
creature can’t regain hit points from this feat again until it finishes a short or
long rest.", :prereqs #{}, :key :healer, :name "Healer", :option-pack "Player
Handbook", :ability-increases #{}}, :crossbow-expert {:description "You ignore the
loading quality of crossbows with which you are proficient.\nBeing within 5 feet of
a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\nWhen
you use the Attack action and attack with a one handed weapon, you can use a bonus
action to attack with a hand crossbow you are holding.", :prereqs #{}, :key
:crossbow-expert, :name "Crossbow Expert", :option-pack "Player Handbook",
:ability-increases #{}}, :spell-sniper {:description "When you cast a spell that
requires you to make an attack roll, the spell’s range is doubled.\nYour ranged
spell attacks ignore half cover and three-quarters cover.\nYou learn one cantrip
that requires an attack roll. Choose the cantrip from the bard, cleric, druid,
sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip
depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for wizard.", :prereqs
#{:spellcasting}, :key :spell-sniper, :name "Spell Sniper", :option-pack "Player
Handbook", :ability-increases #{}}, :athlete {:description "When you are prone,
standing up uses only 5 feet of your movement.\nClimbing doesn’t cost you extra
movement.\nYou can make a running long jump or a running high jump after moving
only 5 feet on foot, rather than 10 feet.", :prereqs #{}, :key :athlete, :name
"Athlete", :option-pack "Player Handbook", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {}}, :war-
caster {:description "You have advantage on Constitution saving throws that you
make to maintain your concentration on a spell when you take damage.\nYou can
perform the somatic components of spells even when you have weapons or a shield in
one or both hands.\nWhen a hostile creature’s movement provokes an opportunity
attack from you, you can use your reaction to cast a spell at the creature, rather
than making an opportunity attack. The spell must have a casting time of 1 action
and must target only that creature.", :prereqs #{:spellcasting}, :key :war-
caster, :name "War Caster", :option-pack "Player Handbook", :ability-increases
#{}}, :grappler- {:description " You have advantage on attack rolls against a
creature you are grappling.\n You can use your action to try to pin a creature
grappled by you. To do so, make another grapple check. If you succeed, you and the
creature are both restrained until the grapple ends.", :prereqs
#{:orcpub.dnd.e5.character/str}, :key :grappler-, :name "Grappler ", :option-pack
"Player Handbook", :ability-increases #{}}, :durable {:description "When you roll a
Hit Die to regain hit points, the minimum number of hit
points you regain from the roll equals twice your Constitution modifier (minimum
of 2).", :prereqs #{}, :key :durable, :name "Durable", :option-pack "Player
Handbook", :ability-increases #{:orcpub.dnd.e5.character/con}}, :actor
{:description "You have an advantage on Charisma (Deception) and Charisma
(Performance) checks when trying to pass yourself off as a different person.\nYou
can mimic the speech of another person or the sounds made by other creatures. You
must have heard the person speaking, or heard the creature make the sound, for at
least 1 minute. A successful Wisdom (Insight) check contested by your Charisma
(Deception) check allows a listener to determine that the effect is faked.",
:prereqs #{}, :key :actor, :name "Actor", :option-pack "Player Handbook", :ability-
increases #{:orcpub.dnd.e5.character/cha}}, :dual-wielder {:description "You gain a
+1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou
can use two-weapon fighting even when the one handed melee weapons you are wielding
aren’t light.\nYou can draw or stow two one-handed weapons when you would normally
be able to draw or stow only one.", :prereqs #{}, :key :dual-wielder, :name "Dual
Wielder", :option-pack "Player Handbook", :ability-increases #{}, :props {:two-
weapon-any-one-handed true, :two-weapon-ac-1 true}}}, :orcpub.dnd.e5/backgrounds
{:noble {:key :noble, :name "Noble", :equipment {:signet-ring 1, :clothes-fine
1}, :treasure {:gp 25}, :option-pack "Player Handbook", :profs {:language-options
{:choose 1, :options {:any true}}, :skill {:persuasion true, :history true}, :tool-
options {:gaming-set 1}}, :traits [{:description "Thanks to your noble birth,
people are inclined to think the best of you. You are welcome in high society, and
people assume you have the right to be wherever you are. The common folk make every
effort to accommodate you and avoid your displeasure, and other people of high
birth treat you as a member of the same social sphere. You can secure an audience
with a local noble if you need to.", :name "Position of Privilege", :summary
"Thanks to your noble birth, people are inclined to think the best of you. You are
welcome in high society, and people assume you have the right to be wherever you
are. The common folk make every effort to accommodate you and avoid your
displeasure, and other people of high birth treat you as a member of the same
social sphere. You can secure an audience with a local noble if you need
to."}]}, :guild-artisan {:key :guild-artisan, :name "Guild Artisan", :equipment
{:clothes-traveler-s 1}, :treasure {:gp 15}, :equipment-choices ({:name "Artisan's
Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools
1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1,
:cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1,
:carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1,
:cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "Player Handbook",
:profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion
true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As
an established and respected member of a guild, you can rely on certain benefits
that membership provides, Your fellow guild members will provide you with lodging
and food if necessary, and pay for your funeral if needed. In some cities and
towns, a guildhall offers a central place to meet other members of your profession,
which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds
often wield tremendous political power. If you are accused of a crime, your guild
will support you if a good case can be made for your innocence or the crime is
justifiable. You can also gain access to powerful political figures through the
guild, if you are a member in good standing. Such connections might require the
donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp
per month to the guild. If you miss payments, you must make up back dues to remain
in the guild's good graces. ", :name "Guild Membership", :summary "As an
established and respected member of a guild, you can rely on certain benefits that
membership provides, Your fellow guild members will provide you with lodging and
food if necessary, and pay for your funeral if needed. In some cities and towns, a
guildhall offers a central place to meet other members of your profession, which
can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds
often wield tremendous political power. If you are accused of a crime, your guild
will support you if a good case can be made for your innocence or the crime is
justifiable. You can also gain access to powerful political figures through the
guild, if you are a member in good standing. Such connections might require the
donation of money or magic items to the guild's coffers. You must pay dues of 5 gp
per month to the guild. If you miss payments, you must make up back dues to remain
in the guild's good graces. "}]}, :outlander {:key :outlander, :name
"Outlander", :equipment {:hunting-trap 1, :clothes-traveler-s 1}, :treasure {:gp
10}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options
{:any true}}, :skill {:survival true, :athletics true}, :tool-options {:musical-
instrument 1}}, :traits [{:description "You have an excellent memory for maps and
geography, and you can always recall the general layout of terrain, settlements,
and other features around you. in addition, you can find food and fresh water for
yourself and up to five other people each day, provided that the land offers
berries, small game, water, and so forth. ", :name "Wanderer", :summary "You have
an excellent memory for maps and geography, and you can always recall the general
layout of terrain, settlements, and other features around you. in addition, you can
find food and fresh water for yourself and up to five other people each day,
provided that the land offers berries, small game, water, and so forth. "}]},
:urchin {:key :urchin, :name "Urchin", :equipment {:clothes-common 1, :knife-small
1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:sleight-
of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}},
:traits [{:description "You know the secret patterns and flow to cities and can
find passages through the urban sprawl that others would miss. When you are not in
combat, you (and companions you lead) can travel between any two locations in the
city twice as fast as your speed would normally allow.", :name "City Secrets",
:summary "You know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When you are not in combat, you
(and companions you lead) can travel between any two locations in the city twice as
fast as your speed would normally allow. "}]}, :entertainer {:key :entertainer,
:name "Entertainer", :equipment {:clothes-costume 1}, :treasure {:gp 15},
:equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1,
:dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre
1}}), :option-pack "Player Handbook", :profs {:skill {:acrobatics true,
:performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument
1}}, :traits [{:description "You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater, or even in a noble's court.
At such a place, you receive free lodging and food of a modest or comfortable
standard (depending on the quality of the establishment), as long as you perform
each night. In addition, your performance makes you something of a local figure.
When strangers recognize you in a town where you have performed, they typically
take a liking to you.", :name "By Popular Demand"}]}, :sage {:key :sage, :name
"Sage", :equipment {:clothes-common 1, :knife-small 1, :ink 1}, :treasure {:gp 10},
:option-pack "Player Handbook", :profs {:language-options {:choose 2, :options
{:any true}}, :skill {:history true, :arcana true}}, :traits [{:description "When
you attempt to learn or recall a piece of lore, if you do not know that
information, you often know where and from whom you can obtain it. Usually, this
information comes from a library, scriptorium, university, or a sage or other
learned person or creature. Your DM might rule that the knowledge you seek is
secreted away in an almost inaccessible place. or that it simply cannot be found.
Unearthing the deepest secrets of the multiverse can require an adventure or even a
whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall
a piece of lore, if you do not know that information, you often know where and from
whom you can obtain it. Usually, this information comes from a library,
scriptorium, university, or a sage or other learned person or creature. Your DM
might rule that the knowledge you seek is secreted away in an almost inaccessible
place. or that it simply cannot be found. Unearthing the deepest secrets of the
multiverse can require an adventure or even a whole campaign. "}]}, :gladiator
{:key :gladiator, :name "Gladiator", :equipment {:clothes-costume 1}, :treasure
{:gp 15}, :equipment-choices (), :option-pack "Player Handbook", :profs {:skill
{:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options
{}}, :traits [{:description "You can find a place to perform in any place that
features combat for entertainment—perhaps a gladiatorial arena or secret pit
fighting club. At such a place, you receive free lodging and food of a modest or
comfortable standard (depending on the quality of the establishment), as long as
you perform each night. In addition, your performance makes you something of a
local figure. When
strangers recognize you in a town where you have performed, they typically take a
liking to you.", :name "By Popular Demand"}]}, :folk-hero {:key :folk-hero, :name
"Folk Hero", :equipment {:clothes-common 1, :pot-iron 1, :shovel 1}, :treasure {:gp
10}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools
1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1,
:leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1,
:brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :option-pack "Player Handbook", :profs {:skill {:survival true,
:animal-handling true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool
1}}, :traits [{:description "Since you come from the ranks of the common folk, you
fit in among them with ease. You can find a place to hide, rest, or recuperate
among other commoners, unless you have shown yourself to be a danger to them. They
will shield you from the law or anyone else searching for you, though they will not
risk their lives for you.", :name "Rustic Hospitality", :summary "Since you come
from the ranks of the common folk, you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other commoners, unless you have shown
yourself to be a danger to them. They will shield you from the law or anyone else
searching for you, though they will not risk their lives for you. "}]}, :sailor
{:key :sailor, :name "Sailor", :equipment {:clothes-common 1, :rope-silk 1},
:treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception
true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}},
:traits [{:description "When you need to. you can secure free passage on a sailing
ship for yourself and your adventuring companions. You might sail on the ship you
served on, or another ship you have good relations with (perhaps one captained by a
former crewmate). Because you're calling in a favor, you can't be certain of a
schedule or route that will meet your every need. Your Dungeon Master will
determine how long it takes to get where you need to go. In return for your free
passage, you and your companions are expected to assist the crew during the voyage.
", :name "Ship's Passage", :summary "When you need to. you can secure free passage
on a sailing ship for yourself and your adventuring companions. You might sail on
the ship you served on, or another ship you have good relations with (perhaps one
captained by a former crewmate). Because you're calling in a favor, you can't be
certain of a schedule or route that will meet your every need. Your Dungeon Master
will determine how long it takes to get where you need to go. In return for your
free passage, you and your companions are expected to assist the crew during the
voyage. "}]}, :hermit {:key :hermit, :name "Hermit", :equipment {:clothes-common 1,
:herbalism-kit 1, :case-map-or-scroll 1, :blanket 1}, :treasure {:gp 5}, :option-
pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any
true}}, :skill {:religion true, :medicine true}, :tool {:herbalism-kit true}},
:traits [{:description "The quiet seclusion of your extended hermitage gave you
access to a unique and powerful discovery. The exact nature of this revelation
depends on the nature of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer planes, or the forces of
nature. It could be a site that no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed some relic of the past that could
rewrite history. It might be information that would be damaging to the people who
or consigned you to exile, and hence the reason for your return to society.\nWork
with your DM to determine the details of your discovery and its impact on the
campaign. ", :name "Discovery", :summary "The quiet seclusion of your extended
hermitage gave you access to a unique and powerful discovery. The exact nature of
this revelation depends on the nature of your seclusion. It might be a great truth
about the cosmos, the deities, the powerful beings of the outer planes, or the
forces of nature. It could be a site that no one else has ever seen. You might have
uncovered a fact that has long been forgotten, or unearthed some relic of the past
that could rewrite history. It might be information that would be damaging to the
people who or consigned you to exile, and hence the reason for your return to
society. Work with your DM to determine the details of your discovery and its
impact on the campaign."}]}, :pirate {:key :pirate, :name "Pirate", :equipment
{:clothes-common 1, :rope-silk 1}, :treasure {:gp 10}, :option-pack "Player
Handbook", :profs {:skill {:perception true, :athletics true}, :tool {:navigators-
tools true, :water-vehicles true}}, :traits [{:description "If your character has a
sailor background, you may select this background feature instead of Ship's
Passage.\nNo matter where you go, people are afraid of you due to your reputation.
When you are in a civilized settlement, you can get away with minor criminal
offenses, such as refusing to pay for food at a tavern or breaking down doors at a
local shop, since most people will not report your activity to the authorities",
:name "Bad Reputation"}]}, :soldier {:key :soldier, :name "Soldier", :equipment
{:clothes-common 1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs
{:skill {:intimidation true, :athletics true}, :tool {:land-vehicles true}, :tool-
options {:gaming-set 1}}, :traits [{:description "You have a military rank from
your career as a soldier. Soldiers loyal to your former military organization still
recognize your authority and influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert influence over other soldiers and
requisition simple equipment or horses for temporary use. You can also usually gain
access to friendly military encampments and fortresses where your rank is
recognized. ", :name "Military Rank", :summary "You have a military rank from your
career as a soldier. Soldiers loyal to your former military organization still
recognize your authority and influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert influence over other soldiers and
requisition simple equipment or horses for temporary use. You can also usually gain
access to friendly military encampments and fortresses where your rank is
recognized. "}]}, :charlatan {:key :charlatan, :name "Charlatan", :equipment
{:disguise-kit 1, :clothes-fine 1}, :treasure {:gp 15}, :option-pack "Player
Handbook", :profs {:skill {:sleight-of-hand true, :deception true}, :tool
{:disguise-kit true, :forgery-kit true}}, :traits [{:description "Charlatans are
colorful characters who conceal their true selves behind the masks they construct.
They reflect what people want to see, what they want to believe, and how they see
the world. But their true selves are sometimes plagued by an uneasy conscience, an
old enemy, or deep-seated trust issues. ", :name "False Identity"}]}, :criminal
{:key :criminal, :name "Criminal", :equipment {:clothes-common 1, :crowbar 1},
:treasure {:gp 15}, :option-pack "Player Handbook", :profs {:skill {:deception
true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set
1}}, :traits [{:description "You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You know how to get messages to
and from your contact, even over great distances; specifically, you know the local
messengers, corrupt caravan masters, and seedy sailors who can deliver messages for
you. ", :name "Criminal Contac"}]}, :knight {:key :knight, :name "Knight",
:equipment {:signet-ring 1, :clothes-fine 1}, :treasure {:gp 25}, :option-pack
"Player Handbook", :profs {:language-options {:choose 1, :options {:any true}},
:skill {:persuasion true, :history true}, :tool-options {:gaming-set 1}}, :traits
[{:description "If your character has a noble background, you may select this
background feature instead of Position of Privilege.\nYou have the service of three
retainers loyal to your family. These retainers can be attendants or messengers,
and one might be a majordomo. Your retainers are commoners who can perform mundane
tasks for you, but they do not fight for you, will not follow you into obviously
dangerous areas (such as dungeons), and will leave if they are frequently
endangered or abused. ", :name "Retainers", :summary "If your character has a noble
background, you may select this background feature instead of Position of
Privilege. You have the service of three retainers loyal to your family. These
retainers can be attendants or messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane tasks for you, but they do not
fight for you, will not follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently endangered or abused. "}]}},
:orcpub.dnd.e5/subraces {:wood-elf {:key :wood-elf, :speed 35, :race :elf, :name
"Wood Elf", :abilities {:orcpub.dnd.e5.character/wis 1}, :option-pack "Player
Handbook", :props {:weapon-prof {:longsword true, :shortbow true, :longbow true,
:shortsword true}}, :traits [{:description "You can try to hide when lightly
obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.",
:name "Mask of the Wild"}]}, :stout {:key :stout, :race :halfling, :name
"Stout", :abilities {:orcpub.dnd.e5.character/con 1}, :option-pack "Player
Handbook", :props {:saving-throw-advantage {:poisoned true}, :damage-resistance
{:poison true}}, :traits []}, :forest-gnome {:key :forest-gnome, :race :gnome,
:name "Forest Gnome", :spells
[{:value {:key :minor-illusion, :ability :int}}], :abilities
{:orcpub.dnd.e5.character/dex 1}, :option-pack "Player Handbook", :traits
[{:description "Through sounds and gestures, you can communicate simple ideas with
Small or smaller beasts. Forest gnomes love animals and often keep squirrels,
badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name
"Speak with Small Beasts"}]}, :drow {:key :drow, :race :elf, :name "Drow",
:darkvision 120, :spells [{:value {:key :dancing-lights, :ability :cha, :level 0}}
{:value {:key :faerie-fire, :ability :cha, :level 1}, :level 3} {:value {:key
:darkness, :ability :cha, :level 2}, :level 5}], :abilities
{:orcpub.dnd.e5.character/cha 1}, :option-pack "Player Handbook", :props {:weapon-
prof {:rapier true, :shortbow true, :crossbow-hand true}}, :traits [{:description
"Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are trying to perceive is in
direct sunlight.", :name "Sunlight Sensitivity"}]}, :mountain-dwarf {:key
:mountain-dwarf, :race :dwarf, :name "Mountain Dwarf", :abilities
{:orcpub.dnd.e5.character/str 2}, :option-pack "Player Handbook(full)", :props
{:armor-prof {:medium true, :light true}}, :traits []}}, :orcpub.dnd.e5/spells
{:armor-of-agathys {:description "A protective magical force surrounds you,
manifesting as a spectral frost that covers you and your gear. You gain 5 temporary
hit points for the duration. If a creature hits you with a melee attack while you
have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When
you cast this spell using a spell slot of 2nd level or higher, both the temporary
hit points and the cold damage increase by 5 for each slot level above 1st.",
:key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration
"1 hour", :level 1, :option-pack "Player Handbook", :components {:material-
component "a cup of water", :verbal true, :material true, :somatic true}, :casting-
time "1 Action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon
{:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of
the following damage types: acid, cold, fire, lightning, or thunder. For the
duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage
of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using
a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the
extra damage increases to 2d4. When you use a spell slot of 7th level or higher,
the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-
weapon, :school "transmutation", :name "Elemental Weapon", :duration
"Concentration, up to 1 hour", :level 3, :option-pack "Player Handbook",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four
pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within
range and lay magic upon them to protect an area. Until the spell ends, whenever a
creature other than you comes within 30 feet of the ammunition for the first time
on a turn or ends its turn there, one piece of ammunition flies up to strike it.
The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage.
The piece of ammunition is then destroyed. The spell ends when no ammunition
remains. When you cast this spell, you can designate any creature you choose, and
the spell ignores them.\nAt higher levels: When you cast this spell using a spell
slot of 3rd or higher, the amount of ammunition that can be affected increases by
two for each slot level above 2nd.", :key :cordon-of-arrows, :school
"transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-
pack "Player Handbook", :components {:material-component "four or more arrows or
bolts", :verbal true, :material true, :somatic true}, :casting-time "1 action",
:spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One
humanoid of your choice that you can see within range must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the target is charmed
in this way, a twisted crown of jagged iron appears on its head, and a madness
glows in its eyes. The charmed target must use its action before moving on each of
its turns to make a melee attack against a creature other than itself that you
mentally choose. The target can act normally on its turn if you choose no creature
or if none are within its reach. On your subsequent turns, you must use your action
to maintain control over the target, or the spell ends. Also the target can make a
Wisdom saving throw at the end of each of its turns. On a success, the spell
ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness",
:duration "Concentration, up to 1 minute", :level 2, :option-pack "Player
Handbook", :components {:verbal true, :somatic true}, :casting-time "1 action",
:spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true}, :range "120
feet"}, :compelled-duel {:description "You attempt to compel a creature into a
duel. One creature that you can see within range must make a Wisdom saving throw.
On a failed save, the creature is drawn to you, compelled by your divine demand.
For the duration, it has disadvantage on attack rolls against creatures other than
you, and must make a Wisdom saving throw each time it attempts to move to a space
that is more than 30 feet away from you; if it succeeds on this saving throw, this
spell doesn't restrict the target's movement for that turn. The spell ends if you
attack any other creature, if you cast a spell that targets a hostile creature
other than the target, if a creature friendly to you damages the target or casts a
harmful spell on it, or if you end your turn more than 30 feet away from the
target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel",
:duration "Concentration, up to 1 minute", :level 1, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists
{:paladin true}, :range "30 feet"}, :counterspell {:description "You attempt to
interrupt a creature in the process of casting a spell. If the creature is casting
a spell of 3rd level or lower, its spell fails and has no effect. If it is casting
a spell of 4th level or higher, make an ability check using your spellcasting
ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell
fails and has no effect.\nAt Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the interrupted spell has no effect if its level is
less than or equal to the level of the spell slot you used.", :key
:counterspell, :school "abjuration", :name "Counterspell", :duration
"Instantaneous", :level 3, :option-pack "Player Handbook", :components {:somatic
true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :wizard true,
:warlock true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of
sickening greenish energy lashes out toward a creature within range. Make a ranged
spell attack against the target. On a hit, the target takes 2d8 poison damage and
must make a Constitution saving throw. On a failed save, it is also poisoned until
the end of your next turn.\nAt Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level
above 1st.", :key :ray-of-sickness, :school "necromancy", :name "Ray of
Sickness", :duration "Instantaneous", :level 1, :option-pack "Player Handbook",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You
create a long, vine-like whip covered in thorns that lashes out at your command
toward a creature in range. Make a melee spell attack against the target. If the
attack hits, the creature takes 1d6 piercing damage, and if the creature is Large
or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage
increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration
"Instantaneous", :level 0, :option-pack "Player Handbook", :components {:material-
component "the stem of a plant with thorns", :verbal true, :material true, :somatic
true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"},
:crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-
foot radius, awakening boldness in friendly creatures. Until the spell ends, the
aura moves with you, centered on you. While in the aura, each nonhostile creature
in the aura (including you) deals an extra 1d4 radiant damage when it hits with a
weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's
Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you
hit a creature with a melee weapon attack during this spell’s duration, you weapon
flares with a bright light, and the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a Constitution saving throw or be
blinded until the spell ends. A creature blinded by this spell makes another
Constitution saving throw at the end of each of its turns. On a successful save, it
is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding
Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time
"1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage
{:description "You throw a nonmagical weapon or fire a piece of nonmagical
ammunition into the air to create a cone of identical weapons that shoot forward
and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity
saving throw. A creature takes 3d8 damage on a failed save, or half as much damage
on a successful one. The damage type is the same as that of the weapon or
ammunition used as a component.", :key :conjure-barrage, :school "conjuration",
:name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "Player
Handbook", :components {:material-component "one piece of ammunition or a thrown
weapon", :verbal true, :material true, :somatic true}, :casting-time "1 action",
:spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns
{:description "The next time you hit a creature with a ranged weapon attack before
the spell ends, this spell creates a rain of thorns that sprouts from your ranged
weapon or ammunition. In addition to the normal effect of the attack, the target of
the attack and each creature within 5 feet of it must make a Dexterity saving
throw. A creature takes 1d10 piercing damage on a failed save, or half as much
damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d10 for each slot level above
1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name
"Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack
"Player Handbook", :components {:verbal true}, :casting-time "1 bonus action",
:spell-lists {:ranger true}, :range "Self"}, :branding-smite {:description "The
next time you hit a creature with a weapon attack before this spell ends, the
weapon gleams with astral radiance as you strike. The attack deals an extra 2d6
radiant damage to the target, which becomes visible if it's invisible, and the
target sheds dim light in a 5-foot radius and can't become invisible until the
spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd
level or higher, the extra damage increases by 1d6 for each slot level above 2nd.",
:key :branding-smite, :school "evocation", :name "Branding Smite", :duration
"Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook",
:components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin
true}, :range "Self"}, :searing-smite {:description "The next time you hit a
creature with a melee weapon attack during the spell's duration, your weapon flares
with white-hot intensity, and the attack deals an extra 1d6 fire damage to the
target and causes the target to ignite in flames. At the start of each of its turns
until the spell ends, the target must make a Constitution saving throw. On a failed
save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target
or a creature within 5 feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being submerged in water), the
spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack increases by 1d6 for
each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing
Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists
{:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs
into existence at a point you choose within range. You can make the wall up to 300
feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When
the wall appears, each creature within its area must make a Strength saving throw.
On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage
on a successful save. At the start of each of your turns after the wall appears,
the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or
smaller creature inside the wall or whose space the wall enters when it moves must
succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can
take this damage only once per round. At the end of the turn, the wall's height is
reduced by 50 feet, and the damage creatures take from the spell on subsequent
rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the
wave, though, the creature must make a successful Strength (Athletics) check
against your spell save DC in order to move at all. If it fails the check, it can't
move. A creature that moves out of the area falls to the ground.", :key
:tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6
rounds", :level 8, :option-pack "Player Handbook", :components {:verbal true,
:somatic true}, :casting-time "1 minute", :spell-lists {:druid true}, :range
"Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out
toward a creature within range, forming a sustained arc of lightning between you
and the target. Make a ranged spell attack against that creature. On a hit, the
target takes 1d12 lightning damage, and on each of your turns for the duration, you
can use your action to deal 1d12 lightning damage to the target automatically. The
spell ends if you use your action to do anything else. The spell also ends if the
target is ever outside the spell’s range or if it has total cover from you.\nAt
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-
bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1
minute", :level 1, :option-pack "Player Handbook", :components {:material-component
"a twig from a tree that has been struck by lightning", :verbal true, :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true,
:wizard true, :warlock true}, :range "30 feet"}, :grasping-vine {:description "You
conjure a vine that sprouts from the ground in an unoccupied space of your choice
that you can see within range. When you cast this spell, you can direct the vine to
lash out at a creature within 30 feet of it that you can see. That creature must
succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or
another one as a bonus action on each of your turns.", :key :grasping-vine, :school
"conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute",
:level 4, :option-pack "Player Handbook", :components {:verbal true, :somatic
true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true},
:range "30 feet"}, :feign-death {:description "You touch a willing creature and put
it into a cataleptic state that is indistinguishable from death. For the spell’s
duration, or until you use an action to touch the target and dismiss the spell, the
target appears dead to all outward inspection and to spells used to determine the
target’s status. The target is blinded and incapacitated, and its speed drops to 0.
The target has resistance to all damage except psychic damage. If the target is
diseased or poisoned when you cast the spell, or becomes diseased or poisoned while
under the spell’s effect, the disease and poison have no effect until the spell
ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1
hour", :level 3, :option-pack "Player Handbook", :components {:material-component
"a pinch of graveyard dirt", :verbal true, :material true, :somatic true},
:casting-time "1 action", :spell-lists {:cleric true, :druid true, :wizard true,
:bard true}, :range "touch"}, :beast-sense {:description "You touch a willing
beast. For the duration of the spell, you can use your action to see through the
beast’s eyes and hear what it hears, and continue to do so until you use your
action to return to your normal senses. While perceiving through the beast’s
senses, you gain the benefits of any special senses possessed by that creature,
though you are blinded and deafened to your own surroundings.", :key :beast-
sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1
hour", :level 2, :option-pack "Player Handbook", :components {:somatic true},
:casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range
"Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a
weapon attack before this spell ends, a writhing mass of thorny vines appears at
the point of impact, and the target must succeed on a Strength saving throw or be
restrained by the magical vines until the spell ends. A Large or larger creature
has advantage on this saving throw. If the target succeeds on the save, the vines
shrivel away. While restrained by this spell, the target takes 1d6 piercing damage
at the start of each of its turns. A creature restrained by the vines or one that
can touch the creature can use its action to make a Strength check against your
spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast
this spell using a spell slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration",
:name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1,
:option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus
action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite
{:description "The first time you hit with a melee weapon attack during this
spell's duration, your weapon
rings with thunder that is audible within 300 feet of you, and the attack deals an
extra 2d6 thunder damage to the target. Additionally, if the target is a creature,
it must succeed on a Strength saving throw or be pushed 10 feet away from you and
knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous
Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists
{:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked
teleportation portals that remain open for the duration. Choose two points on the
ground that you can see, one point within 10 feet of you and one point within 500
feet of you. A circular portal, 10 feet in diameter, opens over each point. If the
portal would open in the space occupied by a creature, the spell fails, and the
casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist,
hovering inches from the ground and perpendicular to it at the points you choose. A
ring is visible only from one side (your choice), which is the side that functions
as a portal.\n\nAny creature or object entering the portal exits from the other
portal as if the two were adjacent to each other; passing through a portal from the
nonportal side has no effect. The mist that fills each portal is opaque and blocks
vision through it. On your turn, you can rotate the rings as a bonus action so that
the active side faces in a different direction.", :key :arcane-gate, :school
"conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes",
:level 6, :option-pack "Player Handbook", :components {:verbal true, :somatic
true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :wizard true,
:warlock true}, :range "500 ft."}, :destructive-smite {:description "You strike the
ground, creating a burst of divine energy that ripples outward from you. Each
creature you choose within 30 feet of you must succeed on a Constitution saving
throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your
choice),and be knocked prone. A creature that succeeds on its saving throw takes
half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.",
:key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration
"Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-
foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee
weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic
damage. Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the creature can
make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-
smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to
1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true},
:casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"},
:aura-of-life {:description "Life-preserving energy radiates from you in an aura
with a 30-foot radius. Until the spell ends, the aura moves with you, centered on
you. Each nonhostile creature in the aura (including you) has resistance to
necrotic damage, and its hit point maximum can’t be reduced. In addition, a
nonhostile, living creature regains 1 hit point when it starts its turn in the aura
with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of
Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player
Handbook", :components {:material-component "", :verbal true}, :casting-time "1
action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-
daggers {:description "You fill the air with spinning daggers in a cube 5 feet on
each side, centered on a point you choose within range. A creature takes 4d4
slashing damage when it enters the spell’s area for the first time on a turn or
starts its turn there.\nAt Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 2d4 for each slot level above
2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers",
:duration "Concentration, up to 1 minute", :level 2, :option-pack "Player
Handbook", :components {:material-component "a sliver of glass", :verbal true,
:material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer
true, :wizard true, :warlock true, :bard true}, :range "60 feet"}, :swift-quiver
{:description "You transmute your quiver so it produces an endless supply of non-
magical ammunition, which seems to leap into your hand when you reach for it. On
each of your turns until the spell ends, you can use a bonus action to make two
attacks with a weapon that uses ammunition from the quiver. Each time you make such
a ranged attack, your quiver magically replaces the piece of ammunition you used
with a similar piece of non-magical ammunition. Any pieces of ammunition created by
this spell disintegrate when the spell ends. If the quiver leaves your possession,
the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift
Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player
Handbook", :components {:material-component "a quiver containing at least one piece
of ammunition", :verbal true, :material true, :somatic true}, :casting-time "1
bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description
"You place a curse on a creature that you can see within range. Until the spell
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability when you cast the spell. The target has
disadvantage on ability checks made with the chosen ability. If the target drops to
0 hit points before this spell ends, you can use a bonus action on a turn of yours
to curse a new creature. A remove curse cast on the target ends this spell
early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th
level, you can maintain your concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain your concentration on the
spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex",
:duration "Concentration, up to 1 hour", :level 1, :option-pack "Player
Handbook", :components {:material-component "the petrified eye of a newt", :verbal
true, :material true, :somatic true}, :casting-time "1 bonus action", :spell-lists
{:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy
radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura
moves with you, centered on you. Each nonhostile creature in the aura (including
you) can’t become diseased, has resistance to poison damage, and has advantage on
saving throws against effects that cause any of the following conditions: blinded,
charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-
purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up
to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-
foot radius)"}, :friends {:description "For the duration, you have advantage on all
Charisma checks directed at one creature of your choice that isn't hostile toward
you. When the spell ends, the creature realizes that you used magic to influence
its mood and becomes hostile toward you. A creature prone to violence might attack
you. Another creature might seek retribution in other ways (at the DM's
discretion), depending on the nature of your interaction with it.", :key
:friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1
minute", :level 0, :option-pack "Player Handbook", :components {:material-component
"a small amount of makeup applied to the face as this spell is cast", :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true,
:wizard true, :warlock true, :bard true}, :range "self"}, :hunger-of-hadar
{:description "You open a gateway to the dark between the stars, a region infested
with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears,
centered on a point within range and lasting for the duration. This void is filled
with a cacophony of soft whispers and slurping noises that can be heard up to 30
feet away. No light, magical or otherwise, can illuminate the area, and creatures
fully within the area are blinded. The void creates a warp in the fabric of space,
and the area is difficult terrain. Any creature that starts its turn in the area
takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on
a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles
rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of
Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player
Handbook", :components {:material-component "a pickled octopus tentacle", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell
lets you convince a beast that you mean it no harm. Choose a beast that you can see
within range. It must see and hear you. If the beast’s Intelligence is 4 or higher,
the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be
charmed by you for the spell’s duration. If you or one of your companions harms the
target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell
slot of 2nd
level or higher, you can affect one additional beast for each slot level above
1st.", :key :animal-friendship, :school "enchantment", :name "Animal
Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook",
:components {:material-component "a morsel of food", :verbal true, :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger
true, :bard true}, :range "30 feet"}, :dissonant-whispers {:description "You
whisper a discordant melody that only one creature of your choice within range can
hear, wracking it with terrible pain. The target must make a Wisdom saving throw.
On a failed save, it takes 3d6 psychic damage and must immediately use its
reaction, if available, to move as far as its speed allows away from you. The
creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On
a successful save, the target takes half as much damage and doesn’t have to move
away. A deafened creature automatically succeeds on the save.\nAt Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school
"enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1,
:option-pack "Player Handbook", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description
"You create a telepathic link between yourself and a willing creature with which
you are familiar. The creature can be anywhere on the same plane of existence as
you. The spell ends if you or the target are no longer on the same plane. Until the
spell ends, you and the target can instantaneously share words, images, sounds, and
other sensory messages with one another through the link, and the target recognizes
you as the creature it is communicating with. The spell enables a creature with an
Intelligence score of at least 1 to understand the meaning of your words and take
in the scope of any sensory messages you send to it.", :key :telepathy, :school
"evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack
"Player Handbook", :components {:material-component "a pair of linked silver
rings", :verbal true, :material true, :somatic true}, :casting-time "1 action",
:spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description
"The next time you make a ranged weapon attack during the spell’s duration, the
weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into
a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning
damage on a hit, or half as much damage on a miss, instead of the weapon’s normal
damage. Whether you hit or miss, each creature within 10 feet of the target must
make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage
on a failed save, or half as much damage on a successful one. The piece of
ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you
cast this spell using a spell slot of 4th level or higher, the damage for both
effects of the spell increases by 1d8 for each slot level above 3rd.", :key
:lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration
"Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook",
:components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-
lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of
healing energy washes over a creature you touch. The target regains all of its hit
points. If the creature is charmed, frightened, paralyzed, or stunned, the
condition ends. If the creature is prone, it can use its reaction to stand up. This
spell has no effect on undead or constructs.", :key :power-word-heal, :school
"evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-
pack "Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith
{:description "A Large spectral guardian appears and hovers for the duration in an
unoccupied space of your choice that you can see within range. The guardian
occupies that space and is indistinct except for a gleaming sword and shield
emblazoned with the symbol of your deity. Any creature hostile to you that moves to
a space within 10 feet of the guardian must succeed on a Dexterity saving throw.
The creature takes 20 radiant damage on a failed save, or half as much damage on a
successful one. The guardian vanishes when it has dealt a total of 60 damage.",
:key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith",
:duration "8 hours", :level 4, :option-pack "Player Handbook", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"},
:blade-ward {:description "You extend your hand and trace a sigil of warding in the
air. Until the end of your next turn, you have resistance against bludgeoning,
piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school
"abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack
"Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1
Action", :spell-lists {:sorcerer true, :wizard true, :warlock true, :bard true},
:range "Self"}, :banishing-smite {:description "The next time you hit a creature
with a weapon attack before this spell ends, your weapon crackles with force, and
the attack deals an extra 5d10 force damage to the target. Additionally, if this
attack reduces the target to 50 hit points or fewer, you banish it. If the target
is native to a different plane of existence than the one you’re on, the target
disappears, returning to its home plane. If the target is native to the plane
you’re on, the creature vanishes into a harmless demiplane. While there, the target
is incapacitated. It remains there until the spell ends, at which point the target
reappears in the space it left or in the nearest unoccupied space if that space is
occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing
Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists
{:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy
radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura
moves with you, centered on you. You can use a bonus action to cause one creature
in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality,
:school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1
minute", :level 3, :option-pack "Player Handbook", :components {:verbal true},
:casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot
radius)"}, :circle-of-power {:description "Divine energy radiates from you,
distorting and diffusing magical energy within 30 feet of you. Until the spell
ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells
and other magical effects. Additionally, when an affected creature succeeds on a
saving throw made against a spell or magical effect that allows it to make a saving
throw to take only half damage, it instead takes no damage if it succeeds on the
saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of
Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description
"You fire a piece of non-magical ammunition from a ranged weapon or throw a non-
magical weapon into the air and choose a point within range. Hundreds of duplicates
of the ammunition or weapon fall in a volley from above and then disappear. Each
creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must
make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or
half as much damage on a successful one. The damage type is the same as that of the
ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure
Volley", :duration "Instantaneous", :level 5, :option-pack "Player Handbook",
:components {:material-component "one piece of ammunition or one thrown weapon",
:verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-
lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a
creature you can see within range and mystically mark it as your quarry. Until the
spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a
weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom
(Survival) check you make to find it. If the target drops to 0 hit points before
this spell ends, you can use a bonus action on a subsequent turn of yours to mark a
new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your
concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school
"divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour",
:level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time
"1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion
{:description "Creatures of your choice that you can see within range and that can
hear you must make a Wisdom saving throw. A target automatically succeeds on this
saving throw if it can’t be charmed. On a failed save, a target is affected by this
spell. Until
the spell ends, you can use a bonus action on each of your turns to designate a
direction that is horizontal to you. Each affected target must use as much of its
movement as possible to move in that direction on its next turn. It can take its
action before it moves. After moving in this way, it can make another Wisdom saving
throw to try to end the effect. A target isn’t compelled to move into an obviously
deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move
in the designated direction.", :key :compulsion, :school "enchantment", :name
"Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack
"Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up
to ten berries appear in your hand and are infused with magic for the duration. A
creature can use its action to eat one berry. Eating a berry restores 1 hit point,
and the berry provides enough nourishment to sustain a creature for one day. The
berries lose their potency if they have not been consumed within 24 hours of the
casting of this spell. ", :key :goodberry, :school "transmutation", :name
"Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player
Handbook", :components {:material-component "a sprig of mistletoe", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You
invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from
you and batter all creatures within 10 feet of you. Each creature in that area must
make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage
and can’t take reactions until its next turn. On a successful save, the creature
takes half damage, but suffers no other effect.\n\nAt Higher Levels: When you cast
this spell using a spell slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name
"Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player
Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action",
:spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite
{:description "The next time you hit a creature with a melee weapon attack during
this spell’s duration, your weapon pierces both body and mind, and the attack deals
an extra 4d6 psychic damage to the target. The target must make a Wisdom saving
throw. On a failed save, it has disadvantage on attack rolls and ability checks,
and can’t take reactions, until the end of its next turn.", :key :staggering-smite,
:school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1
minute", :level 4, :option-pack "Player Handbook", :components {:verbal true},
:casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"},
:chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a
creature that you can see within range. You choose acid, cold, fire, lightning,
poison, or thunder for the type of orb you create, and then make a ranged spell
attack against the target. If the attack hits, the creature takes 3d8 damage of the
type you chose.\nAt Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d8 for each slot level above
1st.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration
"Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material-
component "a diamond worth at least 50gp", :verbal true, :material true, :somatic
true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true},
:range "90 feet"}}, :disabled? false}, "UA - Druid" {:orcpub.dnd.e5/selections
{:circle-of-dreams {:options [{:name "Balm of Summer Court", :description "At 2nd
level you gain a pool of fey energy (d6s equal to your Druid level)\nAs a bonus
action you can choose an ally within 120 ft (that you can see) and spend a number
of dice equal to half your druid level, or less.\nRoll the dice, add them together
and the target regains HP equal to the total.\nTarget also gains 1 Temporary HP and
+5 speed per die used. (The speed increase lasts for 1 minute).\n\nExtended Rest
restores used dice."} {:name "Hearth of Moonlight and Shadow", :description "During
short/long rest you can invoke 'Gloaming Court' to ward your campsite from
intruders.\nGloaming Court creates a 30 ft radius (60 ft diameter).\nWithing the
radius grants you and your allies +5 bonus to Wisdom(Perception) checks to detect
creatures.\nAny light from open flames within the circle is not visible from the
outside.\nThe effect ends when the rest is finished or you leave the area."} {:name
"Hidden Paths", :description "You can use hidden, unpredictable, magical fey
pathways to move in a blink.\nOn your turn you can teleport up to 30 feet to a spot
you can see. Each foot of teleport costs one foot of your normal movement.\nYou may
also teleport a willing ally, by touching them, up to 30 feet to a point you can
see.\nOnce you use either option, teleporting yourself or ally, that option cannot
be used again for 1d4 rounds."} {:name "Purifying Light", :description "Casting a
spell with a spell slot that restores HP to you/ally you can simultaneously use
dispel magic on that target. Dispel Magic uses a spell slot equal to the slot used
to cast the healing spell.\n\nThis feature may be used 3 times, regaining uses
after a long rest.\nIf the healing spell is multi-targeted, this feature can work
on each target, expending one \"use\" per target."}], :option-pack "UA - Druid",
:name "Circle of Dreams", :key :circle-of-dreams}}, :orcpub.dnd.e5/subclasses
{:circle-of-dreams {:class :druid, :traits [{:level 2, :name "Balm of the Summer
Court", :description "At 2nd level you gain a pool of fey energy (d6s equal to your
Druid level)\nAs a bonus action you can choose an ally within 120 ft (that you can
see) and spend a number of dice equal to half your druid level, or less.\nRoll the
dice, add them together and the target regains HP equal to the total.\nTarget also
gains 1 Temporary HP and +5 speed per die used. (The speed increase lasts for 1
minute).\n\nExtended Rest restores used dice."} {:name "Hearth of Moonlight and
Shadow", :description "During short/long rest you can invoke 'Gloaming Court' to
ward your campsite from intruders.\nGloaming Court creates a 30 ft radius (60 ft
diameter).\nWithing the radius grants you and your allies +5 bonus to
Wisdom(Perception) checks to detect creatures.\nAny light from open flames within
the circle is not visible from the outside.\nThe effect ends when the rest is
finished or you leave the area.", :level 6} {:description "You can use hidden,
unpredictable, magical fey pathways to move in a blink.\nOn your turn you can
teleport up to 30 feet to a spot you can see. Each foot of teleport costs one foot
of your normal movement.\nYou may also teleport a willing ally, by touching them,
up to 30 feet to a point you can see.\nOnce you use either option, teleporting
yourself or ally, that option cannot be used again for 1d4 rounds.", :name "Hidden
Paths", :level 10} {:name "Purifying Light", :description "Casting a spell with a
spell slot that restores HP to you/ally you can simultaneously use dispel magic on
that target. Dispel Magic uses a spell slot equal to the slot used to cast the
healing spell.\n\nThis feature may be used 3 times, regaining uses after a long
rest.\nIf the healing spell is multi-targeted, this feature can work on each
target, expending one \"use\" per target.", :level 14}], :level-modifiers [],
:level-selections [], :name "Circle of Dreams", :option-pack "UA - Druid", :key
:circle-of-dreams, :disabled? true}, :circle-of-the-shepherd {:class :druid,
:traits [{:name "Spirit Bond", :description "You can call animal spirits.\nAs a
bonus action, you magically summon a Medium spirit to an unoccupied space you can
see within 60 feet of you.\n\nThe spirit creates an aura in a 30 foot radius around
it, it doesn't occupy its space it is immobile, and it counts as neither a creature
nor an object.\nThe nature of the aura depends on the type of spirit you choose to
summon. (Found in the UA - Druid PDF)\n\nThe spirit persists for 1 minute. Once you
use this feature, you can't use it again until you finish a short or long
rest.", :level 2} {:name " Beast Speech", :description "You can converse with
beasts.\nBeasts understand your speech, and you can decipher their noises and
motions into recognizable words and phrases.\n\nMost beasts lack the intelligence
convey/understand sophisticated concepts, but a friendly beast could relay what it
has seen/heard recently.", :level 2} {:name "Mighty Summoner", :description "You an
conjure powerful animals. Any beats summoned/created by your spells gains two
benefits.\n\n1. HP maximum increases by 2 per Hit Die.\n2. Damage from its natural
weapons is considered magical vs overcoming immunity and resistance to nonmagical
attacks/damage.", :level 6} {:level 10, :name "Guardian Spirit", :description "A
have a spirit that watches over you and protects you from harm.\nAfter finishing a
long rest you gain the benefits of \"Death Ward\" for 24 hours."} {:name "Faithfu
Summons", :level 14, :description "The spirits you commune with protect you while
vulnerable.\nIf reduced to 0 HP or incapacitated against your will, you can
immediately gain the benefits of \"conjure animals\" as if cast with a 9th-level
spell slot.\n\nIt summons four beasts of your choice of CR 2 or lower. The beasts
appear within 20 ft of you. If given no commands, they protect you from harm and
attack foes. The spells lasts 1 hour.\nOne use, regained from a long rest."}],
:level-modifiers [], :name "Circle of the Shepherd",
:option-pack "UA - Druid", :key :circle-of-the-shepherd, :disabled? true},
:circle-of-twilight {:class :druid, :traits [{:name "Harvest's Scythe", :level
2, :description "You can augment your spells to drain life force. You have an
energy pool of d10s equal to your druid level.\nWhen you roll damage for a spell,
you can increase the damage by spending dice from the pool. You can spend a number
of dice equal to half your druid level or less.\n* Roll the spent dice and add the
total as necrotic damage.\n* If one of more hostiles die from your augmented spell,
you or an ally you can see within 30 feet regains 2 HP per die spent to increase
damage. **OR** 5 HP per die if at least one slain creature was undead.\n\nA long
rest replenishes your pool."} {:name "Speech Beyond the Grave", :level 6,
:description "You may \"Speak with Dead\" without component and you understand what
the target says. It can understand your questions, even without a common language
or enough intelligence to speak.\nOne use, regained after a short or long rest."}
{:name "Watcher at the Threshold", :level 10, :description "You gain Necrotic and
Radiant damage resistance.\nAlso, while NOT incapacitated, any ally within 30 feet
has advantage on death saving throws."} {:name "Paths of the Dead", :level 14,
:description "You can cast 'Etherealness', once.\nRegained after a short/long
rest."}], :level-modifiers [], :name "Circle of Twilight", :option-pack "UA -
Druid", :key :circle-of-twilight, :disabled? true}}}, "UA - Gothic Heroes"
{:orcpub.dnd.e5/subclasses {:monster-hunter {:class :fighter, :traits
[{:description "When you choose this archetype at 3rd level, you gain proficiency
in two of the following skills of your choice: Arcana, History, Insight,
Investigation, Nature, or Perception. You can gain proficiency with a tool of your
choice in place of one skill choice. If you choose a tool mark it manually.", :name
"Bonus Proficiencies", :level 3} {:name "Combat Superiority", :description "When
you choose this archetype at 3rd level, you gain a set of abilities that are fueled
by special dice called superiority dice.\n\nSuperiority Dice. You have four
superiority dice, which are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.\n\nUsing
Superiority Dice. You can expend superiority dice to gain a number of different
benefits:\n\n• When you make a weapon attack against a creature, you can expend one
superiority die to add it to the attack roll. You can use this ability before or
after making the attack roll, but before any of the effects of the attack are
applied.\n• When you damage a creature with a weapon attack, you can expend one
superiority die to add it to the damage roll. You can use this ability after
rolling damage. If the attack causes the target to make a Constitution saving throw
to maintain concentration, it has disadvantage on that save.\n• When you make an
Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority
die to add it to the roll. You can use this feature only before you learn if the
save succeeded or failed.\n• When you make a Wisdom (Perception) check to detect a
hidden creature or object, or a Wisdom (Insight) check to determine if someone is
lying to you, you can expend one superiority die to add it to the roll. You can use
this feature after seeing the total but before learning if you succeeded or
failed.", :level 3} {:level 3, :name "Hunter’s Mysticism", :description "At 3rd
level, your study of the supernatural gives you a limited ability to use magic. You
can cast detect magic as a ritual. You can cast protection from evil and good, but
you cannot cast it again with this feature until you finish a long rest. Wisdom is
your spellcasting ability for these spells.\n\nIn addition, you gain the ability to
speak one of the following languages of your choice: Abyssal, Celestial, or
Infernal."} {:name "Monster Slayer", :description "At 7th level, whenever you
expend superiority dice to add to a damage roll, you can expend up to two dice
instead of just one, adding both to the roll. Both dice are expended as normal. If
the target of your attack is an aberration, a fey, a fiend, or an undead, you deal
maximum damage with both dice, instead of rolling them.", :level 7} {:name
"Improved Combat Superiority", :description "At 10th level, your superiority dice
turn into d10s. At 18th level, they turn into d12s."} {:name "Relentless",
:description "Starting at 15th level, when you roll initiative and have no
superiority dice remaining, you regain one superiority die."}], :level-modifiers
[{:type :spell, :level 3, :value {:level 1, :key :detect-magic, :ability :wis}}
{:type :spell, :level 3, :value {:level 1, :key :protection-from-evil-and-good,
:ability :wis}}], :option-pack "UA - Gothic Heroes", :name "Monster Hunter", :profs
{:skill-options {:options {:arcana true, :history true, :insight true,
:investigation true, :nature true, :perception true}, :choose 2}}, :key :monster-
hunter, :level-selections [{:type :hunter-s-mysticism, :level 3}]}, :inquisitive
{:class :rogue, :traits [{:name "Ear for Deceit", :description "When you choose
this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever
you make a Wisdom (Insight) check to sense if a creature is lying, you use the
total of your check or 8 + your Wisdom modifier, whichever is higher. If you are
proficient in Insight, you add your proficiency bonus to the fixed result. If you
chose Insight as a skill augmented by your Expertise feature, add double your
proficiency bonus.", :level 3} {:name "Eye for Detail", :level 3, :description
"Starting at 3rd level, you can use the bonus action granted by your Cunning Action
feature to make a Wisdom (Perception) check to spot a hidden creature or object, to
make an Intelligence (Investigation) check to uncover and decipher clues, or to use
Insightful Fighting (see below)."} {:level 3, :name "Insightful Fighting",
:description "At 3rd level, you gain the ability to decipher an opponent’s tactics
and develop a counter to them. As an action (or as a bonus action using Eye for
Detail), you make a Wisdom (Insight) check against a creature you can see that
isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you
succeed, you can use Sneak Attack against that creature even if you do not have
advantage against it or if no enemy of the target is within 5 feet of it. You can
use Sneak Attack in this way even if you have disadvantage against the
target.\n\nThis benefit lasts for 1 minute or until you successfully use Insightful
Fighting against a different target."} {:level 9, :name "Steady Eye", :description
"At 9th level, you gain advantage on any Wisdom (Perception) check made on your
turn to find a hidden creature or object if you do not move during that turn. If
you use this ability before moving, you cannot move or ready movement during your
turn."} {:name "Unerring Eye", :level 13, :description "At 13th level, you gain the
ability to detect magical deception. As an action, you sense the presence within 30
feet of you of illusions, shapechanger creatures not in their true form, and other
magic designed to deceive the senses. Though you determine that an effect is
attempting to trick you, you gain no special insight into what is hidden or its
true nature."} {:level 17, :name "Eye for Weakness", :description "At 17th level,
you learn to exploit a creature’s weaknesses by carefully studying its tactics and
movement. While your Insightful Fighting feature applies to a creature, your Sneak
Attack damage against that creature increases by 2d6."}], :level-modifiers [],
:name "Inquisitive", :option-pack "UA - Gothic Heroes", :key :inquisitive,
:disabled? true}}, :orcpub.dnd.e5/selections {:hunter-s-mysticism {:options [{:name
"Abyssal", :description "You can speak Abyssal."} {:name "Celestial", :description
"You can speak Celestial."} {:name "Infernal", :description "You can speak
Infernal."}], :name "Hunter’s Mysticism", :option-pack "UA - Gothic Heroes",
:key :hunter-s-mysticism}}}, "UA - Ranger, Revised" {:orcpub.dnd.e5/selections
{:hunters-prey {:options [{:name "Colossus Slayer", :description "Deal an extra 1d8
damage with an attack if the creature has less than its maximum HP (use
once/turn)."} {:name "Giant Killer", :description "When a Large or larger creature
within 5 ft attacks you, you can use your reaction to make one attack against that
creature if you can see them."} {:name "Horde Breaker", :description "When you
attack one creature, attack another creature within 5 feet of it with the same
action (use once/turn)."}], :option-pack "UA - Ranger, Revised", :name "Hunter's
Prey", :key :hunters-prey}, :defensive-tactics {:options [{:name "Escape the
Horde", :description "Opportunity attacks against you are made with disadvantage."}
{:name "Multiattack Defense", :description "When a creature hits you with an
attack, you gain +4 AC against that creatures attacks for the rest of the turn."}
{:name "Steel Will", :description "Advantage on saving throws against being
frightened."}], :name "Defensive Tactics", :option-pack "UA - Ranger, Revised",
:key :defensive-tactics}, :multiattack {:options [{:name "Volley", :description "As
an action, make separate ranged attacks against any number of creatures within 10ft
of a point within your weapon's range. You must have ammunition for each target."}
{:name "Whirlwind Attack", :description "As an action, make separate melee attacks
against each creature within 5ft of you."}], :name "Multiattack", :option-pack "UA
- Ranger, Revised", :key :multiattack}, :superior-hunters-defense {:options [{:name
"Evasion", :description "When you succeed on a DEX save to take half damage, you
take
none, if you fail, you take half."} {:name "Stand Against the Tide", :description
"As a reaction, force a creature that misses you with a melee attack to repeat the
same attack against another creature of your choice."} {:name "Uncanny Dodge",
:description "As a reaction, halve the damage from an attack that you can
see."}], :name "Superior Hunter's Defense", :option-pack "UA - Ranger, Revised",
:key :superior-hunters-defense}, :animal-companion {:options [{:name "Ape",
:description "Stats on pg 317 of the Monster Manual. They lose their multiattack
feature. "} {:name "Black Bear", :description "Stats on pg 318 of the Monster
Manual. They lose their multiattack feature."} {:name "Boar", :description "Stats
on pg 319 of the Monster Manual."} {:name "Giant Badger", :description "Stats on pg
323 of the Monster Manual."} {:name "Giant Weasel", :description "Stats on pg 329
of the Monster Manual."} {:name "Mule", :description "Stats on pg 333 of the
Monster Manual."} {:name "Panther", :description "Stats on pg 333 of the Monster
Manual."} {:name "Wolf", :description "Stats on pg 341 of the Monster Manual."}
{:name "Other", :description "Typically, any beast that is medium or smaller, has
15 or fewer HP, and cannot deal more than 8 damage with a single attack can be your
animal companion. Recommended CR is 1/4 or lower, but work with your DM to find an
appropriate companion."}], :name "Animal Companion", :option-pack "UA - Ranger,
Revised", :key :animal-companion}, :ranger-fighting-style {:options [{:name
"Archery", :description "+2 to attack rolls with ranged weapons"} {:name "Defense",
:description "+1 AC while wearing armor"} {:name "Dueling", :description "+2 to
damage rolls when wielding a single weapon in one hand."} {:name "Two-Weapon
Fighting", :description "When engaging in two-weapon fighting, you can add your
ability modifier to the damage of the second attack."}], :option-pack "UA - Ranger,
Revised", :name "Ranger Fighting Style", :key :ranger-fighting-style}, :favored-
enemy {:options [{:name "Favored Enemy: Beasts", :description "+2 weapon damage
against Beasts. Advantage on Survival checks to track them and Intelligence checks
to recall information about them. You learn one language of your choice. At 6th
level, the damage bonus increases to +4. "} {:name "Favored Enemy: Fey",
:description "+2 weapon damage against Fey. Advantage on Survival checks to track
them and Intelligence checks to recall information about them. You learn one
language of your choice. At 6th level, the damage bonus increases to +4."} {:name
"Favored Enemy: Humanoids", :description "+2 weapon damage against Humanoids.
Advantage on Survival checks to track them and Intelligence checks to recall
information about them. You learn one language of your choice. At 6th level, the
damage bonus increases to +4."} {:name "Favored Enemy: Monstrosities", :description
"+2 weapon damage against Monstrosities. Advantage on Survival checks to track them
and Intelligence checks to recall information about them. You learn one language of
your choice. At 6th level, the damage bonus increases to +4."} {:name "Favored
Enemy: Undead", :description "+2 weapon damage against Undead. Advantage on
Survival checks to track them and Intelligence checks to recall information about
them. You learn one language of your choice. At 6th level, the damage bonus
increases to +4."}], :name "Favored Enemy", :option-pack "UA - Ranger, Revised",
:key :favored-enemy}, :greater-favored-enemy {:options [{:name "Favored Enemy:
Abberations", :description "+4 advantage to damage rolls against Abberations, and
advantage to track or recall information about them. You learn an additional
language."} {:name "Favored Enemy: Celestials", :description "+4 advantage to
damage rolls against Celestials, and advantage to track or recall information about
them. You learn an additional language."} {:name "Favored Enemy: Constructs",
:description "+4 advantage to damage rolls against Constructs, and advantage to
track or recall information about them. You learn an additional language."} {:name
"Favored Enemy: Dragons", :description "+4 advantage to damage rolls against
Dragons, and advantage to track or recall information about them. You learn an
additional language."} {:name "Favored Enemy: Elementals", :description "+4
advantage to damage rolls against Elementals, and advantage to track or recall
information about them. You learn an additional language."} {:name "Favored Enemy:
Fiends", :description "+4 advantage to damage rolls against Fiends, and advantage
to track or recall information about them. You learn an additional language."}
{:name "Favored Enemy: Giants", :description "+4 advantage to damage rolls against
Giants, and advantage to track or recall information about them. You learn an
additional language."}], :name "Greater Favored Enemy", :option-pack "UA - Ranger,
Revised", :key :greater-favored-enemy}}, :orcpub.dnd.e5/classes {:ranger-revised-
{nil nil, :key :ranger-revised-, :level-modifiers [{:type :armor-prof, :value
:light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields}
{:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial}], :name
"Ranger (Revised)", :subclass-level 3, :option-pack "UA - Ranger, Revised",
:subclass-title "Hunter Conclave", :level-selections [{:type :ranger-fighting-
style, :level 2} {:type :favored-enemy} {:type :greater-favored-enemy, :level
6}], :spellcasting {:level-factor 2, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/wis, :spells-known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1,
15 1, 17 1, 19 1}, :spell-list-kw :ranger}, :ability-increase-levels [4 8 12 16
19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/dex
true}, :skill-options {:options {:animal-handling true, :athletics true, :insight
true, :investigation true, :nature true, :perception true, :stealth true, :survival
true}, :choose 3}}, :hit-die 10, :traits [{:name "Natural Explorer", :description
"You ignore difficult terrain and have advantage on initiative rolls. During the
first turn of combat, you have advantage on attack rolls against creatures that
have not yet acted. \nWhen traveling for an hour or more: Difficult terrain doesn't
slow your group, you can't be lost except by magical means, you remain alert to
danger even when your engaging in another activity. While traveling alone, you can
move stealthily at a normal pace. Forage double the food when foraging. You learn
the exact numbers, sizes, and amount of time when tracking creatures."} {:name
"Primeval Awareness", :description "--As an action, you can communicate simple
ideas to beasts and learn if their affected by magic, any short-term needs, and
actions you can take to persuade it. --Spend 1 min. to sense if any of your favored
enemies are within 5 miles of you. This reveals their numbers, general direction
and distance."} {:level 10, :name "Hide in Plain Sight", :description "When you
hide on your turn and don't move, creature have a -10 penalty to their Perception
checks until the start of the next turn, you fall prone, or are moved by some
external effect. On your next turn, you can stay still to retain this benefit."}
{:level 14, :name "Vanish", :description "You can Hide as a bonus action, and can't
be tracked by nonmagical means unless you want to be."} {:level 18, :name "Feral
Senses", :description "Not being able to see a creature doesn't impose disadvantage
on your attacks. You know the location of any invisible creature within 30 ft if it
isn't hiding from you and you can see and hear."} {:level 20, :name "Foe
Slayer", :description "Add your Wisdom modifier to the attack roll or damage roll
of an attack you make. (Once per turn)"}]}}, :orcpub.dnd.e5/subclasses {:beast-
conclave {:class :ranger-revised-, :traits [{:name "Coordinated Attack", :level
5, :description "When you use the Attack action, if your companion can see you it
can attack as a reaction. "} {:level 7, :name "Beast's Defense", :description
"While your companion can see you, it has advantage on all saving throws."} {:name
"Storm of Claws and Fangs", :level 11, :description "You companion can use its
action to make melee attacks against all creatures within 5 ft."} {:level 15, :name
"Superior Beast's Defense", :description "As a reaction, your companion can halve
the damage of an attack it can see."} {:name "Animal Companion", :level 3,
:description "Spend 8 hours and 50gp to summon an animal to serve as your
companion. You can only have one animal companion at a time. If your companion is
slain, you can spend 8 hours and 25gp to return them to life."} {:name "Companion's
Bond", :level 3, :description "Your companion gains a variety of benefits while it
is linked to you. These benefits are vast and alter the stats of your animal
companion. To determine your companion's stats, see UA - Ranger, Revised
(https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf)."}], :level-
modifiers [], :option-pack "UA - Ranger, Revised", :name "Beast Conclave", :key
:beast-conclave, :level-selections [{:type :animal-companion, :level 3}]}, :deep-
stalker-conclave {:class :ranger-revised-, :traits [{:level 3, :name "Underdark
Scout", :description "+10 movement bonus and one extra attack when you use the
Attack action during your first turn of combat. Creatures with darkvision gain no
benefit when attempting to detect you in dark or dim conditions, or when you can
hide from a creature."} {:name "Iron Mind", :level 7, :description "You gain
proficiency in Wisdom saving throws."} {:name "Stalker's Flurry", :level 11,
:description "When you miss with an attack, you can make another (once per turn)."}
{:level 15, :name "Stalker's Dodge", :description "When a creature attacks you
without advantage, you can use your reaction to impose disadvantage. You can use
this feature before or after the
attack is made, but before the result is determined."}], :level-modifiers
[{:type :spell, :value {:level 1, :ability :wis, :key :disguise-self}, :level 3}
{:type :spell, :level 5, :value {:level 2, :ability :wis, :key :rope-trick}} {:type
:spell, :level 9, :value {:level 3, :ability :wis, :key :glyph-of-warding}}
{:type :spell, :level 13, :value {:level 4, :ability :wis, :key :greater-
invisibility}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key
:seeming}} {:type :num-attacks, :level 5, :value 2}], :option-pack "UA - Ranger,
Revised", :name "Deep Stalker Conclave", :key :deep-stalker-conclave}, :hunter-
conclave {:class :ranger-revised-, :traits [], :level-modifiers [{:type :num-
attacks, :level 5, :value 2}], :option-pack "UA - Ranger, Revised", :name "Hunter
Conclave", :level-selections [{:type :hunters-prey, :level 3} {:type :defensive-
tactics, :level 7} {:type :multiattack, :level 11} {:type :superior-hunters-
defense, :level 15}], :key :hunter-conclave}}}, "UA - Kits of Old"
{:orcpub.dnd.e5/subclasses {:college-of-satire {:class :bard, :key :college-of-
satire, :level-modifiers [{:level 3, :type :skill-prof, :value :sleight-of-hand}
{:level 3, :type :tool-prof, :value :thieves-tools} {:type :spell, :level 6, :value
{:ability :orcpub.dnd.e5.character/cha, :level 2, :key :detect-thoughts}}], :name
"College of Satire", :option-pack "UA - Kits of Old", :profs {:skill-options
{:options {:religion true, :persuasion true, :investigation true, :acrobatics true,
:performance true, :perception true, :sleight-of-hand true, :survival true,
:history true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}}, :traits [{:description "At 3rd level, you master a variety of acrobatic
techniques that\tallow you to evade danger. As a bonus action, you can tumble. When
you tumble, you gain the following benefits for the rest of your turn:\n\n• You
gain the benefits of taking the Dash and Disengage actions.\n• You gain a climbing
speed equal to your current speed.\n• You take half\tdamage from falling.", :level
3, :name "Tumbling Fool"} {:description "At 6th level, your ability to gather
stories and lore gains a supernatural edge. You can cast detect thoughts up to a
number of times equal to your Charisma modifier. You regain any expended uses of
this ability after completing a long rest.\n\nIf a creature resists your attempt to
probe deeper and succeeds at its saving throw against your detect thoughts, it
immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash
a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.",
:level 6, :name "Fool's Insight"} {:description "At 14th level, you can expend one
use of Bardic Inspiration after you fail an ability check, fail a saving throw, or
miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled
to your attack, saving throw, or ability check, using the new result in place of
the failed one.\n\nIf using this ability grants you a success on the attack, saving
throw, or ability check, note the number you rolled on the Bardic Inspiration die.
The DM can then apply that result as a penalty to an attack or check you make, and
you cannot use this ability again until you suffer this drawback. When the DM
invokes this penalty, describe an embarrassing gaffe or mistake you make as part of
the affected die roll.", :level 14, :name "Fool's Luck"}]}}}, "KP_Heroes_1.3"
{:orcpub.dnd.e5/languages {:huginns-speech {:option-pack "Kobold Press", :name
"Huginn's Speech", :key :huginns-speech}, :gnoll {:option-pack "Kobold Press",
:name "Gnoll", :description "Gnoll words sounds almost like growls for the
uninitiated, and gnolls tend to use scents and small gestures to convey subtle
meanings. Two gnolls speaking can almost seem like dogs barking at each other to a
casual observer.", :key :gnoll}, :tosculi {:name "Tosculi", :option-pack "Kobold
Press", :key :tosculi}, :minotaur {:option-pack "Kobold Press", :name
"Minotaur", :key :minotaur}, :northern-tongue {:option-pack "Kobold Press", :name
"Northern Tongue", :key :northern-tongue}, :mimicry {:name "Mimicry", :option-pack
"Kobold Press", :description "You can mimic sounds you have heard, including
voices. A creature that hears the sounds you make can tell they are imitations with
a successful Wisdom (Insight) check opposed by your Charisma (Deception)
check.", :key :mimicry}, :umbral {:option-pack "Kobold Press", :name "Umbral", :key
:umbral}, :southern {:option-pack "Kobold Press", :name "Southern", :key
:southern}, :darakhul {:option-pack "Kobold Press", :name "Darakhul", :key
:darakhul}, :machine-speech {:name "Machine Speech", :option-pack "Kobold
Press", :description "Machine Speech is a whistling, clicking language that’s
incomprehensible to non-gearforged ears. Speakers of Machine Speech claim that the
Clockwork Oracle of the Free City of Zobeck speaks in this form, and that their
speech is faster and purer than any language of flesh-and-blood races.", :key
:machine-speech}}, :orcpub.dnd.e5/races {:gearforged {:key :gearforged, :speed
30, :name "Gearforged", :darkvision 0, :abilities {:orcpub.dnd.e5.character/cha 0},
:size :medium, :option-pack "Kobold Press", :languages #{"Machine Speech"
"Common"}, :props {:skill-prof {:persuasion false}, :damage-resistance {:poison
false}, :damage-immunity {:poison true}}, :traits [{:name "Ability Score Increase",
:description "Two different ability scores of your choice increase by 1"} {:name
"Constructed Body", :description "•You cannot eat, drink, or breathe. You can't
drink potions or gain benefits that come from drinking, eating, or inhaling
vapors.\n•You do not require sleep. During a rest, you are aware of your
surroundings but you have disadvantage on Wisdom (Perception) checks.\n•You can't
be stabilized when dying with a Medicine check or Spare the Dying. Instead, a
successful DC 10 Intelligence check or Mending cantrip is needed.\n•You only regain
1/2 HP from spells and magical effects with the words \"cure\", \"heal\",
or \"healing\" in their titles."} {:name "Flesh of Steel", :description "You are
immune to disease and the poisoned condition."} {:name "Solid Construction",
:description "If you are killed, but your soul gem and memory gears are intact,
your body can be restored if it is repaired and Soulforging is cast again. For this
casting the cost is only 500gp plus the cost of repair. The only other magic
capable of bringing you back is the Wish spell, which fully restores you."}]},
:tosculi-hiveless- {:size :medium, :speed 30, :languages #{"Tosculi"}, :traits
[{:name "Natural Attacks", :description "You have proficiency with your Claws,
which deal 1d4 slashing damage."} {:name "Ability Score Increase", :description
"Increase one physical ability score (STR, DEX, CON) and mental ability score (INT,
WIS, CHA) by 2. You also take a -2 penalty to one ability score of your choice,
which can be one of the abilities you increased."}], :option-pack "Kobold
Press", :name "Tosculi (Hiveless)", :profs {:language-options {:options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true,
:elvish true, :abyssal true, :infernal true, :celestial true, :common true,
:undercommon true, :primordial true, :giant true, :halfling true, :goblin
true}}}, :key :tosculi-hiveless-}, :kobold-midgard- {:key :kobold-midgard-, :speed
30, :name "Kobold (Midgard)", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :size :small,
:option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :traits [{:name
"Blindsider", :description "You have advantage on your attack roll against an enemy
within 5 feet of you if you have an ally that’s not incapacitated also within 5
feet of the target. You can apply this bonus to one attack per round."} {:name
"Sunlight Sensitivity", :description "You have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when you, the target of your attack,
or whatever you are trying to perceive is in bright sunlight."} {:description "You
have proficiency with artisan’s tools of your choice: alchemist’s supplies, mason’s
tools, smith’s tools, or tinker’s tools.", :name "Tinkerer"}]}, :ramag {:key
:ramag, :speed 30, :name "Ramag", :abilities {:orcpub.dnd.e5.character/int 2,
:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common" "Giant"}, :props {:skill-prof {:arcana true}}, :traits
[{:description "You can ignore class requirements when attuning to a magic
item.", :name "Arcane Heritage"} {:description "You have advantage on Strength and
Dexterity saving throws against spells.", :name "Spell Damping"}]}, :jinnborn {:key
:jinnborn, :speed 30, :name "Jinnborn", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/con 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof {:stealth
false, :survival false, :persuasion true}}, :traits [{:name "Desert Dependant",
:description "For every month you're away from the desert, make a DC 15 Charisma
saving throw. On a failure, you are afflicted with indefinite madness (see Madness;
SRD). Roll on the table or work with your DM to determine the nature of your
madness."}]}, :gnoll {:key :gnoll, :speed 30, :name "Gnoll", :darkvision 60,
:abilities {:orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Kobold
Press", :languages #{}, :props {:weapon-prof {:spear true, :shortbow true, :longbow
true, :crossbow-light true, :crossbow-heavy true}}, :traits [{:name "Scent",
:description "You have advantage on Wisdom (Perception) checks that rely on
smell."} {:name "Bully", :description "You have disadvantage on saving throws
against being frightened. Whenever you make a Charisma
(Intimidation) check for dealing with obviously smaller or weaker targets, you are
considered proficient in the intimidation skill and add double your proficiency
bonus to the check, instead of your normal proficiency bonus."} {:name "Live to
Fight Another Day", :description "When you take the Disengage action, your base
walking speed is increased by 10 feet."}]}, :dhampir {:key :dhampir, :speed 30,
:name "Dhampir", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2,
:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common"}, :props {:damage-resistance {:necrotic true}}, :traits
[{:name "Dark Thirst", :description "You can bite as an unarmed strike against an
incapacitated creature or one you have grappled. Your bite deals 1 point of
piercing damage, and if the creature has blood and isn’t a construct or undead, you
can feed from it as part of the attack. Your feeding deals necrotic damage equal to
your Charisma modifier (minimum of 1), and if your target takes damage you regain
one spent hit die. You can regain a number of spent hit dice with this trait equal
to your Constitution modifier per long rest (minimum of 1)."} {:name "Predatory
Charm", :description "As an action, you can magically beguile the mind of a
creature that you can see within 30 feet. For 1 hour, you have advantage on
Charisma checks made against the target. If you or any of your allies attack or
damage the target, this effect ends. When the effect ends, the target feels
repulsed by you and becomes hostile toward you until the next dawn, during which
time it becomes immune to this effect. A hostile creature won’t necessarily attack
outright, but it won’t deal with you in any way and might actively try to hinder
you. You can use this trait once, and regain the ability to do so when you finish a
short or long rest. A creature immune to being charmed is immune to\nyour predatory
charm."} {:description "You have advantage on saving throws against disease.",
:name "Vampiric Resistance"}]}, :aasimar-southlands- {:key :aasimar-southlands-,
:speed 30, :name "Aasimar (Southlands)", :darkvision 60, :spells [{:value {:key
:light}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Kobold Press", :languages #{"Celestial" "Common"},
:props {:damage-resistance {:necrotic false, :radiant false, :thunder false}},
:traits []}, :sahuagin {:key :sahuagin, :speed 30, :name "Sahuagin", :darkvision
120, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Kobold Press", :languages #{"Primordial"
"Common"}, :props {:swimming-speed 40, :lizardfolk-ac false}, :traits [{:name
"Blood Frenzy", :description "As a bonus action, you can enter a blood frenzy until
the end of your turn. While in blood frenzy you have advantage on melee attack
rolls against any creature that doesn’t have all its hit points. You can use this
ability a number of times equal to your Constitution modifier (minimum of 1), and
you regain all expended uses when you finish a long rest."} {:description "You can
breathe air and water, but you need to be submerged at least once every 4 hours or
you begin suffocating.", :name "Limited Amphibiousness"} {:name "Natural Armor",
:description "Your thick hide grants you an AC of 12 + your Dexterity modifier."}
{:description "You have proficiency with your claws and bite. Your claws deal 1d4
slashing damage, and your bite deals 1d4 piercing damage.", :name "Natural
Attacks"} {:name "Shark Telepathy", :description "You can magically command one
shark within 120 feet of you using limited telepathy. This command is limited to
simple concepts."}]}, :dragonkin {:key :dragonkin, :speed 25, :name "Dragonkin",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :props {:skill-prof
{:persuasion true}}, :traits []}, :lizardfolk-southlands- {:key :lizardfolk-
southlands-, :speed 30, :name "Lizardfolk (Southlands)", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium,
:option-pack "Kobold Press", :profs {:skill-options {:options {:stealth
false}}}, :languages #{"Draconic" "Common"}, :props {:swimming-speed 30, :skill-
prof {:stealth false}}, :traits []}, :lamia {:key :lamia, :speed 30, :name "Lamia",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Abyssal" "Common"}, :props {:swimming-speed 20, :skill-prof
{:deception true, :intimidation true}}, :traits [{:name "You are of the Monstrosity
type.", :description "Climb Speed 20ft."} {:name "Serpent Strike", :description
"You have advantage on attack rolls against a creature you have surprised, or that
is charmed by you or your allies."} {:name "Snake Body", :description "You have
advantage on saving throws and ability checks against being knocked prone. You
can’t benefit from anything that requires legs or feet (such as magical
footwear)"}]}, :werelion {:key :werelion, :speed 30, :name "Werelion", :darkvision
60, :abilities {:orcpub.dnd.e5.character/wis 2, :orcpub.dnd.e5.character/str 1},
:size :medium, :option-pack "Kobold Press", :languages #{"Sylvan" "Common"},
:traits [{:name "Natural Shapechanger", :description "Natural werelions possess the
magical ability to assume two alternate forms—the hybrid leonine and the lion. As
an action, you can change into either your hybrid leonine form or your lion form.
You can remain in this form for 1 hour, reverting to your humanoid form when the
time expires, you fall unconscious, you drop to 0 hit points, or you die. You can
revert to your humanoid form early as a bonus action. Once you use this ability,
you can’t use it again until you finish a short rest."} {:description "In your
hybrid leonine form you grow sharp teeth and claws, and take on a more intimidating
feline appearance. In this hybrid form you may use weapons,\nwear armor, and carry
equipment normally. Your base walking speed increases to 40 feet. You have
proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and are
considered light weapons. Your bite deals 1d4 piercing damage.\nIn addition, you
gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that
rely on smell. You gain disadvantage on Intelligence checks and all other Charisma
checks", :name "Hybrid Form"} {:name "Lion Form", :description " You may assume the
form of a young lion (us the stat block for the panther) as if using the druid’s
Wild Shape class feature. Unlike that feature, you retain your own hit points
between forms. At 8th level you instead assume the form of a full-grown lion when
you use this ability"}]}, :dust-goblin {:key :dust-goblin, :speed 30, :name "Dust
Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/con 1}, :size :small, :option-pack "Kobold Press",
:languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true, :survival
true}}, :traits [{:name "Alien Mind", :description "Advantage on saving throws
against being charmed or frightened."} {:name "Twisted", :description "When you
attack a creature from hiding, the creature must succeed on a Wisdom saving throw
(DC 8 + your proficiency bonus + your Dexterity modifier) or be frightened of you
until the end of its next turn."}]}, :ravenfolk {:key :ravenfolk, :speed 30, :name
"Ravenfolk", :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common" "Mimicry"}, :props {:skill-prof {:deception true, :stealth
true}}, :traits [{:name "Mimicry", :description "Ravenfolk can mimic any sound
they’ve heard. Make a Charisma (Deception) check against the passive Wisdom
(Insight) of any listeners. Success indicates\nthey believe the sound you created
was real."}]}, :minotaur-midgard- {:key :minotaur-midgard-, :speed 30, :name
"Minotaur (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str
2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common" "Minotaur"}, :traits [{:name "Natural Attacks", :description
"You have proficiency with your horns, which deals 1d6 piercing damage when you
make a horn attack."} {:name "Charge", :description "If you move at least 10 feet
towards a target and hit it with a horn attack in the same turn, you deal an extra
1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can
apply this extra damage once per turn. At 11th level, when you shove a creature
with Charge, you can push it 10 feet instead of 5. You can use this ability a
number of times equal to your Constitution modifier, and you regain all expended
uses when you finish a long rest."} {:name "Labyrinth Sense", :description "You can
retrace without error any path you have previously taken, with no ability
checks."}]}, :derro {:key :derro, :speed 30, :name "Derro", :darkvision 120,
:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1},
:size :small, :option-pack "Kobold Press", :languages #{"Undercommon" "Common"},
:traits [{:name "Insanity", :description "You have advantage on saving throws
against being charmed or frightened."} {:name "Eldritch Resilience", :description
"You have advantage on Constitution saving throws against spells."} {:description
"You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever you are trying to perceive
is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :darakhul {:key
:darakhul, :speed 30, :name "Darakhul", :darkvision 60, :abilities
{:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Kobold Press",
:languages #{"Common" "Darakhul"},
:props {:damage-resistance {:necrotic true}, :damage-immunity {:poison true}},
:traits [{:name "Natural Weapons", :description "Your heavy jaw is powerful enough
to crush bones to powder. You gain a bite attack that deals 1d6 piercing damage."}
{:name "Hunger for Flesh", :description "You must consume a meal of raw meat each
day or suffer the effects of starvation. If you go 24 hours without such a meal,
you gain one level of exhaustion (this is an exception to the darakhul’s immunity).
You cannot stave this off with half rations. While you have any levels of
exhaustion, you cannot regain hit points or remove levels of exhaustion until you
spend 1 hour consuming an amount of raw meat equal to a Small creature (about 30
pounds). "} {:name "Sunlight Sensitivity", :description "When you, the target of
your attack, or anything you try to perceive is in direct sunlight, you have
disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight."}
{:name "Undead Vitality", :description "You are immune to exhaustion and to the
charmed and poisoned conditions. If you die, you cannot be returned to life by
Revivify, Raise Dead or Reincarnate. Resurrection, and True Resurrection return you
to life as your original race. A Create Undead spell cast on only your corpse
affects you as a Raise Dead spell affects the corpse of a once-living creature. You
don't need to eat or drink. You don't sleep, but you enter a dormant state during
which you have disadvantage on Wisdom (Perception) checks."}]}, :kijani {:key
:kijani, :speed 30, :name "Kijani", :darkvision 60, :spells [{:level 7, :value
{:ability :wis, :level 3, :key :speak-with-plants}}], :abilities
{:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Kobold Press",
:profs {:skill-options {:options {:arcana true, :history true, :nature true,
:religion true}}}, :languages #{"Common" "Sylvan"}, :props {:skill-prof {:arcana
false, :history false, :nature false, :religion false}}, :traits [{:name "One other
ability score of your choice increases by 1."} {:name "You are of the plant type."}
{:name "Contained Fury", :description "While below 50% of your maximum HP, you have
access to the the following options:\n• Once per turn when you hit with a weapon
attack, you deal an extra 2 (1d4) weapon damage.\n• As a reaction, when you are hit
by an attack during your fury, you can add 2 to your AC against that attack. You
must be able to see the attacker to take this reaction."} {:name "Plantborn",
:description "You are immune to any effect that would put you to sleep. You can
cast Speak with Plants once per rest."}]}, :trollkin {:key :trollkin, :speed 30,
:name "Trollkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 0,
:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con 2}, :size :medium,
:option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof
{:deception false, :stealth false, :intimidation true}}, :traits [{:description
"Trollkin grow large fangs, and have sharp claws instead of finger- and toenails.
You are proficient with your claws and fangs and can use them to make unarmed melee
attacks. Claws deal 1d4 slashing damage, and bites deal 1d4 piercing damage.",
:name "Natural Weapons"} {:description "Once per day as a bonus action, you can
expend one hit die to regain hit points as if you finished a short rest. The number
of hit dice you can expend increases by one when you reach 6th level (2 hit dice),
12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire
damage, you lose access to this ability until you finish a short or long rest.",
:name "Inhuman Vigor"}]}}, :orcpub.dnd.e5/subraces {:purple-blooded {:race
:lizardfolk-southlands-, :traits [{:name "Purple-Blooded", :description "Toxins and
waste products flow in your blood, boosting your immune system. You have advantage
on saving throws against poisons and diseases."} {:name "Bite", :description
"You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Hold
Breath", :description "You can hold your breath for a number of minutes = your
Constitution score."}], :option-pack "Kobold Press", :name "Purple-Blooded", :props
{:skill-prof {:stealth true}, :saving-throw-advantage {:poisoned true}}, :key
:purple-blooded}, :fire {:race :dragonkin, :traits [], :name "Fire", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :spells [{:value
{:ability :cha, :key :produce-flame}}], :props {:damage-resistance {:fire
true}}, :key :fire}, :climber {:race :lizardfolk-southlands-, :traits [{:name
"Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex
modifier. You can use a shield and still gain this benefit."} {:name "Bite",
:description "You're proficient with your Bite, which deals 1d6 piercing damage."}
{:name "Climber", :description "You're climbing speed = your walking speed, and you
add 2x your proficiency bonus to checks made to climb. You lose your Swim
speed."}], :option-pack "Kobold Press", :name "Climber", :props {:skill-prof
{:stealth true, :athletics false}}, :key :climber}, :heavens-wrath {:race :aasimar-
southlands-, :traits [], :props {:damage-resistance {:necrotic true, :radiant true,
:fire false}}, :spells [{:level 1, :value {:level 1, :ability :cha, :key :guiding-
bolt}}], :name "Heaven's Wrath", :option-pack "Kobold Press", :darkvision 60,
:key :heavens-wrath}, :elven-heritage {:race :darakhul, :traits [], :name "Elven
Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/dex
1}, :props {:language {:elvish true}}, :key :elven-heritage}, :shaper-water- {:race
:jinnborn, :traits [{:description "Once per turn when you hit with a melee attack,
you can deal an additional 1d6 cold damage. You can use this ability a number of
times = your Constitution modifier (minimum 1), and you regain all uses each long
rest.", :name "Elemental Strike"}], :name "Shaper (Water)", :option-pack "Kobold
Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-water-, :props
{:damage-resistance {:cold true}, :language {:primordial-aquan- true}}}, :tiefling-
heritage {:race :darakhul, :traits [], :name "Tiefling Heritage", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:language
{:infernal true}}, :key :tiefling-heritage}, :civilized {:race :gnoll, :traits
[{:name "Obsequious", :description "Whenever you make a Charisma (Persuasion) check
for dealing with obviously bigger or more powerful targets, you are considered
proficient in the Persuasion skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus."}], :name "Civilized", :option-
pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/con 1}, :key :civilized},
:hive-liason {:race :tosculi-hiveless-, :traits [{:name "Natural Armor",
:description "Your AC can't be less that 11 + your Dex modifier no matter what
armor you're wearing."} {:name "Latent Hive Mind", :description "Your ability to
cast Message and Detect Thoughts is a psionic ability, and doesn't require spell
components. Message functions in a Silence spell."}], :option-pack "Kobold
Press", :name "Hive Liason", :props {:skill-prof {:perception true, :stealth
true}}, :spells [{:value {:key :message, :ability :int}} {:value {:ability :int,
:level 2, :key :detect-thoughts}, :level 3}], :key :hive-liason}, :airy-spirit
{:race :aasimar-southlands-, :traits [], :props {:damage-resistance {:necrotic
true, :radiant true}}, :spells [{:value {:level 3, :key :gaseous-form, :ability
:cha}, :level 5} {:level 3, :value {:level 2, :ability :cha, :key :lesser-
restoration}}], :name "Airy Spirit", :option-pack "Kobold Press", :key :airy-
spirit}, :celestial-awareness {:race :aasimar-southlands-, :traits [{:name
"Blindsight 10ft."}], :props {:damage-resistance {:necrotic true, :radiant true,
:fire false}}, :spells [{:level 3, :value {:level 2, :ability :cha, :key :lesser-
restoration}}], :name "Celestial Awareness", :option-pack "Kobold Press",
:darkvision 0, :key :celestial-awareness}, :dwarvish-heritage {:race :darakhul,
:traits [], :name "Dwarvish Heritage", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/wis 1}, :speed 25, :props {:language {:dwarvish
true}}, :key :dwarvish-heritage}, :human-half-elf-heritage {:race :darakhul,
:traits [{:name "Ability Score Increase", :description "Increase any ability score
(excluding Constitution) by 1."} {:name "Language", :description "Choose 1
language."}], :name "Human/Half-Elf Heritage", :option-pack "Kobold Press", :key
:human-half-elf-heritage}, :fiery-heir {:race :aasimar-southlands-, :traits [],
:props {:damage-resistance {:necrotic false, :radiant false, :fire true}}, :spells
[{:value {:level 3, :key :daylight, :ability :cha}, :level 5} {:level 3, :value
{:level 2, :ability :cha, :key :lesser-restoration}}], :name "Fiery Heir", :option-
pack "Kobold Press", :key :fiery-heir}, :ravenfolk-heritage {:race :darakhul,
:traits [], :name "Ravenfolk Heritage", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/dex 1}, :props {:language {:mimicry true}}, :key
:ravenfolk-heritage}, :bloodshooter {:race :lizardfolk-southlands-, :traits [{:name
"Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex
modifier. You can use a shield and still gain this benefit."} {:name "Gout of
Blood", :description "You can force a jet of hot blood from your eyes to disorient
one target within 15 ft. They must succeed a Wisdom saving throw (DC = 8 +
proficiency + Dex modifier) or become Frightened. They can repeat the save at the
end of their turn, ending the condition on a success. Creatures wearing full-face
helmets, eye-protection, etc. have advantage on the save. You can use this a number
of times = your Constitution modifier, and you regain all uses each long rest."}
{:name "Hold Breath", :description "You can hold your
breath for a number of minutes = your Constitution score."}], :option-pack "Kobold
Press", :name "Bloodshooter", :props {:skill-prof {:stealth true}}, :key
:bloodshooter}, :cave {:race :dragonkin, :traits [], :name "Cave", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-
resistance {:acid true}}, :spells [{:value {:ability :cha, :key :blade-ward}}],
:key :cave}, :armored-drone {:race :tosculi-hiveless-, :traits [{:name "Hardened
Carapace", :description "Your AC can't be less that 11 + your Dex modifier + your
Con modifier no matter what armor you're wearing."}], :option-pack "Kobold
Press", :name "Armored Drone", :props {:skill-prof {:perception true, :stealth
true}}, :spells [{:value {:key :message, :ability :int}} {:value {:ability :int,
:level 2, :key :detect-thoughts}, :level 3}], :key :armored-drone}, :dragonkin-
heritage {:key :dragonkin-heritage, :speed 25, :race :darakhul, :name "Dragonkin
Heritage", :spells [{:value {:ability :cha, :key :shillelagh}}], :abilities
{:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/str 1}, :option-pack
"Kobold Press", :props {:damage-resistance {:poison true}, :language {:draconic
true}}, :traits []}, :night-whisper {:race :trollkin, :traits [{:description
"Before making an ability check or saving throw, you can heed the wisdom of your
ancestors to gain advantage on the roll. You cannot use this feature again until
you finish a long rest. ", :name "Spirit Whispers"}], :name "Night Whisper",
:option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :key
:night-whisper}, :trollkin-heritage {:race :darakhul, :traits [], :name "Trollkin
Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str
1}, :props {:language {:giant true}}, :key :trollkin-heritage}, :speaker-earth-
{:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can gain
advantage on a saving throw or ability check, or to impose disadvantage on an
attack roll against you. You must decide to use this ability before the d20 roll.
You can use this ability a number of times = your Wisdom modifier (minimum 1). You
regain all uses each long rest."} {:name "Walker", :description "Advantage on saves
against and extreme environments, and on checks made to navigate the wilderness and
avoid losing your way."}], :name "Speaker (Earth)", :option-pack "Kobold Press",
:abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage
{:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- false,
:primordial-terran- true}}, :key :speaker-earth-}, :storm {:race :dragonkin,
:traits [], :name "Storm", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :cha, :key :shocking-
grasp}}], :props {:damage-resistance {:lightning true}}, :key :storm}, :pygmy
{:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description
"While not wearing armor, your AC = 12 + your Dex modifier. You can use a shield
and still gain this benefit."} {:name "Bite", :description "You're proficient with
your Bite, which deals 1d6 piercing damage."} {:name "Hold Breath", :description
"You can hold your breath for a number of minutes = your Constitution score."}],
:name "Pygmy", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/str -2, :orcpub.dnd.e5.character/dex 2}, :size :small,
:key :pygmy, :props {:skill-prof {:stealth true}}}, :speaker-air- {:race :jinnborn,
:traits [{:name "Favor of the Jinn", :description "You can gain advantage on a
saving throw or ability check, or to impose disadvantage on an attack roll against
you. You must decide to use this ability before the d20 roll. You can use this
ability a number of times = your Wisdom modifier (minimum 1). You regain all uses
each long rest."} {:name "Walker", :description "Advantage on saves against and
extreme environments, and on checks made to navigate the wilderness and avoid
losing your way."}], :name "Speaker (Air)", :option-pack "Kobold Press", :abilities
{:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage {:stunned
true}, :language {:primordial-ignan- false, :primordial-aquan- false, :primordial-
terran- false, :machine-speech false, :primordial-auran- true}}, :key :speaker-
air-}, :tide {:race :dragonkin, :traits [], :name "Tide", :option-pack "Kobold
Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:ability
:cha, :key :poison-spray}}], :props {:damage-resistance {:cold true}}, :key :tide},
:celestial-legacy {:race :aasimar-southlands-, :traits [], :props {:damage-
resistance {:necrotic true, :radiant true}}, :spells [{:value {:level 3, :key
:daylight, :ability :cha}, :level 5} {:level 3, :value {:level 2, :ability :cha,
:key :lesser-restoration}}], :name "Celestial Legacy", :option-pack "Kobold Press",
:key :celestial-legacy}, :speaker-fire- {:race :jinnborn, :traits [{:name "Favor of
the Jinn", :description "You can gain advantage on a saving throw or ability check,
or to impose disadvantage on an attack roll against you. You must decide to use
this ability before the d20 roll. You can use this ability a number of times = your
Wisdom modifier (minimum 1). You regain all uses each long rest."} {:name "Walker",
:description "Advantage on saves against and extreme environments, and on checks
made to navigate the wilderness and avoid losing your way."}], :name "Speaker
(Fire)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis
1}, :props {:saving-throw-advantage {:stunned true}, :language {:primordial-ignan-
true}}, :key :speaker-fire-}, :divine-splendor {:race :aasimar-southlands-, :traits
[{:name "Divine Splendor", :description "You gain the ability to cast enhance
ability (eagle’s splendor) once with a range of Personal as a 2nd level spell
without the need to maintain concentration, and you regain the ability to do so
when you finish a long rest. At 5th level, you gain the benefits of both eagle’s
splendor and owl’s wisdom when you use this ability. A shining halo or nimbus forms
around your head while the spell is in effect, revealing your divine nature. The
glow from the halo is dim light with a ten-foot radius."}], :props {:damage-
resistance {:necrotic true, :radiant true, :fire false}}, :spells [{:level 3,
:value {:level 2, :ability :cha, :key :enhance-ability}}], :name "Divine Splendor",
:option-pack "Kobold Press", :darkvision 60, :key :divine-splendor}, :digger {:race
:lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're
not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still
gain this benefit."} {:name "Bite", :description "You're proficient with your Bite,
which deals 1d6 piercing damage."} {:name "Digging Claws", :description "You can
burrow through soft sand, dirt, and mud at a speed of 10 ft/round. This replaces
your swim speed."} {:description "You can hold your breath for a number of minutes
= your Constitution score.", :name "Hold Breath"}], :option-pack "Kobold Press",
:name "Digger", :props {:skill-prof {:stealth true}}, :key :digger}, :shaper-earth-
{:race :jinnborn, :traits [{:description "Once per turn when you hit with a melee
attack, you can deal an additional 1d6 acid damage. You can use this ability a
number of times = your Constitution modifier (minimum 1), and you regain all uses
each long rest.", :name "Elemental Strike"}], :name "Shaper (Earth)", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-
earth-, :props {:damage-resistance {:cold false, :lightning false, :fire false,
:acid true}, :language {:primordial-aquan- false, :primordial-auran- false,
:primordial-ignan- false, :primordial-terran- true}}}, :drone {:race :tosculi-
hiveless-, :traits [{:name "Natural Armor", :description "Your AC can't be less
that 11 + your Dex modifier no matter what armor you're wearing."} {:name "Gliding
Wings", :description "You take no damage from falls. You gain a fly speed of 40
feet but cannot hover. At the end of any round you fly, you must have descended at
least one-quarter the distance you traveled or you fall. "}], :option-pack "Kobold
Press", :name "Drone", :props {:skill-prof {:perception true, :stealth true}}, :key
:drone}, :shaper-air- {:race :jinnborn, :traits [{:description "Once per turn when
you hit with a melee attack, you can deal an additional 1d6 lightning damage. You
can use this ability a number of times = your Constitution modifier (minimum 1),
and you regain all uses each long rest.", :name "Elemental Strike"}], :name "Shaper
(Air)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str
1}, :key :shaper-air-, :props {:damage-resistance {:cold false, :lightning
true}, :language {:primordial-aquan- false, :primordial-auran- true}}}, :speaker-
water- {:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can
gain advantage on a saving throw or ability check, or to impose disadvantage on an
attack roll against you. You must decide to use this ability before the d20 roll.
You can use this ability a number of times = your Wisdom modifier (minimum 1). You
regain all uses each long rest."} {:name "Walker", :description "Advantage on saves
against and extreme environments, and on checks made to navigate the wilderness and
avoid losing your way."}], :name "Speaker (Water)", :option-pack "Kobold Press",
:abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage
{:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- true}},
:key :speaker-water-}, :shadow-fey {:race :elf, :traits [{:name "Path of
Shadows", :description "When in darkness, dim light, or a shadow large enough to
cover your body, you can cast misty step. You can use this ability a number of
times = your Charisma modifier per long rest."} {:name "Sunlight Sensitivity",
:description "You have disadvantage
on attack rolls and Perception checks that rely on sight when you, the target of
your attack, or whatever you are trying to perceive is in bright sunlight."} {:name
"Traveler in Darkness", :description "You have advantage on any Intelligence
(Arcana) check to learn about a particular fey road or shadow road and how it
functions."}], :option-pack "Kobold Press", :name "Shadow Fey", :abilities
{:orcpub.dnd.e5.character/cha 1}, :props {:weapon-prof {:rapier true, :shortsword
true, :longbow true, :shortbow true}, :language {:umbral true, :elvish false}},
:spells [{:value {:level 2, :ability :cha, :key :misty-step}}], :key :shadow-
fey}, :poisonous {:race :lizardfolk-southlands-, :traits [{:name "Natural
Armor", :description "While not wearing armor, your AC = 12 + your Dex modifier.
You can wear shield and still gain this benefit."} {:name "Poisoned Bite",
:description "You can bite as an unarmed strike that deals 1d6 piercing damage. On
a successful bite attack, the target must succeed a Constitution saving throw (DC =
8 + proficiency bonus + your Constitution modifier) or be Poisoned for 1 minute.
The target can repeat the saving throw at the end of each of its turns, ending the
effect on a success. Once they've succeeded the save, the target is immune to your
poison for 24 hours. You can use this ability a number of times = your Constitution
modifier, and regain all uses each long rest. This replaces your swim speed."}],
:option-pack "Kobold Press", :name "Poisonous", :props {:skill-prof {:stealth
true}}, :key :poisonous}, :glider {:race :lizardfolk-southlands-, :traits [{:name
"Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex
modifier. You can use a shield and still gain this benefit."} {:name "Bite",
:description "You're proficient with your Bite, which deals 1d6 piercing damage."}
{:name "Glider", :description "You take no damage from falls. You gain a 40 ft fly
speed but cannot hover. At the end of each round you're flying, you must have
descended at least 1/4 the distance you traveled or you fall. This replaces your
swim speed."}], :option-pack "Kobold Press", :name "Glider", :props {:skill-prof
{:stealth true}}, :key :glider}, :gnomish-heritage {:key :gnomish-heritage, :speed
25, :race :darakhul, :name "Gnomish Heritage", :abilities
{:orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press", :props
{:language {:gnomish true}}, :traits []}, :stonehide {:race :trollkin, :traits
[{:description "+1 AC", :name "Thick Hide"}], :name "Stonehide", :option-pack
"Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 0,
:orcpub.dnd.e5.character/str 1}, :key :stonehide}, :kobold-heritage {:race
:darakhul, :traits [], :name "Kobold Heritage", :option-pack "Kobold Press",
:size :small, :abilities {:orcpub.dnd.e5.character/int 1}, :props {:language
{:draconic true}}, :key :kobold-heritage}, :standard {:race :lizardfolk-
southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing
armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this
benefit."} {:name "Bite", :description "You're proficient with your Bite, which
deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your
breath for a number of minutes = your Con score."}], :option-pack "Kobold
Press", :name "Standard", :props {:skill-prof {:stealth true}}, :key :standard},
:warrior {:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description
"Your AC can't be less that 11 + your Dex modifier no matter what armor you're
wearing."} {:name "Gliding Wings", :description "You take no damage from falls. You
gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you
must have descended at least one-quarter the distance you traveled or you fall. "}
{:name "Bite", :description "You can make a bite attack as an unarmed strike that
deals 1d6 slashing damage. On a successful hit with a bite, you may attempt to
grapple the target as a bonus action. At 11th level, your bite damage increases to
2d6."}], :option-pack "Kobold Press", :name "Warrior", :props {:skill-prof
{:perception false, :stealth false}}, :key :warrior}, :regenerative {:race
:lizardfolk-southlands-, :traits [{:name "Regeneration", :description "Whenever you
spend Hit Die to regain HP during a short rest, you regain additional HP = 2x your
Constitution modifier. Severed digits regrow after 24 hours, hands and feet after 3
days, and limbs after 1 week. If the severed body part is present and intact, you
can reattach it during a short rest by using a Hit Die and doing nothing else
during the rest. You gain one level of exhaustion when you begin regenerating a
limb, and maintain 1 level of exhaustion until one day after the regrowth is
complete."} {:name "Bite", :description "You're proficient with your Bite, which
deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your
breath for a number of minutes = your Constitution score."}], :option-pack "Kobold
Press", :name "Regenerative", :props {:skill-prof {:stealth false}}, :key
:regenerative}, :chromataphore {:race :lizardfolk-southlands-, :traits [{:name
"Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex
modifier. You can use a shield and still gain this benefit."} {:name "Bite",
:description "You're proficient with your Bite, which deals 1d6 piercing damage."}
{:name "Chameleon Skin", :description "You have advantage on Stealth checks made to
hide so long as you're not moving. If you are wearing no armor and carrying no
equipment, you can Hide without cover or obscurement. You can't Hide while being
directly observed. You lose your Swim speed."}], :option-pack "Kobold Press", :name
"Chromataphore", :props {:skill-prof {:stealth true}}, :key :chromataphore},
:shaper-fire- {:race :jinnborn, :traits [{:description "Once per turn when you hit
with a melee attack, you can deal an additional 1d6 fire damage. You can use this
ability a number of times = your Constitution modifier (minimum 1), and you regain
all uses each long rest.", :name "Elemental Strike"}], :name "Shaper (Fire)",
:option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key
:shaper-fire-, :props {:damage-resistance {:cold false, :lightning false, :fire
true}, :language {:primordial-aquan- false, :primordial-auran- false, :primordial-
ignan- true}}}, :savage {:race :gnoll, :traits [{:name "Scavenge", :description
"Whenever you make a Wisdom (Survival) check for gathering food or locating water,
you are considered proficient in the Survival skill and add double your proficiency
bonus to the check, instead of your normal proficiency bonus."}], :name
"Savage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1},
:key :savage}, :halfling-heritage {:race :darakhul, :traits [], :name "Halfling
Heritage", :option-pack "Kobold Press", :speed 25, :abilities
{:orcpub.dnd.e5.character/cha 1}, :props {:language {:halfling true}}, :key
:halfling-heritage}, :worker {:race :tosculi-hiveless-, :traits [{:name "Natural
Armor", :description "Your AC can't be less that 11 + your Dex modifier no matter
what armor you're wearing."} {:name "Gliding Wings", :description "You take no
damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of
any round you fly, you must have descended at least one-quarter the distance you
traveled or you fall. "} {:name "Bite", :description "You can make a bite attack as
an unarmed strike that deals 1d6 slashing damage. On a successful hit with a bite,
you may attempt to grapple the target as a bonus action. At 11th level, your bite
damage increases to 2d6."}], :option-pack "Kobold Press", :name "Worker", :props
{:skill-prof {:perception false, :stealth false}}, :key :worker}},
:orcpub.dnd.e5/backgrounds {:guild-artisan-tinker {:traits [{:name "Jury Rig",
:description "Your experience fixing odds and ends as well as your familiarity with
a wide variety of tools grants you the ability to make quick repairs on damaged
equipment. You can spend two hours during a long rest or downtime working on a
damaged object using tinker’s tools. Once you’ve finished, anyone using the object
for its intended purpose can ignore any penalties that arise from damage to the
object. These repairs are temporary and last a number of days equal to your
Intelligence modifier (minimum of 1). You can repair the item again after the first
repairs wear off, but each additional time you jury rig the object reduces the
number of days the repairs last by 1. Eventually the object must be replaced or
professionally repaired by a skilled craftsman with the appropriate tools.
Additionally, you can jury rig minor mechanical objects such as locks or simple
traps. It takes two hours of work with tinker’s tools, and you need access to a
supply of materials. Any such object you create is of fair quality at best and
doesn’t last forever. A jury rigged object functions for a number of days equal to
your Intelligence modifier (minimum of 1) before it jams, falls apart, or otherwise
ceases to function. \nTinkers are welcomed in rustic communities. You can trade
work for food and lodging by doing odd jobs and minor repairs for people."}], :name
"Guild Artisan: Tinker", :profs {:skill {:insight true, :persuasion true}, :tool-
options {:artisans-tool 1}, :language-options {:choose 1, :options {:any
true}}}, :equipment {:clothes-traveler-s 1, :pouch 1}, :treasure {:gp 15}, :option-
pack "Kobold Press", :key :guild-artisan-tinker}, :child-of-the-divine {:traits
[{:name "Word of God", :description "In addition to the ability to perform the
ceremonies of your\ndeity, your words are taken as divine truth by the
followers\nof your religion. You and your adventuring party can expect\nto receive
free healing and care at a temple, shrine, or\nother established presence of your
faith, though
you must\nprovide any material components needed for spells. Other\nfollowers of
your religion will provide shelter and food for\nyou and your companions at your
request.\nWhen in a social interaction with a follower of your\nbelieved parent,
your words are taken as truth unless\ndirectly opposed to the accepted edicts of
the\nchurch or organization. While within a city\nor region that worships your
parent, it is\nassumed that wherever you are, you are meant to be\nthere. While
within a city or region that worships a god or\npantheon other than your parent,
your presence will often\nbe questioned even if you have permission to be
there."}], :name "Child of the Divine", :option-pack "Kobold Press", :profs {:skill
{:persuasion true, :religion true}, :tool-options {:musical-instrument 1},
:language-options {:choose 1, :options {:any true}}}, :equipment {:holy-symbol
1, :prayer-book 1, :incense 1, :vestements 1, :clothes-fine 1}, :treasure {:gp
5}, :key :child-of-the-divine}, :temple-slave {:traits [{:name "Servant's
Grace", :description "You are skilled in being unseen in a crowded room.
Your\nmannerisms and skills allow you to enter areas typically\nlimited to
servants, craftsmen, and those of lower societal\nstanding. Servants and paid help
see you as one of them\nand will be more likely to gossip with you than
other\nmembers of your party."}], :name "Temple Slave", :option-pack "Kobold
Press", :profs {:skill {:religion true, :insight true}, :tool-options {:artisans-
tool 1, :musical-instrument 1}, :language-options {:choose 1, :options {:any
true}}}, :treasure {:gp 10}, :equipment {:clothes-common 1, :knife-small 1, :holy-
symbol 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1,
:horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute
1, :lyre 1}} {:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-
supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1,
:leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1,
:brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :key :temple-slave}, :scavenger {:traits [{:name "Finders
Keepers", :description "You have an extraordinary knack for locating castoff but
still useful material. When in a settlement, you can spend 1d3 hours searching junk
piles, dumps, alleys, and abandoned buildings. After this time you discover some
piece of useful equipment (generally nothing more valuable than 2 gp), enough food
to feed yourself for a day, or a small quantity of raw materials. These materials
are obviously used, old, or flawed in some way, but they are sturdy enough for use
in crafting or building. Depending on the complexity or size of your project, you
might have to spend multiple attempts to gather enough material. The resulting
product using these materials always shows some sign of the material’s secondhand
origin, even though it may be fully functional. You can use the items located with
this feature, you can’t sell them due to their heavily worn nature.\nYou also know
who to ask to locate rare or exotic items. Given enough time, you can locate a
place to purchase or sell strange objects or materials."}], :name "Scavenger",
:option-pack "Kobold Press", :profs {:skill {:investigation true, :perception
true}, :tool {:thieves-tools true}, :language-options {:choose 1, :options {:any
true}}}, :equipment {:clothes-common 1}, :treasure {:gp 10}, :key :scavenger},
:nomad {:traits [{:name "", :description "You get a mule and a cart as part of your
starting equipment."} {:name "Thundering Hooves", :description "Travel is in your
blood, and you are adept at ensuring the health and quality of your mounts. You
have contacts with herders who can provide fine quality steeds or beasts of burden,
and you are welcome to join the herders as they move across the land. You
understand your limits and those of your mount, and you are able to safely push
those limits a little harder than others can; you can travel for 9 hours in a day
before you and any mount you ride risk exhaustion from force marching."}], :name
"Nomad", :option-pack "Kobold Press", :profs {:skill {:medicine true, :survival
true}, :tool {:herbalism-kit true, :land-vehicles true}}, :treasure {:gp 5},
:equipment {:clothes-traveler-s 1, :herbalism-kit 1}, :key :nomad}, :soldier-
quartermaster {:traits [{:name "Beg, Barter, or Trade", :description "The military
can’t expect the best supplies to arrive in\ntime, it must often make do with
what’s available. Luckily\nthey had you on their side. You make it a habit of
being\nprepared for as many situations as possible.\nOnce per day, you may search
your gear for any piece of\nadventuring gear, any weapon, or any tool worth 2 gp
or\nless. When you are in a settlement, or when dealing with\na caravan, tribe, or
other group willing to trade, sell, or\nbarter, the value of the item increases to
5 gp. You do not\nneed to pay the gold piece value of the item; it is assumed\nyou
can barter or trade for it from other minor items in\nyour inventory.\nYour DM may
allow you to use this ability to make\neither a Persuasion check or Investigation
check to barter\nfor gear or tools worth up to 50 gp, though you must\npay at least
half the value of the item, and possibly much\nmore depending on the rarity of the
item and who owns\nit. The recommended DC for these checks is 10 for cities,\n15
for large settlements or trade caravans, 20 for small\nsettlements or small groups
of travelers, and 25 or higher\nfor isolated nomadic groups or communities."}],
:name "Soldier: Quartermaster", :option-pack "Kobold Press", :profs {:skill
{:persuasion true, :investigation true}, :tool {:forgery-kit true}, :language-
options {:choose 1, :options {:any true}}}, :treasure {:gp 10}, :equipment
{:clothes-common 1, :signet-ring 1}, :key :soldier-quartermaster}, :siwali-traveler
{:traits [{:name "Worldly", :description "You know the local deserts, their
cultures, and\nthe customs of those people. You know where\nand when nomadic tribes
typically pass through\ncertain areas, which tribes claim which oasis at what\ntime
of year, and where food and water can likely be\nfound (though no guarantee).\nYou
also have one trade contact with a group or\nindividual outside of your tribe. This
contact may\nbe friendly, or barely tolerated, but trade between\nrival camps is a
necessity for survival in the harsh. "}], :name "Siwali Traveler", :option-pack
"Kobold Press", :profs {:skill {:animal-handling true, :survival true}, :tool
{:navigators-tools true, :land-vehicles true}}, :treasure {:gp 10}, :equipment
{:clothes-traveler-s 1, :waterskin 1, :pouch 1}, :key :siwali-traveler}, :urchin-
beggar {:traits [{:name "Anything You Can Spare", :description "Having spent much
of your life with no home, money, or real possessions to your name, you learned to
stretch a meager amount of money much further than it should normally go. By
spending several hours a day seeking out alms from affluent, or at least
comfortable citizens, you can maintain a living while within an urban setting. You
can maintain a poor lifestyle without spending the required coin. This lifestyle
represents earning a few meager coins through begging and spending that money on
“bargain” staples.\nAdditionally, you know several places where you can acquire
food, lodging, and basic equipment (DMs discretion as to what equipment is
available at any given time) for 75% of their normal price. You can’t leverage
these sources frequently, and it might be several days or weeks before you can make
another discounted purchase."}], :name "Urchin: Beggar", :option-pack "Kobold
Press", :profs {:skill {:deception true, :persuasion true}, :tool {:disguise-kit
true, :thieves-tools true}}, :equipment {:knife-small 1, :clothes-common 1, :pouch
1}, :key :urchin-beggar}, :prophet {:traits [{:description "People who hear and
accept your words are moved to action. Such individuals will lend aid and offer
their services toward your cause, whether that involves building a new temple,
clearing storm damage, or feeding the hungry. They won’t take undue risk, however.
Temples and other religious organizations commonly accept prophets of their faith,
but noble houses, merchants, trade guilds, and any other organization might share
their resources. Additionally, you can secure audiences with powerful individuals
or invitations to events that normally exist above your station. From those who
fear or oppose your vision you can expect social hostility, though some might fear
to act directly against you.", :name "Words from On High"}], :name "Prophet",
:profs {:skill {:persuasion true, :religion true}, :language-options {:choose 1,
:options {:any true}}, :tool {:calligraphers-supplies true, :painters-supplies
true}, :tool-options {:artisans-tool 1}}, :option-pack "Kobold Press", :equipment
{:holy-symbol 1, :clothes-common 1}, :treasure {:gp 5}, :key :prophet}, :fey-
touched {:traits [{:name "Gleam of Glamour", :description "The mark of the fey upon
you has opened your eyes to the world that lurks beneath what most people see and
hear. When you are near a ley line, a shadow or fey road, or an active portal, you
feel its presence: your hair stands on end, ethereal music plays for you alone,
odors waft on an unfelt breeze, or some other vague sensation alerts you that
you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can
sometimes reach out, usually when your emotions are strongest. If you revel and
enjoy yourself, others are likely to want to join in and have their spirits lifted.
When you are angry, those around you feel it like a wave of heat pricking their
skin."}], :name "Fey-Touched", :option-pack "Kobold Press", :profs {:skill
{:persuasion true, :deception true},
:language-options {:choose 1, :options {:any true}}, :tool-options {:musical-
instrument 1}}, :equipment-choices ({:name "Musical Instruments", :options {:flute
1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1,
:lute 1, :lyre 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 10},
:key :fey-touched}, :corsair {:traits [{:name "High Sea Scourge", :description "You
suffer no reduction in speed when climbing. You can expect your former comrades to
offer you passage aboard ship, reasonable aid, or shelter when you are in need.
Keep in mind that this bond goes both ways, and they may come to you expecting the
same."}], :option-pack "Kobold Press", :name "Corsair", :profs {:skill {:acrobatics
true, :perception true}, :tool {:water-vehicles true, :navigators-tools true},
:tool-options {}}, :treasure {:gp 5}, :equipment {:clothes-common 1, :navigators-
tools 1, :rope-silk 1}, :key :corsair}, :master-craftsmen {:traits [{:name
"Masterwork", :description "Whether from natural aptitude, divine inspiration, or a
lifetime spent honing your skill, your devotion to your chosen craft approaches the
stuff of legend. When using the crafting downtime activity rules with your chosen
craft, you generate double the normal progress toward the item’s completion (anyone
assisting you provides the normal bonus). You must create at least one item at the
normal rate before this feature can be used to create\nanother item at the
accelerated rate."}], :name "Master Craftsmen", :option-pack "Kobold Press", :profs
{:skill {:investigation true, :perception true}, :tool-options {:artisans-tool 1}},
:equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1,
:painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1,
:leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1,
:brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :equipment {:clothes-costume 1}, :treasure {:gp 10}, :key :master-
craftsmen}, :desert-runner {:traits [{:name "Nomad", :description "Your life in the
open desert has adapted your body to a\nrange of environmental conditions. You may
survive on 1\ngallon of water in hot conditions (or ½ gallon in normal\nconditions)
without being forced to make Constitution\nsaving throws and you are considered
“naturally adapted”\nto hot climates (see DMG pg. 110). You are also able to\nread
the natural environment to predict natural weather\npatterns and temperatures for
the next 24 hours, allowing\nyou to cross dangerous terrain at the best times.
The\naccuracy of these predictions are up to the DM, but\nshould be largely
reliable unless affected by magic or\nunforeseeable events such as distant
earthquakes or\nvolcanic eruptions."}], :name "Desert Runner", :option-pack "Kobold
Press", :profs {:skill {:perception true, :survival true}, :tool {:herbalism-kit
true}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-
traveler-s 1, :herbalism-kit 1, :waterskin 1, :pouch 1}, :treasure {:gp 10},
:key :desert-runner}, :raider {:traits [{:description "In your time scouring trade
routes and settlements, you have learned the secret of finding quick, unobtrusive
ways in and out. When determining your overland travel speed, you ignore difficult
terrain if you are within 2 miles of a road or settlement. You have a knack for
following hidden paths and covering your approach or retreat. When making use of
this feature, you and up to five companions can utilize Stealth while traveling at
a normal pace.", :name "Backways"}], :name "Raider", :option-pack "Kobold
Press", :profs {:tool {:land-vehicles true}, :skill {:intimidation true, :stealth
true}}, :equipment {:rope-silk 1, :clothes-traveler-s 1, :tent-two-person 1},
:treasure {:gp 5}, :key :raider}, :guild-merchant {:traits [{:name "Savvy
Trader", :description "You have spent your life on the roads, carrying the things
people want through war zones, storms, and raider attacks. Empty wagons earn no
profit, so you are adept at finding buyers for whatever goods you carry and
securing new cargo for the return trip. You start with a wagon and mule. You can
always find a buyer for any sort of item, even contraband, as long as you are in a
settlement. Likewise, you have a network of contacts who can locate fantastic
treasures for the right price. Magical items, maps to lost ruins, or rare special
materials are all available to you given enough time. Speak with the DM to
determine how long it takes to work your contacts and what they require in return
for their information and help. "}], :name "Guild Merchant", :option-pack "Kobold
Press", :profs {:skill {:insight true, :persuasion true}, :language-options
{:choose 1, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-
traveler-s 1}, :key :guild-merchant}, :darkling {:traits [{:name "Touch of
Darkness", :description "Creatures of darkness know their own, and they can sense
the touch upon you. While this recognition is not enough to save you from the foul
creatures that move through the world’s shadows, it can buy you time. Fiends, dark
fey, and undead might be willing to talk to you instead of attacking, at least
briefly. In some cases you may be able to negotiate or bribe your way out of a
fight against a creature of darkness, provided it wasn’t murderously hostile toward
you initially. This recognition cuts both ways; sometimes creatures of darkness may
seek you out, sensing a kindred spirit even if you want nothing to do with them,
and the servants of goodness and light may find you unsettling. It may be difficult
to secure the trust of good creatures that sense the taint upon you. "}], :name
"Darkling", :option-pack "Kobold Press", :profs {:skill {:arcana true, :religion
true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:clothes-
common 1, :emblem 1}, :treasure {:gp 15}, :key :darkling}, :soldier-groom-squire
{:traits [{:name "Eye for the Best", :description "You are skilled at picking the
strongest, most intelligent,\nand most trainable mounts, birds of prey, hunting
dogs,\nand other domestic animals commonly used in war.\nWhenever you purchase or
otherwise acquire a draft\nhorse, camel, hawk, mastiff, mule, or riding horse from
a\nselection of at least four of the same animal, that animal\npossesses the
maximum hit points for its hit dice (i.e.: 9\nfor a mastiff, 3 for a hawk) and its
Intelligence increases\nby 1 (to a maximum of 4). Your DM may allow this
feature\nto apply to other animals depending on your race and\nthe setting of your
campaign. Some alternate creatures\ninclude bats, boars, elk, flying snakes,
octopuses,\npanthers, ravens, giant frogs, giant lizards, giant wolf\nspiders, and
wolves, though none should have a CR\ngreater than 1/4."}], :name "Soldier:
Groom/Squire", :option-pack "Kobold Press", :profs {:skill {:animal-handling
true, :insight true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool
1}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools
1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1,
:leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1,
:brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :equipment {:clothes-common 1, :clothes-fine 1, :knife-small 1},
:treasure {:gp 10}, :key :soldier-groom-squire}, :soldier-healer {:traits [{:name
"Field Surgeon", :description "You are well versed in the origins of natural
remedies and\nare trained to find the right plants, roots, flowers, or
seeds\nrequired to restock your kits in the field. Once per day, you\nmay spend an
hour searching the local terrain for natural\nremedies, or bartering for medicines
and supplies in local\nsettlements. After completing your search (or trade),
you\nmay restock your healer’s kit with a number of uses equal\nto your proficiency
modifier at no cost. How you organize\nyour healing kit becomes personal and only
those trained\nin the Medicine skill may use your kit if you are not\npresent to
direct them.\nIn addition, you may craft antitoxin vials and potions of\nhealing
using your herbalist’s kit in half the normal time,\ni.e.: one every 5 days instead
of one every 10 days. "}], :name "Soldier: Healer", :option-pack "Kobold Press",
:treasure {:gp 5}, :profs {:skill {:medicine true, :nature true}, :tool
{:herbalism-kit true, :poisoners-tools true, :alchemists-supplies true}},
:equipment {:clothes-common 1, :alchemists-supplies 1, :poisoners-tools 1,
:herbalism-kit 1, :case-map-or-scroll 1, :knife-small 1}, :key :soldier-healer},
:cannibal-headhunter {:traits [{:name "Grim Feast", :description "Whether as a
funeral rite to honor fallen family and comrades, or as spoils of war or sacred
hunts, you ritually consume a portion of slain humanoid bodies. Civilized people
view this practice as taboo and horrific, and they are easily unsettled. While this
unease can bring unwanted complications within urban or other civilized settings,
you gain a measure of power and presence from your devotion that other savage,
primitive, or tribal cultures esteem. When you present either your ritual practice
or a direct result of it, such as your bone totem, to an intelligent creature with
any kind of tribal or savage bent, your power affords you the chance to talk rather
than fight. Orcs, gnolls, goblins, and other tribal warlike races might offer you
respect and allow you the chance to sway them through talk (and Intimidation)
rather than trying to kill you on sight. Additionally, you can engage in your
rituals over the course of one day to gain inspiration."}], :name "Cannibal
Headhunter", :option-pack
"Kobold Press", :profs {:skill {:intimidation true, :survival true}, :tool
{:cooks-utensils true}, :language-options {:choose 1, :options {:any true}}},
:equipment {:cooks-utensils 1, :clothes-traveler-s 1, :hunting-trap 1, :pouch
1}, :treasure {:gp 5}, :key :cannibal-headhunter}, :seer {:traits [{:name "Glimpse
of Fortune", :description "Using a minor method of divination, you are able to see
glimpses of a target’s future. You must spend one hour in conversation with the
subject and consultation with your divination method. At the end of this time you
can offer insight into the subject’s possible future. These details are always
vague, but the reading affords you the chance to gain insight into your subject and
possibly enter their good graces. After giving a reading, you can expect a client
to be more relaxed and willing to favorably consider any proposal you make (treat
them as one category more favorable for purposes of social interaction, DMG p.
244). Additionally, you can receive minor favors or consideration from past
subjects in a variety of locations. Assume you can find at least one friendly
contact in a city that you have spent at least some time in the past."}], :name
"Seer", :option-pack "Kobold Press", :profs {:skill {:arcana true, :perception
true}, :tool-options {:gaming-set 1}, :language-options {:choose 1, :options {:any
true}}}, :treasure {:gp 5}, :equipment {:clothes-common 1}, :key :seer}},
:orcpub.dnd.e5/spells {:soulforging {:description "You and a willing humanoid
subject must chant an incantation in unison during the entire casting time. At the
end of this period the subject’s soul and consciousness leave its body. The subject
must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage
and 2d10 radiant damage from waves of uncontrolled energy ripping out from the
disembodied spirit. You can maintain the spell, allowing the subject to repeat the
saving throw at the end of each of your turns, with the same consequence to you for
each failure. If you choose not to maintain the spell or are unable to do so, the
subject’s soul is traumatically drawn back to its body; the subject immediately
drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is
transferred into the waiting soul gem and immediately animates the constructed
body. The subject is now a gearforged. It loses all of its previous racial traits
and gains gearfoged traits. The subject’s original body dies and cannot be returned
to life by any means unless its soul is freed from the soul gem. If the
spellcaster dies during a soulforging, the subject also dies and its soul becomes a
wraith. Up to four other spellcasters of at least 5th level can assist you in
casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving
throw by 1. In the event of a failed saving throw, the spellcaster and each
assistant take damage. An assistant who drops out of the casting can’t rejoin.",
:key :soulforging, :school "necromancy", :name "Soulforging", :duration
"Instantaneous", :level 5, :option-pack "Kobold Press", :components {:verbal
true, :somatic true, :material true, :material-component "a complete mechanical
body worth 10,000 gp"}, :casting-time "1 hour (see below)", :spell-lists {:bard
false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer
false, :warlock false, :wizard true}, :range "Touch"}}, :orcpub.dnd.e5/subclasses
{:lycanthropic {:class :sorcerer, :traits [{:name "Hybrid Form", :description "As
an action you assume the form of an animalistic humanoid with features similar to
your chosen beast and either razor-sharp claws or teeth. You may maintain this form
for 1 hour, or until you use a bonus action to revert to your normal form, fall
unconscious, drop to 0 hit points, or die. (Once per rest)"} {:description "Spend 1
sorcery point to increase the damage die of your natural weapons (d4->d6, etc)
while you are in your hybrid form (or beast form once you reach 14th level). You
may also choose one of the following qualities to apply to your natural weapons:
magic or silver. This enhancement lasts until the next time you change forms. If
another ability allows you to take a beast or hybrid form, you may use this ability
to affect the natural weapons of that form. Using this ability a second time allows
you to change the special quality applied to your natural weapons, but does not
further increase their damage. In addition, while in your hybrid form (or beast
form once you reach 14th level), you may communicate with members of your chosen
beast’s species.", :name "No Hide Too Tough", :level 6} {:description "As an action
you may spend 3 sorcery points to take on the form of your chosen beast: brown
bear, lion (or tiger), giant rat (or rat), or dire wolf. You may stay in this form
for a number of hours = 1/2 your sorcerer level, or until you fall unconscious,
drop to 0 HP, or die. This feature otherwise functions as the druid wild shape
class feature.", :name "Beast Form", :level 14} {:level 18, :name "Leader of the
Pride", :description "When a beast attacks you, it must make a Wisdom saving throw
against your sorcerer spell save DC. On a failed save, the creature must choose a
different target, or the attack automatically misses. On a successful save, the
creature is immune to this effect for 24 hours. The creature is aware of this
affect before it attacks you. In addition, you may spend 4 sorcery points to cast
dominate beast as a 4th level spell. For each additional sorcery point you spend
you increase the spell’s level by 1."}], :level-modifiers [], :option-pack "Kobold
Press", :name "Lycanthropic", :level-selections [{:type :hybrid-form}], :key
:lycanthropic}, :ambush-predator {:class :rogue, :traits [{:name "Killer's
Craft", :description "You can use your Cunning Action to apply poison to a
weapon.", :level 3} {:name "Patience", :level 9, :description "As long as you don’t
move, you\nhave advantage on any saving throw against falling\nasleep or succumbing
to exhaustion. While you remain\nstationary you can undertake light activity
(to\nremain on watch only) for the entire duration\nof a long rest, and still gain
its benefits. If you\nmove, or engage in any other sort of activity,\nyou must rest
as normal for the remainder\nof the long rest to complete it."} {:name "Sniper",
:level 13, :description "You do not automatically reveal your location when you
attack while hidden. You must be at least 10 feet away from any creature that could
potentially hear or see you to use this ability. Whenever you attack, you can make
a new Dexterity (Stealth) check. Any creature that might detect you gains advantage
on its passive Wisdom (Perception) score. If successful, you remain hidden. "}
{:level 3, :name "Assassinate", :description "You have advantage on attacks against
creatures who haven't taken a turn in combat yet. In addition, any hit you score
against a surprised creature is a critical hit."} {:level 17, :name "Death Strike",
:description "When you attack and hit a creature that is surprised, it must make a
Con save (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed
save, double the damage of your attack against a creature."} {:name "Racial
Prerequisite", :description "This class is exclusive to lizardfolk."}], :level-
modifiers [{:type :tool-prof, :level 3, :value :poisoners-tools}], :option-pack
"Kobold Press", :name "Ambush Predator", :key :ambush-predator}, :circle-of-the-
hive {:class :druid, :traits [{:level 2, :name "Bonus Cantrip", :description "Learn
an additional druid cantrip of your choice."} {:level 2, :name "Natural
Recovery", :description "During a short rest, you recover spell slots = less than
1/2 your druid level (rounded up), none of the slots can be higher than 5th level.
(Once per long rest)"} {:level 6, :name "Land's Stride", :description "Non-magical
difficult terrain doesn't affect you, and you can't take damage from non-magical
plants (thorns, etc). You have advantage on saves against plants that are magically
created or manipulated to impede you."} {:name "Vermin's Ward", :level 10,
:description "You are immune to diseases and movement restrictions caused by
webs."} {:level 14, :name "Nature's Sanctuary", :description "When a beast or plant
attacks you, they must succeed a Wisdom saving throw or automatically miss their
attack. On a success, the creature is immune to this feature for 24 hrs. Creatures
are aware of this effect before they make this attack."} {:name "Racial
Prerequisite", :description "This subclass is exclusive to Tosculi
(Hiveless)"}], :level-modifiers [{:type :spell, :level 3, :value {:level 2,
:ability :wis, :key :spider-climb}} {:type :spell, :level 3, :value {:level 2,
:ability :wis, :key :web}} {:type :spell, :level 5, :value {:level 3, :ability
:wis, :key :conjure-animals}} {:type :spell, :level 5, :value {:level 3,
:ability :wis, :key :fly}} {:type :spell, :level 7, :value {:level 4, :ability
:wis, :key :freedom-of-movement}} {:type :spell, :level 7, :value {:level 4,
:ability :wis, :key :giant-insect}} {:type :spell, :level 9, :value {:level 5,
:ability :wis, :key :contagion}} {:type :spell, :level 9, :value {:level 5,
:ability :wis, :key :insect-plague}} {:type :damage-immunity, :level 10, :value
:poison} {:type :saving-throw-advantage, :value :restrained, :level 10}], :option-
pack "Kobold Press", :name "Circle of the Hive", :key :circle-of-the-hive},
:circle-of-the-swarm {:class :druid, :traits [{:level 2, :name "Combat Wild Shape",
:description "You can use Wild Shape as a bonus action. While transformed, you can
use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell
slot."} {:level 2, :name "Insectoid Forms", :description "Your choice of forms is
limited. You may use Wild Shape to change into any insectoid, arachnid, or similar
beast (ex. crab). Following
the progression of the Circle of the Moon for CR, you can become these additional
forms: Ankheg, Carrion Crawler, Death Wasp (use Wyvern stats), Giant Rhinoceros
Beetle (use Triceratops stats), and swarm of insects (all variants). Other
insectoid forms may be available at the DM's discretion."} {:name "Racial
Prerequisite", :description "This subclass is exclusive to Tosculi (Hiveless)"}
{:level 10, :name "Monstrous Wild Shape", :description "You can expend two uses of
Wild Shape to transform into a Bulette, Chuul, Phase Spider, or Umber Hulk."}],
:level-modifiers [], :option-pack "Kobold Press", :name "Circle of the Swarm", :key
:circle-of-the-swarm}, :hivemaster {:class :ranger, :traits [{:name "Racial
Prerequisite", :description "This subclass is exclusive to Tosculi (Hiveless)"}
{:level 3, :name "Insect Companion", :description "You gain an animal companion,
choose one from the following list: Blood Hornet (use flying snake stats), Giant
Crab, Giant Centipede, Giant Wolf Spider, or Swarm of Insects. At the DM's
discretion, other insectoid beasts may be companions, but their CR shouldn't be
greater than 1/4. You can communicate telepathically with you companion if they're
within 100ft. You can issue commands telepathically or verbally."} {:level 7, :name
"Exceptional Training", :description "As a bonus action, you can order your
companion to Dash, Disengage, Dodge, or Help."} {:level 11, :name "Beastial
Fury", :description "When you command your companion to take the Attack action,
they can make two attacks or use the Multiattack action if they have it."} {:level
15, :name "Share Spells", :description "When you cast a spell with the range of
self, it also affects your companion if they're within 30 ft."}], :level-modifiers
[], :option-pack "Kobold Press", :name "Hivemaster", :key :hivemaster}}}, "UA -
Centaurs and Minotaurs" {:orcpub.dnd.e5/races {:centaur {:key :centaur, :speed
40, :name "Centaur", :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Centaurs and
Minotaurs", :profs {:skill-options {:options {:survival false}}}, :languages
#{"Common" "Sylvan"}, :props {:skill-prof {:survival true}}, :traits [{:description
"If you move at least 20 feet straight toward a target and then hit it with a melee
weapon attack on the same turn, roll the weapon’s damage dice twice and add them
together. Once you use this ability, you can’t use it again until you finish a
short or long rest.", :name "Charge"} {:description "Your hooves are natural melee
weapons, with which you’re proficient. If you hit with a hoof, the target takes
bludgeoning damage equal to 1d6 + your Strength modifier.", :name "Hooves"}
{:description "You count as one size larger when determining your carrying capacity
and the weight you can push or drag.\nIn addition, any climb that requires hands
and feet is especially difficult for you because of your hooves. When you make such
a climb, each foot of movement costs you 4 extra feet, instead of the normal 1
extra foot.\nFinally, a Medium or smaller creature can ride on your equine back if
you allow it. In such a situation, you continue to act independently, not as a
controlled mount.", :name "Equine Build"} {:description "You have proficiency in
the Survival skill.", :name "Survivor"} {:description "You have two creature types:
humanoid and monstrosity. You can be affected by a game effect if it works on
either of your creature types.", :name "Hybrid Nature"} {:name "Languages",
:description "You can speak, read, and write Common and Sylvan."}]}, :minotaur
{:key :minotaur, :speed 30, :name "Minotaur", :abilities
{:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium,
:option-pack "UA - Centaurs and Minotaurs", :languages #{"Common" "Minotaur"},
:props {:skill-prof {:intimidation true}}, :traits [{:description "Your horns are
natural melee weapons, with which you’re proficient. When you hit with them, the
target takes piercing damage equal to 1d6 + your Strength modifier.", :name
"Horns"} {:description "Immediately after you use the Dash action on your turn and
move at least as far as your speed, you can make one melee attack with your horns
as a bonus action.", :name "Goring Rush"} {:description "Immediately after you hit
a creature with a melee attack as part of the Attack action on your turn, you can
attempt to shove that creature with your horns using your reaction. The creature
must be no more than one size larger than you and within 5 feet of you. It must
make a Strength saving throw against a DC equal to 8 + your proficiency bonus +
your Strength modifier. If it fails, you push it up to 5 feet away from you.",
:name "Hammering Horns"} {:description "You have proficiency in the Intimidation
skill.", :name "Menacing"} {:description "You have two creature types: humanoid and
monstrosity. You can be affected by a game effect if it works on either of your
creature types.", :name "Hybrid Nature"} {:description "You can speak, read, and
write Common and Minotaur.", :name "Languages"}]}}, :orcpub.dnd.e5/languages
{:minotaur {:name "Minotaur", :option-pack "UA - Centaurs and Minotaurs", :key
:minotaur}}}, "UA - Mystic" {:orcpub.dnd.e5/classes {:mystic {nil nil, :key
:mystic, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Mystic", :option-pack "Unearthed Arcana: The Mystic
Class", :subclass-title "Mystic Order", :level-selections [{:type :disciplines}
{:type :psionic-talents} {:level 3, :num 1, :type :disciplines} {:level 3, :num
1, :type :psionic-talents} {:level 10, :num 1, :type :psionic-talents} {:level
17, :type :psionic-talents} {:level 5, :type :disciplines} {:level 7, :type
:disciplines} {:level 9, :type :disciplines} {:level 12, :type :disciplines}
{:level 15, :type :disciplines} {:level 18, :type :disciplines}], :spellcasting
nil, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :insight true, :medicine
true, :nature true, :perception true, :religion true}}}, :hit-die 8, :traits
[{:description "Level\tTalents Known\tDisciplines Known\tPsi Points\tPsi
Limit\n1st\t1\t\t1\t\t\t4\t\t2\n2nd\t1\t\t1\t\t\t6\t\t2\n3rd\t2\t\t2\t\t\t14\t\t3\n
4th\t2\t\t2\t\t\t17\t\t3\n5th\t2\t\t3\t\t\t27\t\t5\n6th\t2\t\t3\t\t\t32\t\t5\n7th\t
2\t\t4\t\t\t38\t\t6\n8th\t2\t\t4\t\t\t44\t\t6\n9th\t2\t\t5\t\t\t57\t\t7\n10th\t3\t\
t5\t\t\t64\t\t7\n11th\t3\t\t5\t\t\t64\t\t7\n12th\t3\t\t6\t\t\t64\t\t7\n13th\t3\t\t6
\t\t\t64\t\t7\n14th\t3\t\t6\t\t\t64\t\t7\n15th\t3\t\t7\t\t\t64\t\t7\n16th\t3\t\t7\t
\t\t64\t\t7\n17th\t4\t\t7\t\t\t64\t\t7\n18th\t4\t\t8\t\t\t71\t\t7\n19th\t4\t\t8\t\t
\t71\t\t7\n20th\t4\t\t8\t\t\t71\t\t7", :name "Psionics"} {:description "Discipline
save DC = 8 + your proficiency bonus + your Intelligence modifier \nDiscipline
attack modifier = your proficiency bonus + your Intelligence modifier", :name
"Psionic Ability"} {:description "Immediately after you spend psi points on a
psionic discipline, you can take a bonus action to regain hit points equal to the
number of psi points you spent.", :level 2, :name "Mystical Recovery"}
{:description "You can telepathically speak to any creature you can see within 120
feet of you in this manner. You don’t need to share a language with the creature
for it to understand your telepathic messages, but the creature must be able to
understand at least one language or be telepathic itself.", :level 2, :name
"Telepathy"} {:description "You can replace your proficiency in Wisdom saving
throws whenever you finish a short or long rest. To do so, choose Strength,
Dexterity, Constitution, or Charisma. You gain proficiency in saves using that
ability, instead of Wisdom. This change lasts until you finish your next short or
long rest.", :level 4, :name "Strength of Mind"} {:description "Once on each of
your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic
damage to that target. When you reach 14th level, this extra damage increases to
2d8. In addition, you add your Intelligence modifier to any damage roll you make
for a psionic talent.", :level 8, :name "Potent Psionics"} {:description "When
activating a psionic discipline, you can pay its psi point cost with your hit
points, instead of using any psi points. Your current hit points and hit point
maximum are both reduced by the number of hit points you spend. This reduction
can’t be lessened in any way, and the reduction to your hit point maximum lasts
until you finish a long rest. Once you use this feature, you can’t use it again
until you finish a long rest.", :level 10, :name "Consumptive Power"} {:description
"As an action, you gain 9 special psi points that you can spend only on disciplines
that require an action or a bonus action to use. You can use all 9 points on one
discipline, or you can spread them across multiple disciplines. You can’t also
spend your normal psi points on these disciplines; you can spend only the special
points gained from this feature. When you finish a long rest, you lose any of these
special points that you haven’t spent. If more than one of the disciplines you
activate with these points require concentration, you can concentrate on all of
them. Activating one of them ends any effect you were already concentrating on, and
if you begin concentrating on an effect that doesn’t use these special points, the
disciplines end that you’re concentrating on. At 15th level, the pool of psi points
you gain from this feature increases to 11. You have one use of this feature, and
you regain any expended use of it with a long rest. You gain one additional use of
this feature at 13th, 15th, and 17th level.", :level 11, :name "Psionic Mastery"}
{:description "• You gain resistance to bludgeoning, piercing, and slashing damage.
• You no longer age. • You are immune to disease, poison damage, and the poisoned
condition. • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit
points, instead of dying, and you fall unconscious. You and your gear disappear.
You appear at a spot of your choice 1d3 days later on the plane of existence where
you died, having gained the benefits of one long rest.", :level 20, :name "Psionic
Master"}]}}, :orcpub.dnd.e5/selections {:disciplines {:key :disciplines, :name
"Disciplines", :option-pack "Unearthed Arcana: The Mystic Class", :options
[{:description "You can alter your body to match your surroundings, allowing you to
withstand punishing environments. With greater psi energy, you can extend this
protection to others. \nPsychic Focus. While focused on this discipline, you don’t
need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend
8 hours engaged in light activity, rather than sleeping during any of it.
\nEnvironmental Adaptation (2 psi). As an action, you or a creature you touch
ignores the effects of extreme heat or cold (but not cold or fire damage) for the
next hour. \nAdaptive Shield (3 psi). When you take acid, cold, fire, lightning, or
thunder damage, you can use your reaction to gain resistance to damage of that type
—including the triggering damage— until the end of your next turn. \nEnergy
Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give
it resistance to acid, cold, fire, lightning, or thunder damage (your choice),
which lasts until your concentration ends. \nEnergy Immunity (7 psi; conc., 1 hr.).
As an action, you can touch one creature and give it immunity to acid, cold, fire,
lightning, or thunder damage (your choice), which lasts until your concentration
ends.", :name "Adaptive Body (Immortal Discipline)"} {:description "You refocus
your sight to see the energy that surrounds all creatures. You perceive auras,
energy signatures that can reveal key elements of a creature’s nature. \nPsychic
Focus. While focused on this discipline, you have advantage on Wisdom (Insight)
checks. \nAssess Foe (2 psi). As a bonus action, you analyze the aura of one
creature you see. You learn its current hit point total and all its immunities,
resistances, and vulnerabilities. \nRead Moods (2 psi). As a bonus action, you
learn a one-word summary of the emotional state of up to six creatures you can see,
such as happy, confused, afraid, or violent. \nView Aura (3 psi; conc., 1 hr.). As
an action, you study one creature’s aura. Until your concentration ends, while you
can see the target, you learn if it’s under the effect of any magical or psionic
effects, its current hit point total, and its basic emotional state. While this
effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make
against it. \nPerceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you
gain the ability to see auras even of invisible or hidden creatures. Until your
concentration ends, you can see all creatures, including hidden and invisible ones,
regardless of lighting conditions.", :name "Aura Sight (Awakened Discipline)"}
{:description "You transform your body, gaining traits of different beasts.
\nPsychic Focus. While focused on this discipline, you have advantage on Wisdom
(Animal Handling) checks. \nBestial Claws (1–7 psi). You manifest long claws for an
instant and make a melee weapon attack against one creature within 5 feet of you.
On a hit, this attack deals 1d10 slashing damage per psi point spent. Bestial
Transformation. As a bonus action, you alter your physical form to gain different
characteristics. When you use this ability, you can choose one or more of the
following effects. Each effect has its own psi point cost. Add them together to
determine the total cost. This transformation lasts for 1 hour, until you die, or
until you end it as a bonus action. \nAmphibious (2 psi). You gain gills; you can
breathe air and water. \nClimbing (2 psi). You grow tiny hooked claws that give you
gain a climbing speed equal to your walking speed. \nFlight (5 psi). Wings sprout
from your back. You gain a flying speed equal to your walking speed. \nKeen Senses
(2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom
(Perception) checks. \nPerfect Senses (3 psi). You gain a keen sense of smell and
an instinct to detect prey. You can see invisible creatures and objects within 10
feet of you, even if you are blinded. \nSwimming (2 psi). You gain fins and webbing
between your fingers and toes; you gain a swimming speed equal to your walking
speed. \nTough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2
bonus to AC.", :name "Bestial Form (Immortal Discipline)"} {:description "You
augment your natural strength with psionic energy, granting you the ability to
achieve incredible feats of might. \nPsychic Focus. While focused on this
discipline, you have advantage on Strength (Athletics) checks. \nBrute Strike (1–7
psi). As a bonus action, you gain a bonus to your next damage roll against a target
you hit with a melee attack during the current turn. The bonus equals +1d6 per psi
point spent, and the bonus damage is the same type as the attack. If the attack has
more than one damage type, you choose which one to use for the bonus damage.
\nKnock Back (1–7 psi). When you hit a target with a melee attack, you can activate
this ability as a reaction. The target must succeed on a Strength saving throw or
be knocked 10 feet away from you per psi point spent. The target moves in a
straight line. If it hits an object, this movement immediately ends and the target
takes 1d6 bludgeoning damage per psi point spent. \nMighty Leap (1–7 psi). As part
of your movement, you jump in any direction up to 20 feet per psi point spent.
\nFeat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength
checks until the end of your next turn.", :name "Brute Force (Immortal
Discipline)"} {:description "You channel psionic power into your body, honing your
reflexes and agility to an incredible degree. The world seems to slow down while
you continue to move as normal. \nPsychic Focus. While focused on this discipline,
your walking speed increases by 10 feet. \nRapid Step (1–7 psi). As a bonus action,
you increase your walking speed by 10 feet per psi point spent until the end of the
current turn. If you have a climbing or swimming speed, this increase applies to
that speed as well. \nAgile Defense (2 psi). As a bonus action, you take the Dodge
action. \nBlur of Motion (2 psi). As an action, you cause yourself to be invisible
during any of your movement during the current turn. \nSurge of Speed (2 psi). As a
bonus action, you gain two benefits until the end of the current turn: you don’t
provoke opportunity attacks, and you have a climbing speed equal to your walking
speed. \nSurge of Action (5 psi). As a bonus action, you can Dash or make one
weapon attack.", :name "Celerity (Immortal Discipline)"} {:description "Your
control over your body allows you to deliver acid or poison attacks. \nPsychic
Focus. While focused on this discipline, you have resistance to acid and poison
damage. \nCorrosive Touch (1–7 psi). As an action, you deliver a touch of acid to
one creature within your reach. The target must make a Dexterity saving throw,
taking 1d10 acid damage per psi point spent on a failed save, or half as much
damage on a successful one. \nVenom Strike (1–7 psi). As an action, you create a
poison spray that targets one creature you can see within 30 feet of you. The
target must make a Constitution saving throw. On a failed save, it takes 1d6 poison
damage per psi point spent and is poisoned until the end of your next turn. On a
successful save, the target takes half as much damage and isn’t poisoned. \nAcid
Spray (2 psi). As a reaction when you take piercing or slashing damage, you cause
acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid
damage. \nBreath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-
foot line that is 5 feet wide. Each creature in the line must make a Constitution
saving throw, taking 6d6 acid damage on a failed save, or half as much on a
successful one. You can increase the damage by 1d6 per additional psi point spent
on it. \nBreath of the Green Dragon (7 psi). You exhale a cloud of poison in a 90-
foot cone. Each creature in the line must make a Constitution saving throw, taking
10d6 poison damage on a failed save, or half as much damage on a successful
one.", :name "Corrosive Metabolism (Immortal Discipline)"} {:description "You have
learned to harvest seeds of despair in a creature’s psyche, wracking it with self-
doubt and inaction. \nPsychic Focus. While focused on this discipline, you have
advantage on Charisma (Intimidation) checks. \nCrowned in Sorrow (1–7 psi). As an
action, one creature you can see within 60 feet of you must make a Charisma saving
throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it
can’t take reactions until the start of its next turn. On a successful save, it
takes half as much damage. \nCall to Inaction (2 psi; conc., 10 min.). If you spend
1 minute conversing with a creature, you can attempt to seed it with overwhelming
ennui. At the end of the minute, you can use an action to force the creature to
make a Wisdom saving throw. The save automatically succeeds if the target is immune
to being charmed. On a failed save, it sits and is incapacitated until your
concentration ends. This effect immediately ends if the target or any ally it can
see is attacked or takes damage. On a successful save, the creature is unaffected
and has no inkling of your attempt to bend its will. \nVisions of Despair (3 psi).
As an action, you force one creature you can see within 60 feet of you to make a
Charisma saving throw. On a
failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the
end of its next turn. On a successful save, it takes half as much damage. You can
increase the damage by 1d6 per additional psi point spent on it. \nDolorous Mind (5
psi; conc., 1 min.). As an action, you choose one creature you can see within 60
feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and
has a speed of 0 until your concentration ends. It can repeat this saving throw at
the end of each of its turns, ending the effect on itself on a success.", :name
"Crown of Despair (Avatar Discipline)"} {:description "You cause a creature to be
flooded with emotions of disgust. \nPsychic Focus. While you are focused on this
discipline, the area in a 5-foot radius around you is difficult terrain for any
enemy that isn’t immune to being frightened. \nEye of Horror (1–7 psi). As an
action, choose one creature you can see within 60 feet of you. The target must make
a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi
point spent and can’t move closer to you until the end of its next turn. On a
successful save, it takes half as much damage. \nWall of Repulsion (3 psi; conc.,
10 min.). As an action, you create an invisible, insubstantial wall of energy
within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick.
The wall lasts until your concentration ends. Any creature attempting to move
through it must make a Wisdom saving throw. On a failed save, a creature can’t move
through the wall until the start of its next turn. On a successful save, the
creature can pass through it. A creature must make this save whenever it attempts
to pass through the wall, whether willingly or unwillingly. \nVisions of Disgust (5
psi; conc., 1 min.). You cause a creature to regard all other beings as horrid,
alien entities. As an action, choose one creature you can see within 60 feet of
you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6
psychic damage, and until your concentration ends, it takes 1d6 psychic damage per
creature within 5 feet of it at the end of each of its turns. On a successful save,
the target takes only half the initial damage and suffers none of the other
effects. \nWorld of Horror (7 psi; conc., 1 min.). As an action, choose up to six
creatures within 60 feet of you. Each target must make a Charisma saving throw. On
a failed save, a target takes 8d6 psychic damage, and it is frightened until your
concentration ends. On a successful save, a target takes half as much damage. While
frightened by this effect, a target’s speed is reduced to 0, and the target can use
its action, and any bonus action it might have, only to make melee attacks. The
frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.", :name "Crown of Disgust (Avatar
Discipline)"} {:description "You place a mote of pure fury within a creature’s
mind, causing its bloodlust to overcome its senses and for it to act as you wish it
to. \nPsychic Focus. While you are focused on this discipline, any enemy within 5
feet of you that makes a melee attack roll against creatures other than you does so
with disadvantage. \nPrimal Fury (1–7 psi). As an action, choose one creature you
can see within 60 feet of you. The target must succeed on a Charisma saving throw
or take 1d6 psychic damage per psi point spent on this ability and immediately use
its reaction to move its speed in a straight line toward its nearest enemy. The
save automatically succeeds if the target is immune to being charmed. \nFighting
Words (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature,
you can attempt to leave a simmering violence in its mind. At the end of the
minute, you can use an action to force the creature to make a Wisdom saving throw
to resist feeling violent urges against one creature you describe to it or name.
The save automatically succeeds if the target is immune to being charmed. On a
failed save, the target attacks the chosen creature if it sees that creature before
your concentration ends, using weapons or spells against a creature it was already
hostile toward or unarmed strikes against an ally or a creature it was neutral
toward. Once the fight starts, it continues to attack for 5 rounds before this
effect ends. This effect immediately ends if the target or any ally it can see is
attacked or takes damage from any creature other than the one it has been incited
against. On a successful save, the creature is unaffected and has no inkling of
your attempt to bend its will. \nMindless Courage (2 psi). You cause a creature's
bloodlust to overcome its sense of preservation. As a bonus action, choose one
creature you can see within 60 feet of you. The target must succeed on a Wisdom
saving throw or, until the end of your next turn, it can’t willingly move unless
its movement brings it closer to its nearest enemy that it can see. The save
automatically succeeds if the target is immune to being charmed. \nPunishing Fury
(5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks
without heeding its own safety. As a bonus action, choose one creature you can see
within 60 feet of you. The target must succeed on a Wisdom saving throw or, until
your concentration ends, any creature within 5 feet of it can use a reaction to
make a melee attack against it whenever the target makes a melee attack. The save
automatically succeeds if the target is immune to being charmed.", :name "Crown of
Rage (Avatar Discipline)"} {:description "You manipulate the matter that composes
your body, drastically reducing your size without surrendering any of your
might. \nPsychic Focus. While focused on this discipline, you have advantage on
Dexterity (Stealth) checks. \nMiniature Form (2 psi; conc., 10 min.). As a bonus
action, you become Tiny until your concentration ends. While this size, you gain a
+5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches
across without squeezing. \nToppling Shift (2 psi). As a bonus action, you shift to
an incredibly small size and then suddenly return to normal, sending an opponent
flying backward. Choose one creature you can see within 5 feet of you. It must
succeed on a Strength saving throw or be knocked prone. \nSudden Shift (5 psi). As
a reaction when you are hit by an attack, you shift down to minute size to avoid
the attack. The attack misses, and you move up to 5 feet without provoking
opportunity attacks before returning to normal size. \nMicroscopic Form (7 psi;
conc., 10 min.). As a bonus action, you become smaller than Tiny until your
concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth)
checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without
squeezing, and you can’t make weapon attacks.", :name "Diminution (Immortal
Discipline)"} {:description "You infuse yourself with psionic energy to grow to
tremendous size, bolstering your strength and durability. \nPsychic Focus. While
focused on this discipline, your reach increases by 5 feet. \nOgre Form (2 psi;
conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition,
until your concentration ends, your melee weapon attacks deal an extra 1d4
bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller
than Large, you also become Large for the duration. \nGiant Form (7 psi; conc., 1
min.). As a bonus action, you gain 30 temporary hit points. In addition, until your
concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage
on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you
also become Huge for the duration.", :name "Giant Growth (Immortal Discipline)"}
{:description "You forge an indomitable wall of psionic energy around your mind—one
that allows you to launch counterattacks against your opponents. \nPsychic Focus.
While focused on this discipline, you gain resistance to psychic damage. \nPsychic
Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll
against you if you can see the attacker. If the attack still hits you, the attacker
takes 2d10 psychic damage. \nPsychic Parry (1–7 psi). As a reaction when you make
an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that
saving throw for each psi point you spend on this ability. You can use this ability
after rolling the die but before suffering the results. \nPsychic Redoubt (5 psi;
conc., 10 min.). As an action, you create a field of protective psychic energy.
Choose any number of creatures within 30 feet of you. Until your concentration
ends, each target has resistance to psychic damage and advantage on Intelligence,
Wisdom, and Charisma saving throws", :name "Intellect Fortress (Awakened
Discipline)"} {:description "You transform your body to become a living metal,
allowing you to shrug off attacks that would cripple weaker creatures. \nPsychic
Focus. While focused on this discipline, you gain a +1 bonus to AC. \nIron Hide (1–
7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for
each psi point you spend on this ability. The bonus lasts until the end of your
next turn. This bonus applies against the triggering attack. \nSteel Hide (2 psi).
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing
damage until the end of your next turn. \nIron Resistance (7 psi; conc., 1 hr.). As
an action, you gain resistance to bludgeoning, piercing, or slashing damage (your
choice), which lasts until your concentration ends.", :name "Iron Durability
(Immortal Discipline)"} {:description "You learn to use psionic energy to
manipulate others with a subtle combination of psi and your own, natural charm.
\nPsychic Focus. While focused
on this discipline, you gain a bonus to Charisma checks. The bonus equals half
your Intelligence modifier (minimum of +1). \nCharming Presence (1–7 psi). As an
action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on
this ability; the total is how many hit points worth of creatures this option can
affect. Creatures within 30 feet of you are affected in ascending order of their
hit point maximums, ignoring incapacitated creatures, creatures immune to being
charmed, and creatures engaged in combat. Starting with the creature that has the
lowest hit point maximum, each creature affected by this option is charmed by you
for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s
hit point maximum from the total before moving on to the next creature. A
creature’s hit point maximum must be equal to or less than the remaining total for
that creature to be affected. \nCenter of Attention (2 psi; conc., 1 min.). As an
action, you exert an aura of power that grabs a creature's attention. Choose one
creature you can see within 60 feet of you. It must make a Charisma saving throw.
On a failed save, the creature is so thoroughly distracted by you that all other
creatures are invisible to it until your concentration ends. This effect ends if
the creature can no longer see or hear you or if it takes damage. \nInvoke Awe (7
psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others.
Choose up to 5 creatures you can see within 60 feet of you. Each target must
succeed on an Intelligence saving throw or be charmed by you until your
concentration ends. While charmed, the target obeys all your verbal commands to the
best of its ability and without doing anything obviously self-destructive. The
charmed target will attack only creatures that it has seen attack you since it was
charmed or that it was already hostile toward. At the end of each of its turns, it
can repeat the saving throw, ending the effect on itself on a success.", :name
"Mantle of Awe (Awakened Discipline)"} {:description "You exert an aura of trust
and authority, enhancing the coordination among your allies. \nPsychic Focus. While
focused on this discipline, when you end your turn and didn’t move during it, you
can use your reaction to allow one ally you can see within 30 feet of you to move
up to half their speed, following a path of your choice. To move in this way, the
ally mustn’t be incapacitated. \nCoordinated Movement (2 psi). As a bonus action,
choose up to five allies you can see within 60 feet of you. Each of those allies
can use their reaction to move up to half their speed, following a path of your
choice. \nCommander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one
creature you can see within 60 feet of you. Until the start of your next turn, your
allies have advantage on attack rolls against that target. \nCommand to Strike (3
psi). As an action, choose one ally you can see within 60 feet of you. That ally
can use their reaction to immediately take the Attack action. You choose the
targets. \nStrategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura
of trust and command that unites your allies into a cohesive unit. Until your
concentration ends, any ally within 60 feet of you on their turn can, as a bonus
action, take the Dash or Disengage action or roll a d4 and add the number rolled to
each attack roll they make that turn. \nOverwhelming Attack (7 psi). As an action,
choose up to five allies you can see within 60 feet of you. Each of those allies
can use their reaction to take the Attack action. You choose the targets of the
attacks.", :name "Mantle of Command (Avatar Discipline)"} {:description "You focus
your mind on courage, radiating confidence and bravado to your allies. \nPsychic
Focus. While focused on this discipline, you and allies within 10 feet of you who
can see you have advantage on saving throws against being frightened. \nIncite
Courage (2 psi). As a bonus action, choose up to six creatures you can see within
60 feet of you. If any of those creatures is frightened, that condition ends on
that creature. \nAura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you
project psionic energy until your concentration ends. The energy fortifies you and
your allies when your enemies are felled; whenever an enemy you can see is reduced
to 0 hit points, you and each of your allies within 30 feet of you gain temporary
hit points equal to double the psi points spent to activate this effect. \nPillar
of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures
you can see within 60 feet of you each gain one extra action to use on your
individual turns. The action goes away if not used before the end of your next
turn. the action can be used only to make one weapon attack or to take the Dash or
Disengage action.", :name "Mantle of Courage (Avatar Discipline)"} {:description
"You tap into a well of primal fear and turn yourself into a beacon of terror to
your enemies. \nPsychic Focus. While focused on this discipline, you have advantage
on Charisma (Intimidation) checks. \nIncite Fear (2 psi; conc., 1 min.). As an
action, choose one creature you can see within 60 feet of you. The target must
succeed on a Wisdom saving throw or become frightened of you until your
concentration ends. Whenever the frightened target ends its turn in a location
where it can’t see you, it can repeat the saving throw, ending the effect on itself
on a success. \nUnsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak
yourself in unsettling psychic energy. Until your concentration ends, any enemy
within 60 feet of you that can see you must spend 1 extra foot of movement for
every foot it moves toward you. A creature ignores this effect if immune to being
frightened. \nIncite Panic (5 psi; conc., 1 min.). As an action, choose up to eight
creatures you can see within 90 feet of you that can see you. At the start of each
of a target’s turns before your concentration ends, the target must make a Wisdom
saving throw. On a failed save, the target is frightened until the start of its
next turn, and you roll a die. If you roll an odd number, the frightened target
moves half its speed in a random direction and takes no action on that turn, other
than to scream in terror. If you roll an even number, the frightened target makes
one melee attack against a random target within its reach. If there is no such
target, it moves half its speed in a random direction and takes no action on that
turn. This effect ends on a target if it succeeds on three saving throws against
it.", :name "Mantle of Fear (Avatar Discipline)"} {:description "You allow the
primal fury lurking deep within your mind to burst forth, catching you and your
allies in an implacable bloodthirst. \nPsychic Focus. While focused on this
discipline in combat, you and any ally who starts their turn within 10 feet of you
gains a 5-foot increase to their walking speed during that turn. \nIncite Fury (2
psi; conc., 1 min.). As a bonus action, choose up to three allies you can see
within 60 feet of you (you can choose yourself in place of one of the allies).
Until your concentration ends, each target can roll a d4 when rolling damage for a
melee weapon attack and add the number rolled to the damage roll. \nMindless Charge
(2 psi). As a bonus action, choose up to three creatures you can see within 60 feet
of you. Each target can immediately use its reaction to move up to its speed in a
straight line toward its nearest enemy. \nAura of Bloodletting (3 psi; conc., 1
min.). As a bonus action, you unleash an aura of rage. Until your concentration
ends, you and any creature within 60 feet of you has advantage on melee attack
rolls. \nOverwhelming Fury (5 psi; conc., 1 min.). As an action, you flood rage
into one creature you can see within 60 feet of you. The target must succeed on a
Charisma saving throw, or it can use its actions only to make melee attacks until
your concentration ends. It can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.", :name "Mantle of Fury (Avatar
Discipline)"} {:description "You tap into the joy within you, radiating it outward
in soothing, psychic energy that brings hope and comfort to creatures around
you. \nPsychic Focus. While focused on this discipline, you have advantage on
Charisma (Persuasion) checks. \nSoothing Presence (1–7 psi). As a bonus action,
choose up to three creatures you can see within 60 feet of you. Each target gains 3
temporary hit points per psi point spent on this effect. \nComforting Aura (2 psi;
conc., 1 min.). As a bonus action, choose up to three allies you can see (you can
choose yourself in place of one of the allies). Until your concentration ends, each
target can roll a d4 when making a saving throw and add the number rolled to the
total. \nAura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate
a distracting mirth until your concentration ends. Each creature within 60 feet of
you that can see you suffers disadvantage on any checks using the Perception and
Investigation skills. \nBeacon of Recovery (5 psi). As a bonus action, you and up
to five allies you can see within 60 feet of you can immediately make saving throws
against every effect they’re suffering that allows a save at the start or end of
their turns.", :name "Mantle of Joy (Avatar Discipline)"} {:description "You become
one with the power of elemental air. \nPsychic Focus. While focused on this
discipline, you take no falling damage, and you ignore difficult terrain when
walking. \nWind Step (1–7 psi). As part of your move on your turn, you can fly up
to 20 feet for each psi point spent. If you end this flight in the air, you fall
unless something else holds you aloft. \nWind Stream (1–7 psi). As an action, you
create a line of
focused air that is 30 feet long and 5 feet wide. Each creature in that area must
make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and
being knocked prone on a failed save, or half as much damage on a successful
one. \nCloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control
of the air around you to create a protective veil. Until your concentration ends,
attack rolls against you have disadvantage, and when a creature you can see misses
you with a melee attack, you can use your reaction to force the creature to repeat
the attack roll against itself. \nWind Form (5 psi; conc., 10 min.). As a bonus
action, you gain a flying speed of 60 feet, which lasts until your concentration
ends. \nMisty Form (6 psi; conc., 1 min.). As an action, your body becomes like a
misty cloud until your concentration ends. In this form, you gain resistance to
bludgeoning, piercing, and slashing damage, and you can’t take actions other than
the Dash action. You can pass through openings that are no more than 1 inch wide
without squeezing. \nAnimate Air (7 psi; conc., 1 hr.). As an action, you cause an
air elemental to appear in an unoccupied space you can see within 120 feet of you.
The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Air (Wu Jen Discipline"} {:description "You
align your mind with the energy of elemental fire. \nPsychic Focus. While focused
on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to
rolls for fire damage. \nCombustion (1–7 psi; conc., 1 min.). As an action, choose
one creature or object you can see within 120 feet of you. The target must make a
Constitution save. On a failed save, the target takes 1d10 fire damage per psi
point spent, and it catches on fire, taking 1d6 fire damage at the end of each of
its turns until your concentration ends or until it or a creature adjacent to it
extinguishes the flames with an action. On a successful save, the target takes half
as much damage and doesn’t catch on fire. \nRolling Flame (3 psi; conc., 1 min.).
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you.
The fire lasts until your concentration ends. Any creature in that area when you
use this ability and any creature that ends its turn there takes 5 fire damage.
Detonation (5 psi). As an action, you create a fiery explosion at a point you can
see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on
that point must make a Constitution saving throw, taking 7d6 fire damage and being
knocked prone on a failed save, or half as much damage on a successful one. \nFire
Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until
your concentration ends. Any creature that end its turn within 5 feet of you takes
3d6 fire damage. \nAnimate Fire (7 psi; conc., 1 hr.). As an action, you cause a
fire elemental to appear in an unoccupied space you can see within 120 feet of you.
The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Fire (Wu Jen Discipline)"} {:description "As a
student of psionic power, you perceive the potential energy that flows through all
things. You reach out with your mind, transforming the potential into the actual.
Objects and creatures move at your command. \nPsychic Focus. While focused on this
discipline, you have advantage on Strength checks. \nPush (1–7 psi). As an action,
choose one creature you can see within 60 feet of you. The target must make a
Strength saving throw. On a failed save, it takes 1d8 force damage per psi point
spent and is pushed up to 5 feet per point spent in a straight line away from you.
On a successful save, it takes half as much damage. \nMove (2–7 psi). Choose one
object you can see within 60 feet of you that isn’t being worn or carried by
another creature and that isn’t secured in place. It can’t be larger than 20 feet
on a side, and its maximum weight depends on the psi points spent on this ability,
as shown below. As an action, you move the object up to 60 feet, and you must keep
the object within sight during this movement. If the object ends this movement in
the air, it falls. If the object would fall on a creature, the creature must
succeed on a DC 10 Dexterity saving throw or take damage as listed on the table
below. \nPsi Spent Maximum Weight Bludgeoning Damage \n2 25 lbs. 2d6 \n3 50 lbs.
4d6 \n5 250 lbs. 6d6 \n6 500 lbs. 7d6 \n7 1,000 lbs. 8d6 \nInertial Armor (2 psi).
As an action, you sheathe yourself in an intangible field of magical force. For 8
hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to
force damage. This effect ends if you are wearing or don armor. \nTelekinetic
Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of
telekinetic energy, at least one portion of which must be within 60 feet of you.
The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your
concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit
points. \nGrasp (3 psi; conc., 1 min.). You attempt to grasp a creature in
telekinetic energy and hold it captive. As an action, choose one creature you can
see within 60 feet of you. The target must succeed on a Strength saving throw or be
grappled by you until your concentration ends or until the target leaves your
reach, which is 60 feet for this grapple. The grappled target can escape by
succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by
your psionic ability plus your proficiency bonus. When a target attempts to escape
in this way, you can spend psi points to boost your check, abiding by your psi
limit. You gain a +1 bonus per psi point spent. While a target is grappled in this
manner, you create one of the following effects as an action: \nCrush (1–7 psi).
The target takes 1d6 bludgeoning damage per psi point spent. \nMove (1–7 psi). You
move the target up to 5 feet per psi point spent. You can move it in the air and
hold it there. It falls if the grapple ends.", :name "Mastery of Force (Wu Jen
Discipline)"} {:description "You master the power of ice, shaping it to meet you
demands. \nPsychic Focus. While focused on this discipline, you have resistance to
cold damage. \nIce Spike (1–7 psi). As an action, you hurl a mote of ice at one
creature you can see within 120 feet of you. The target must make a Dexterity
saving throw. On a failed save, the target takes 1d8 cold damage per psi point
spent and has its speed halved until the start of your next turn. On a successful
save, the target takes half as much damage. \nIce Sheet (2 psi). As an action,
choose a point on the ground you can see within 60 feet of you. The ground in a 20-
foot radius centered on that point becomes covered in ice for 10 minutes. It is
difficult terrain, and any creature that moves more than 10 feet on it must succeed
on a Dexterity saving throw or fall prone. If the surface is sloped, a creature
that falls prone in the area immediately slides to the bottom of the slope.
\nFrozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy
resilience. You gain 20 temporary hit points. \nFrozen Rain (5 psi; conc., 1 min.).
As an action, choose a point you can see within 120 feet of you. The air in a 20-
foot-radius sphere centered on that point becomes deathly cold and saturated with
moisture. Each creature in that area must make a Constitution saving throw. On a
failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until
your concentration ends. On a successful save, a target takes half as much damage.
As an action, a target that has its speed reduced can end the effect early if it
succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC.
You can increase this effect’s damage by 1d6 per each additional psi point spent on
it. \nIce Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice,
at least one portion of which must be within 60 feet of you. The wall is 60 feet
long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends.
Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that
damages the wall with a melee attack takes cold damage equal to the damage the
creature dealt to the wall.", :name "Mastery of Ice (Wu Jen Discipline)"}
{:description "You claim dominion over light and darkness with your mind. \nPsychic
Focus. While focused on this discipline, natural and magical darkness within 30
feet of you has no effect on your vision. \nDarkness (1–7 psi). As an action, you
create an area of magical darkness, which foils darkvision. Choose a spot you can
see within 60 feet of you. Magical darkness radiates from that point in a sphere
with a 10-foot radius per psi point spent on this ability. The light produced by
spells of 2nd level or less is suppressed in this area. \nLight (2 psi; conc., 1
min.). As an action, an object you touch radiates light in a 20-foot radius and dim
light for an additional 20 feet. The light lasts until your concentration ends.
Alternatively, a creature you touch radiates light in the same manner if it fails a
Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls
against it gain advantage. \nShadow Beasts (3 psi; conc., 1 min.). As an action,
you cause two shadows to appear in unoccupied spaces you can see within 60 feet of
you. The shadows last until your concentration ends, and they obey your
verbal commands. In combat, roll for their initiative, and choose their behavior
during their turns. When this effect ends, the shadows disappear. See the Monster
Manual for their stat block. \nRadiant Beam (5 psi; conc., 1 min.). As an action,
you project a beam of light at one creature you can see within 60 feet of you. The
target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant
damage and is blinded until your concentration ends. On a successful save, it takes
half as much damage. A blinded target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. You can increase this
effect’s damage by 1d6 per each additional psi point spent on it.", :name "Mastery
of Light and Darkness (Wu Jen Discipline)"} {:description "Your mind becomes one
with elemental water, attuning your thoughts to its ebb and flow. \nPsychic Focus.
While focused on this discipline, you have a swimming speed equal to your walking
speed, and you can breathe underwater. \nDesiccate (1–7 psi). As an action, choose
one creature you can see within 60 feet of you. The target must make a Constitution
saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or
half as much damage on a successful one. \nWatery Grasp (2 psi). As an action, you
unleash a wave that surges forth and then retreats to you like the rising tide. You
create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s
border must be within 5 feet of you. Any creature in that square must make a
Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is
knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a
target takes half as much damage. You can increase this ability’s damage by 1d6 per
additional psi point spent on it. \nWater Whip (3 psi). As an action, you unleash a
jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the
line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed
save, or half as much damage on a successful one. In addition, you can move each
target that fails its saving throw to any unoccupied space touching the line. You
can increase this ability’s damage by 1d6 per additional psi point spent on it.
\nWater Breathing (5 psi). As an action, you grant yourself and up to ten willing
creatures you can see within 60 feet of you the ability to breathe underwater for
the next 24 hours. \nWater Sphere (6 psi; conc., 1 min.). As an action, you cause a
sphere of water to form around a creature. Choose one creature you can see within
60 feet of you. The target must make a Dexterity saving throw. On a failed save, it
becomes trapped in the sphere of water until your concentration ends. While the
target is trapped, its speed is halved, it suffers disadvantage on attack rolls,
and it can’t see anything more than 10 feet away from it. However, attack rolls
against it also suffer disadvantage. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a successful one.
\nAnimate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to
appear in an unoccupied space you can see within 120 feet of you. The elemental
lasts until your concentration ends, and it obeys your verbal commands. In combat,
roll for its initiative, and choose its behavior during its turns. When this effect
ends, the elemental disappears. See the Monster Manual for its stat block.", :name
"Mastery of Water (Wu Jen Discipline)"} {:description "Your mind reaches into the
sky, reshaping the stuff of storms to serve your needs. \nPsychic Focus. While
focused on this discipline, you have resistance to lightning and thunder damage.
\nCloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to
create a solid, translucent staircase that lasts until your concentration ends. The
stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20
feet per psi point spent. \nHungry Lightning (1–7 psi). As an action, you lash out
at one creature you can see within 60 feet of you with tendrils of lightning. The
target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy
armor. The target takes 1d8 lightning damage per psi point spent on a failed save,
or half as much damage on a successful one. \nWall of Clouds (2 psi; conc., 10
min.). As an action, you create a wall of clouds, at least one portion of which
must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot
thick. The wall lasts until your concentration ends. Creatures can pass through it
without hindrance, but the wall blocks vision. \nWhirlwind (2 psi). As an action,
choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius
sphere centered on that point. Each creature in the sphere must succeed on a
Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied
space of your choice in the sphere. Any loose object in the sphere is moved to an
unoccupied space of your choice within it if the object weighs no more than 100
pounds. \nLightning Leap (5 psi). As an action, you let loose a line of lightning
that is 60 feet long and 5 feet wide. Each creature in the line must make a
Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as
much damage on a successful one. You can then teleport to an unoccupied space
touched by the line. You can increase this ability’s damage by 1d6 per additional
psi point spent on it. \nWall of Thunder (6 psi; conc., 10 min.). As an action, you
create a wall of thunder, at least one portion of which must be within 60 feet of
you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until
your concentration ends. Every foot moved through the wall costs 1 extra foot of
movement. When a creature moves into the wall’s space for the first time on a turn
or starts its turn there, that creature must succeed on a Strength saving throw, or
it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from
the wall, and is knocked prone. \nThunder Clap (7 psi). As an action, choose a
point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius
sphere centered on that point. Each creature in that area must make Constitution
saving throw. On a failed save, a target takes 8d6 thunder damage, and it is
stunned until the end of your next turn. On a successful save, a target takes half
as much damage.", :name "Mastery of Weather (Wu Jen Discipline)"} {:description
"You attune your mind to seize control of wood and earth. \nPsychic Focus. While
focused on this discipline, you have a +1 bonus to AC. \nAnimate Weapon (1–7 psi).
As an action, your mind seizes control of a one-handed melee weapon you’re holding.
The weapon flies toward one creature you can see within 30 feet of you and makes a
one-handed melee weapon attack against it, using your discipline attack modifier
for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus
an extra 1d10 force damage per psi point spent on this ability. The weapon returns
to your grasp after it attacks. \nWarp Weapon (2 psi). As an action, choose one
nonmagical weapon held by one creature you can see within 60 feet of you. That
creature must succeed on a Strength saving throw, or the chosen weapon can’t be
used to attack until the end of your next turn. \nWarp Armor (3 psi). As an action,
choose a nonmagical suit of armor worn by one creature you can see within 60 feet
of you. That creature must succeed on a Constitution saving throw, or the
creature’s AC becomes 10 + its Dexterity modifier until the end of your next
turn. \nWall of Wood (3 psi; conc., 1 hr.). As an action, you create a wall of wood
at least one portion of which must be within 60 feet of you. The wall is 60 feet
long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends.
Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one
section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains
intact. \nArmored Form (6 psi; conc., 1 min.). As a bonus action, you gain
resistance to bludgeoning, piercing, and slashing damage, which lasts until your
concentration ends. \nAnimate Earth (7 psi; conc., 1 hr.). As an action, you cause
an earth elemental to appear in an unoccupied space you can see within 120 feet of
you. The elemental lasts until your concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and choose its behavior during its
turns. When this effect ends, the elemental disappears. See the Monster Manual for
its stat block.", :name "Mastery of Wood and Earth (Wu Jen Discipline)"}
{:description "You imbue a ranged weapon with a strange semblance of sentience,
allowing it to unerringly find its mark. \nPsychic Focus. While you are focused on
this discipline, any attack roll you make for a ranged weapon attack ignores
disadvantage. If disadvantage would normally apply to the roll, that roll also
can’t benefit from advantage. \nSpeed Dart (1–7 psi). As a bonus action, you imbue
one ranged weapon you hold with psionic power. The next attack you make with it
that hits before the end of the current turn deals an extra 1d10 psychic damage per
psi point spent. \nSeeking Missile (2 psi). As a reaction when you miss with a
ranged weapon attack, you can repeat the attack roll against the same target.
\nFaithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged
weapon with a limited sentience. Until your concentration ends, you can make an
extra attack with the weapon at the start of each of your turns (no action
required). If it is a thrown weapon, it returns to your grasp each time you make
any attack with it", :name "Nomadic Arrow (Nomad Discipline)"}
{:description "You create a screen of psychic power that distorts your appearance,
allowing you to blend into the background or even turn invisible.\nPsychic Focus.
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
\nChameleon (2 psi). As an action, you can attempt to hide even if you fail to meet
the requirements needed to do so. At the end of the current turn, you remain hidden
only if you then meet the normal requirements for hiding. \nStep from Sight (3 psi;
conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one
additional creature for every additional psi point you spend on this ability. The
added targets must be visible to you and within 60 feet of you. Each target turns
invisible and remains so until your concentration ends or until immediately after
it targets, damages, or otherwise affects any creature with an attack, a spell, or
another ability. \nEnduring Invisibility (7 psi; conc., 1 min.). As a bonus action,
you turn invisible and remain so until your concentration ends.", :name "Nomadic
Chameleon (Nomad Discipline)"} {:description "You dispatch part of your psyche into
the noosphere, the collective vista of minds and knowledge possessed by living
things.\nPsychic Focus. Whenever you focus on this discipline, you choose one skill
or tool and have proficiency with it until your focus ends. Alternatively, you gain
the ability to read and write one language of your choice until your focus ends.
\nWandering Mind (2–6 psi; conc., 10 min.). You enter a deep contemplation. If you
concentrate for this option’s full duration, you then gain proficiency with up to
three of the following skills (one skill for every 2 psi points spent): Animal
Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival.
The benefit lasts for 1 hour, no concentration required. \nFind Creature (2 psi;
conc., 1 hr.). You cast your mind about for information about a specific creature.
If you concentrate for this option’s full duration, you then gain a general
understanding of the creature’s current location. You learn the region, city, town,
village, or district where it is, pinpointing an area between 1 and 3 miles on a
side (DM’s choice). If the creature is on another plane of existence, you instead
learn which plane. \nItem Lore (3 psi; conc., 1 hr.). You carefully study an item.
If you concentrate for this option’s full duration while remaining within 5 feet of
the item, you then gain the benefits of an identify spell cast on that item.
\nPsychic Speech (5 psi). As an action, you attune your mind to the psychic imprint
of all language. For 1 hour, you gain the ability to understand any language you
hear or attempt to read. In addition, when you speak, all creatures that can
understand a language understand what you say, regardless of what language you use.
\nWandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor
within 60 feet of you. The sensor lasts until your concentration ends. The sensor
is invisible and hovers in the air. You mentally receive visual information from
it, which has normal vision and darkvision with a range of 60 feet. The sensor can
look in all directions. As an action, you can move the sensor up to 30 feet in any
direction. There is no limit to how far away from you the eye can move, but it
can’t enter another plane of existence. A solid barrier blocks the eye’s movement,
but the eye can pass through an opening as small as 1 inch in diameter. \nPhasing
Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through
solid objects but can’t end its movement in one. If it does so, the effect
immediately ends.", :name "Nomadic Mind (Nomad Discipline)"} {:description "You
exert your mind on the area around you, twisting the intraplanar pathways you
perceive to allow instantaneous travel.\nPsychic Focus. After you teleport on your
turn while focused on this discipline, your walking speed increases by 10 feet
until the end of the turn, as you are propelled by the magic of your teleportation.
You can receive this increase only once per turn. \nStep of a Dozen Paces (1–7
psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up
to 20 feet per psi point spent to an unoccupied space you can see, and your speed
is reduced to 0 until the end of the turn. \nNomadic Anchor (1 psi). As an action,
you create an invisible, intangible teleportation anchor in a 5-foot cube you can
see within 120 feet of you. For the next 8 hours, whenever you use this psionic
discipline to teleport, you can instead teleport to the anchor, even if you can’t
see it, but it must be within range of the teleportation ability. \nDefensive Step
(2 psi). When you are hit by an attack, you can use your reaction to gain a +4
bonus to AC against that attack, possibly turning it into a miss. You then teleport
up to 10 feet to an unoccupied space you can see. \nThere and Back Again (2 psi).
As a bonus action, you teleport up to 20 feet to an unoccupied space you can see
and then move up to half your speed. At the end of your turn, you can teleport back
to the spot you occupied before teleporting, unless it is now occupied or on a
different plane of existence. \nTransposition (3 psi). If you haven’t moved yet on
your turn, choose an ally you can see within 60 feet of you. As a bonus action, you
and that creature teleport, swapping places, and your speed is reduced to 0 until
the end of the turn. This ability fails and is wasted if either of you can’t fit in
the destination space. \nBaleful Transposition (5 psi). As an action, choose one
creature you can see within 120 feet of you. That creature must make a Wisdom
saving throw. On a failed save, you and that creature teleport, swapping places.
This ability fails and is wasted if either of you can’t fit in the destination
space. \nPhantom Caravan (6 psi). As an action, you and up to six willing creatures
of your choice that you can see within 60 feet of you teleport up to 1 mile to a
spot you can see. If there isn’t an open space for all the targets to occupy at the
arrival point, this ability fails and is wasted. \nNomad’s Gate (7 psi; conc., 1
hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of
you. You create an identical cube at any point of your choice within 1 mile that
you have viewed within the past 24 hours. Until your concentration ends, anyone
entering one of the cubes immediately teleports to the other one, appearing in an
unoccupied space next to it. The teleportation fails if there is no space for the
creature to appear in.", :name "Nomadic Step (Nomad Discipline)"} {:description "By
analyzing information around you, from subtle hints to seemingly disconnected
facts, you learn to weave a string of probabilities in an instant that gives you
extraordinary insights.\nPsychic Focus. While focused on this discipline, you have
advantage on initiative rolls. \nPrecognitive Hunch (2 psi; conc., 1 min.). As a
bonus action, you open yourself to receive momentary insights that improve your
odds of success; until your concentration ends, whenever you make an attack roll, a
saving throw, or an ability check, you roll a d4 and add it to the total. \nAll-
Around Sight (3 psi). In response to an attack hitting you, you use your reaction
to impose disadvantage on that attack roll, possibly causing it to miss. \nDanger
Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in
your mind and set it to show you a few seconds into the future. Until your
concentration ends, you can’t be surprised, attack rolls against you can’t gain
advantage, and you gain a +10 bonus to initiative. \nVictory Before Battle (7 psi).
When you roll initiative, you can use this ability to grant yourself and up to five
creatures of your choice within 60 feet of you a +10 bonus to initiative.", :name
"Precognition (Awakened Discipline)"} {:description "You wield psionic energy to
cure wounds and restore health to yourself and others.\nPsychic Focus. While
focused on this discipline, you can use a bonus action to touch a creature that has
0 hit points and stabilize it. \nMend Wounds (1–7 psi). As an action, you can spend
psi points to restore hit points to one creature you touch. The creature regains
1d8 hit points per psi point spent. \nRestore Health (3 psi). As an action, you
touch one creature and remove one of the following conditions from it: blinded,
deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the
creature. \nRestore Life (5 psi). As an action, you touch one creature that has
died within the last minute. The creature returns to life with 1 hit point. This
ability can’t return to life a creature that has died of old age, nor can it
restore a creature missing any vital body parts. \nRestore Vigor (7 psi). As an
action, you can touch one creature and choose one of the following: remove any
reductions to one of its ability scores, remove one effect that reduces its hit
point maximum, or reduce its exhaustion level by one.", :name "Psionic Restoration
(Immortal Discipline)"} {:description "You have learned how to channel psionic
energy into your attacks, lending them devastating power.\nPsychic Focus. Whenever
you focus on this discipline, choose one weapon you’re holding or your unarmed
strike. When you attack with it while focused on this discipline, its damage is
psychic and magical, rather than its normal damage type. Until you reach 6th level
as a mystic, you don’t add your Strength or Dexterity modifier to the psychic
attack’s damage rolls. \nEthereal Weapon (1 psi). As a bonus action, you
temporarily transform one weapon you’re holding or your unarmed strike into pure
psionic energy. The next attack you make with it before the end of your turn
ignores the target’s armor, requiring no attack roll. Instead,
the target makes a Dexterity saving throw against this discipline. On a failed
save, the target takes the attack’s normal damage and suffers its additional
effects. On a successful save, the target takes half damage from the attack but
suffers no additional effects that would normally be imposed on a hit. \nLethal
Strike (1–7 psi). As a bonus action, you imbue a weapon you’re holding or your
unarmed strike with psychic energy. The next time you hit with it before the end of
your turn, it deals an extra 1d10 psychic damage per psi point spent. \nAugmented
Weapon (5 psi; conc., 10 min.). As a bonus action, touch one simple or martial
weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3
bonus to its attack and damage rolls.", :name "Psionic Weapon (Immortal
Discipline)"} {:description "You wield your mind like a weapon, unleashing salvos
of psionic energy.\nPsychic Focus. While focused on this discipline, you gain a +2
bonus to damage rolls with psionic talents that deal psychic damage. \nPsionic
Blast (1–7 psi). As an action, choose one creature you can see within 60 feet of
you. The target takes 1d8 psychic damage per psi point spent on this ability. \nEgo
Whip (3 psi). As an action, choose one creature you can see within 60 feet of you.
The target must make an Intelligence saving throw. On a failed save, the creature
takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use
its action on its next turn only to take the Dodge, Disengage, or Hide action. On a
successful saving throw, it takes half as much damage. \nId Insinuation (5 psi). As
an action, choose one creature you can see within 60 feet of you. The target must
make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic
damage, and it goes into a fury, as its id runs rampant. On its next turn, it can
use its action only to take the Dodge or Attack action. On a successful save, it
takes half as much damage. \nPsychic Blast (6 psi). As an action, you unleash
devastating psychic energy in a 60-foot cone. Each creature in that area must make
an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half
as much damage on a successful one. You can increase the damage by 2d8 if you spend
1 more psi point on this ability. \nPsychic Crush (7 psi). As an action, you create
a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area
must make an Intelligence saving throw. On a failed save, a target takes 8d8
psychic damage and is stunned until the end of your next turn. On a successful
save, a target takes half as much damage.", :name "Psychic Assault (Awakened
Discipline)"} {:description "You create psychic static that disrupts other
creatures’ ability to think clearly.\nPsychic Focus. While focused on this
discipline, you have advantage on Charisma (Deception) checks. \nDistracting Haze
(1–7 psi; conc., 1 min.). As an action, choose one creature you can see within 60
feet of you. That creature must make an Intelligence saving throw. On a failed
save, it takes 1d10 psychic damage per psi point spent and can’t see anything more
than 10 feet from it until your concentration ends. On a successful save, it takes
half as much damage. \nDaze (3 psi). As an action, choose one creature you can see
within 60 feet of you. That creature must make an Intelligence saving throw. On a
failed save, the target is incapacitated until the end of your next turn or until
it takes any damage. \nMind Storm (5 psi). As an action, choose a point you can see
within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that
point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic
damage and suffers disadvantage on all saving throws until the end of your next
turn. On a successful save, a creature takes half as much damage. You can increase
the damage by 1d6 per additional psi point spent on this ability.", :name "Psychic
Disruption (Awakened Discipline)"} {:description "You reach into a creature’s mind
to uncover information or plant ideas within it.\nPsychic Focus. While focused on
this discipline, you know when a creature communicating with you via telepathy is
lying. \nHammer of Inquisition (1–7 psi). As an action, choose one creature you can
see within 60 feet of you. The target must make an Intelligence saving throw. On a
failed save, it takes 1d10 psychic damage per psi point spent and suffers
disadvantage on its next Wisdom saving throw before the end of your next turn. On a
successful save, it takes half as much damage. \nForceful Query (2 psi). As an
action, you ask a question of one creature that can see and hear you within 30 feet
of you. The question must be phrased so that it can be answered with a yes or no,
otherwise this ability fails. The target must succeed on a Wisdom saving throw, or
it replies with a truthful answer. A creature is immune to this ability if it is
immune to being charmed. \nRansack Mind (5 psi; conc., 1 hr.). While you
concentrate on this ability, you probe one creature’s mind. The creature must
remain within 30 feet of you, and you must be able to see it. If you reach the
ability’s full duration, the target must make three Intelligence saving throws, and
you learn information from it based on the number of saving throws it fails. With
one failed saving throw, you learn its key memories from the past 12 hours. With
two failed saving throws, you learn its key memories from the past 24 hours. With
three failed saving throws, you learn its key memories from the past 48 hours.
\nPhantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you
probe one creature’s mind. The creature must remain within 30 feet of you, and you
must be able to see it. If you reach the ability’s full duration, the target must
make three Intelligence saving throws, and you plant a memory or an idea in it,
which lasts for a number of hours based on the number of saving throws it fails.
You choose whether the idea or memory is trivial (such as “I had porridge for
breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my
village from orc marauders and am therefore a coward” or “Magic is a scourge, so I
renounce it”). With one failed saving throw, the idea or memory lasts for the next
4 hours. With two failed saving throws, it lasts for 24 hours. With three failed
saving throws, it lasts for 48 hours.", :name "Psychic Inquisition (Awakened
Discipline)"} {:description "Your power reaches into a creature’s mind and causes
it false perceptions.\nPsychic Focus. While focused on this discipline, you have
advantage on Charisma (Deception) checks. \nDistracting Figment (1–7 psi). As an
action, choose one creature you can see within 60 feet of you. The target must make
an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per
psi point spent and thinks it perceives a threatening creature just out of its
sight; until the end of your next turn, it can’t use reactions, and melee attack
rolls against it have advantage. On a successful save, it takes half as much
damage. \nPhantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you
can see within 60 feet of you. The target must make an Intelligence saving throw.
On a failed save, it perceives a horrid creature adjacent to it until your
concentration ends. During this time, the target can’t take reactions, and it takes
1d8 psychic damage at the start of each of its turns. The target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. You can increase the damage by 1d8 for each additional psi point spent on
the ability. \nPhantom Betrayal (5 psi; conc., 1 min.). As an action, you plant
delusional paranoia in a creature’s mind. Choose one creature you can see within 60
feet of you. The target must succeed on an Intelligence saving throw, or until your
concentration ends, it must target its allies with attacks and other damaging
effects. The target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. A creature is immune to this ability if
it is immune to being charmed. \nPhantom Riches (7 psi; conc., 1 min.). As an
action, you plant the phantom of a greatly desired object in a creature’s mind.
Choose one creature you can see within 60 feet of you. The target must make an
Intelligence saving throw. On a failed save, you gain partial control over the
target’s behavior until your concentration ends; the target moves as you wish on
each of its turns, as it thinks it pursues the phantom object it desires. If it
hasn’t taken damage since its last turn, it can use its action only to admire the
object you created in its perception. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.", :name
"Psychic Phantoms (Awakened Discipline)"} {:description "By channeling psionic
power, you gain the ability to control other creatures by substituting your will
for their own.\nPsychic Focus. While focused on this discipline, you gain the
ability to use your Telepathy class feature with up to six creatures at once. If
you don’t have that feature from the mystic class, you instead gain it while
focused on this discipline. \nExacting Query (2 psi). As an action, you target one
creature you can communicate with via telepathy. The target must make an
Intelligence saving throw. On a failed save, the target truthfully answers one
question you ask it via telepathy. On a successful save, the target is unaffected,
and you can’t use this ability on it again until you finish a long rest. A creature
is immune to this ability if it is immune to being charmed. \nOccluded Mind (2
psi). As an action, you target one creature you can communicate with via telepathy.
The target must make an Intelligence
saving throw. On a failed save, the target believes one statement of your choice
for the next 5 minutes that you communicate to it via telepathy. The statement can
be up to ten words long, and it must describe you or a creature or an object the
target can see. On a successful save, the target is unaffected, and you can’t use
this ability on it again until you finish a long rest. A creature is immune to this
ability if it is immune to being charmed. \nBroken Will (5 psi). As an action, you
target one creature you can communicate with via telepathy. The target must make an
Intelligence saving throw. On a failed save, you choose the target’s movement and
action on its next turn. On a successful save, the target is unaffected, and you
can’t use this ability on it again until you finish a long rest. A creature is
immune to this ability if it is immune to being charmed. \nPsychic Grip (6 psi;
conc., 1 min.). As an action, you target one creature you can see within 60 feet of
you. The target must succeed on an Intelligence saving throw, or it is paralyzed
until your concentration ends. At the end of each of its turns, it can repeat the
saving throw. On a success, this effect ends. On a failure, you can use your
reaction to force the target to move up to half its speed, even though it’s
paralyzed. \nPsychic Domination (7 psi; conc., 1 min.). As an action, you target
one creature you can see within 60 feet of you. The target must succeed on an
Intelligence saving throw, or you choose the creature’s actions and movement on its
turns until your concentration ends. At the end of each of its turns, it can repeat
the saving throw, ending the effect on itself on a success. A creature is immune to
this ability if it is immune to being charmed.", :name "Telepathic Contact
(Awakened Discipline)"} {:description "You create a third, psychic eye in your
mind, which you cast out into the world. It channels thoughts and knowledge back to
you, greatly enhancing your senses.\nPsychic Focus. While focused on this
discipline, you have darkvision with a range of 60 feet. If you already have
darkvision with that range or greater, increase its range by 10 feet. \nTremorsense
(2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30
feet, which lasts until your concentration ends. \nUnwavering Eye (2 psi). As a
bonus action, you gain advantage on Wisdom checks for 1 minute. \nPiercing Sight (3
psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects
that are up to 1 foot thick within 30 feet of you. This sight lasts until your
concentration ends \nTruesight (5 psi; conc., 1 min.). As a bonus action, you gain
truesight with a radius of 30 feet, which lasts until your concentration ends.",
:name "Third Eye (Nomad Discipline)"}]}, :psionic-talents {:key :psionic-
talents, :name "Psionic Talents", :option-pack "Unearthed Arcana: The Mystic
Class", :options [{:description "As a bonus action, you cause bright light to
radiate from your body in a 20-foot radius and dim light for an additional 20 feet.
The light can be colored as you like. The light lasts for 1 hour, and you can
extinguish it earlier as a bonus action.", :name "Beacon"} {:description "As a
bonus action, a one-handed melee weapon you hold becomes one with your hand. For
the next minute, you can’t let go of the weapon nor can it be forced from your
grasp.", :name "Blade Meld"} {:description "As an action, you erase your image from
the mind of one creature you can see within 120 feet of you; the target must
succeed on a Wisdom saving throw, or you are invisible to it until the end of your
next turn.", :name "Blind Spot"} {:description "As an action, you plant a false
belief in the mind of one creature that you can see within 60 feet of you. You can
create a sound or an image. Only the target of this talent perceives the sound or
image you create. If you create a sound, its volume can range from a whisper to a
scream. It can be your voice, someone else's voice, a creature's roar, a musical
instrument, or any other sound you pick. It lasts for 1 minute. If you create an
object, it must fit within a 5- foot cube and can’t move or be reflective. The
image can't create any effect that influences a sense other than sight. The image
lasts for 1 minute, and it disappears if the creature touches it. ", :name
"Delusion"} {:description "As an action, you target one creature you can see within
90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8
acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage
increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8). ", :name "Energy Beam"} {:description "As a bonus action, you alter your
density and weight to improve your mobility. For the rest of your turn, your
walking speed increases by 10 feet, and the first time you stand up this turn, you
do so without expending any of your movement if your speed is greater than 0. ",
:name "Light Step"} {:description "As a bonus action, you can communicate
telepathically with one willing creature you can see within 120 feet of you. The
target must have an Intelligence of at least 2, otherwise this talent fails and the
action is wasted. This communication can occur until the end of the current turn.
You don’t need to share a language with the target for it to understand your
telepathic utterances, and it understands you even if it lacks a language. You also
gain access to one memory of the target’s choice, gaining perfect recall of one
thing it saw or did.", :name "Mind Meld"} {:description "As an action, you target
one creature you can see within 60 feet of you. The target must succeed on a
Constitution saving throw or take 1d6 force damage. If it takes any of this damage
and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name
"Mind Slam"} {:description "As an action, you target one creature you can see
within 120 feet of you. The target must succeed on an Intelligence saving throw or
take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).", :name "Mind Thrust"}
{:description "As an action, you beguile one humanoid you can see within 120 feet
of you. The target must succeed on a Charisma saving throw or be charmed by you
until the end of your next turn. ", :name "Mystic Charm"} {:description "You can
use your action to manipulate or move one object within 30 feet of you. The object
can’t weigh more than 10 pounds, and you can’t affect an object being worn or
carried by another creature. If the object is loose, you can move it up to 30 feet
in any direction. This talent allows you to open an unlocked door, pour out a beer
stein, and so on. The object falls to the ground at the end of your turn if you
leave it suspended in midair. ", :name "Mystic Hand"} {:description "As an action,
you try to grasp one creature you can see within 120 feet of you, with a hand
crafted from telekinetic energy. The target must succeed on a Strength saving throw
or take 1d6 force damage. If it takes any of this damage and is Large or smaller,
you can move it up to 10 feet in a straight line in a direction of your choice. You
can’t lift the target off the ground unless it is already airborne or underwater.
The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).", :name "Psychic Hammer"}]}, :talents {:key
:talents, :name "Talents", :option-pack "Unearthed Arcana: The Mystic Class",
:options [{:description "As a bonus action, you cause bright light to radiate from
your body in a 20-foot radius and dim light for an additional 20 feet. The light
can be colored as you like. The light lasts for 1 hour, and you can extinguish it
earlier as a bonus action.", :name "Beacon"} {:description "As a bonus action, a
one-handed melee weapon you hold becomes one with your hand. For the next minute,
you can’t let go of the weapon nor can it be forced from your grasp.", :name "Blade
Meld"} {:description "As an action, you erase your image from the mind of one
creature you can see within 120 feet of you; the target must succeed on a Wisdom
saving throw, or you are invisible to it until the end of your next turn.", :name
"Blind Spot"} {:description "As an action, you plant a false belief in the mind of
one creature that you can see within 60 feet of you. You can create a sound or an
image. Only the target of this talent perceives the sound or image you create. If
you create a sound, its volume can range from a whisper to a scream. It can be your
voice, someone else's voice, a creature's roar, a musical instrument, or any other
sound you pick. It lasts for 1 minute. If you create an object, it must fit within
a 5- foot cube and can’t move or be reflective. The image can't create any effect
that influences a sense other than sight. The image lasts for 1 minute, and it
disappears if the creature touches it. ", :name "Delusion"} {:description "As an
action, you target one creature you can see within 90 feet of you. The target must
succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or
thunder damage (your choice). The talent’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). ", :name "Energy Beam"}
{:description "As a bonus action, you alter your density and weight to improve your
mobility. For the rest of your turn, your walking speed increases by 10 feet, and
the first time you stand up this turn, you do so without expending any of your
movement if your speed is greater than 0. ", :name "Light Step"} {:description "As
a bonus action, you can communicate telepathically with one willing creature you
can see within 120 feet
of you. The target must have an Intelligence of at least 2, otherwise this talent
fails and the action is wasted. This communication can occur until the end of the
current turn. You don’t need to share a language with the target for it to
understand your telepathic utterances, and it understands you even if it lacks a
language. You also gain access to one memory of the target’s choice, gaining
perfect recall of one thing it saw or did.", :name "Mind Meld"} {:description "As
an action, you target one creature you can see within 60 feet of you. The target
must succeed on a Constitution saving throw or take 1d6 force damage. If it takes
any of this damage and is Large or smaller, it is knocked prone. The talent’s
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).", :name "Mind Slam"} {:description "As an action, you target one
creature you can see within 120 feet of you. The target must succeed on an
Intelligence saving throw or take 1d10 psychic damage. The talent’s damage
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10).", :name "Mind Thrust"} {:description "As an action, you beguile one
humanoid you can see within 120 feet of you. The target must succeed on a Charisma
saving throw or be charmed by you until the end of your next turn. ", :name "Mystic
Charm"} {:description "You can use your action to manipulate or move one object
within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t
affect an object being worn or carried by another creature. If the object is loose,
you can move it up to 30 feet in any direction. This talent allows you to open an
unlocked door, pour out a beer stein, and so on. The object falls to the ground at
the end of your turn if you leave it suspended in midair. ", :name "Mystic Hand"}
{:description "As an action, you try to grasp one creature you can see within 120
feet of you, with a hand crafted from telekinetic energy. The target must succeed
on a Strength saving throw or take 1d6 force damage. If it takes any of this damage
and is Large or smaller, you can move it up to 10 feet in a straight line in a
direction of your choice. You can’t lift the target off the ground unless it is
already airborne or underwater. The talent’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Psychic
Hammer"}]}}, :orcpub.dnd.e5/subclasses {:order-of-the-avatar {:class :mystic,
:key :order-of-the-avatar, :level-modifiers [{:type :armor-prof, :value :medium}
{:type :armor-prof, :value :shields}], :level-selections [{:num 2, :type
:disciplines}], :name "Order of the Avatar", :option-pack "Unearthed Arcana: The
Mystic Class", :traits [{:description "While you aren’t incapacitated, each ally
within 30 feet of you who can see you gains a +2 bonus to initiative rolls.",
:level 3, :name "Avatar of Battle"} {:description "While you aren’t incapacitated,
each ally within 30 feet of you who can see you regains additional hit points equal
to your Intelligence modifier (minimum of 0) whenever they regain hit points from a
psionic discipline.", :level 6, :name "Avatar of Healing"} {:description "While you
aren’t incapacitated, any ally within 30 feet of you who can see you can take the
Dash action as a bonus action.", :level 14, :name "Avatar of Speed"}]}, :order-of-
the-awakened {:class :mystic, :key :order-of-the-awakened, :level-modifiers [],
:level-selections [{:num 2, :type :disciplines}], :name "Order of the Awakened",
:option-pack "Unearthed Arcana: The Mystic Class", :profs {:skill-options {:options
{:animal-handling true, :deception true, :insight true, :intimidation true,
:investigation true, :perception true, :persuasion true}}}, :traits [{:description
"If you hold an object and concentrate on it for 10 minutes (as if concentrating on
a psionic discipline), you learn a few basic facts about it. You gain a mental
image from the object’s point of view, showing the last creature to hold the object
within the past 24 hours. You also learn of any events that have occurred within 20
feet of the object within the past hour. The events you perceive unfold from the
object’s perspective. You see and hear such events as if you were there, but can’t
use other senses. Additionally, you can embed an intangible psionic sensor within
the object. For the next 24 hours, you can use an action to learn the object’s
location relative to you (its distance and direction) and to look at the object’s
surroundings from its point of view as if you were there. This perception lasts
until the start of your next turn. Once you use this feature, you can’t use it
again until you finish a short or long rest.", :level 3, :name "Psionic
Investigation"} {:description "You can impose disadvantage on a target’s saving
throw against a discipline or talent you use, but at the cost of using your psychic
focus. Your psychic focus immediately ends if it’s active, and you can’t use it
until you finish a short or long rest. You can’t use this feature if you can’t use
your psychic focus.", :level 6, :name "Psionic Surge"} {:description "As an action,
you can transform into a transparent, ghostly version of yourself. While in this
form, you have resistance to all damage, move at half speed, and can pass through
objects and creatures while moving but can’t willingly end your movement in their
spaces. The form lasts for 10 minutes or until you use an action to end it. Once
you use this feature, you can’t use it again until you finish a long rest.", :level
14, :name "Spectral Form"}]}, :order-of-the-immortal {:class :mystic, :key :order-
of-the-immortal, :level-modifiers [], :level-selections [{:num 2, :type
:disciplines}], :name "Order of the Immortal", :option-pack "Unearthed Arcana: The
Mystic Class", :traits [{:description "Your hit point maximum increases by 1 per
mystic level. In addition, while you aren’t wearing armor or wielding a shield,
your base AC equals 10 + your Dexterity modifier + your Constitution modifier.",
:name "Immortal Durability"} {:description "At the start of each of your turns, you
gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you
have at least 1 hit point.", :level 3, :name "Psionic Resilience"} {:description
"As a reaction when you take damage, you can halve that damage against you. Your
psychic focus immediately ends if it’s active, and you can’t use it until you
finish a short or long rest. You can’t use this feature if you can’t use your
psychic focus.", :level 6, :name "Surge of Health"} {:description "At the end of
your turn while at 0 hit points, you can spend 5 psi points to immediately regain a
number of hit points equal to your mystic level + your Constitution modifier.",
:level 14, :name "Immortal Will"}]}, :order-of-the-nomad {:class :mystic, :key
:order-of-the-nomad, :level-modifiers [], :level-selections [{:num 2, :type
:disciplines}], :name "Order of the Nomad", :option-pack "Unearthed Arcana: The
Mystic Class", :traits [{:description "When you finish a long rest, you gain two
proficiencies of your choice: two tools, two skills, or one of each. You can
replace one or both of these selections with languages. This benefit lasts until
you finish a long rest.", :name "Breadth of Knowledge"} {:description "As a
reaction when you are hit by an attack, you can teleport to an unoccupied space
that you occupied since the start of your last turn, and the attack misses you.
Once you use this feature, you can’t use it again until you finish a short or long
rest", :level 3, :name "Memory of One Thousands Steps"} {:description "When you use
a psionic discipline to teleport any distance, you can increase that distance by up
to 10 feet.", :level 6, :name "Superior Teleportation"} {:description "Once on each
of your turns, you can forfeit up to 30 feet of your movement to teleport the
distance you forfeited. You must teleport to an unoccupied space you can see.",
:level 14, :name "Effortless Journey"}]}, :order-of-the-soul-knife {:class :mystic,
:key :order-of-the-soul-knife, :level-modifiers [{:type :weapon-prof, :value
:martial} {:type :armor-prof, :value :medium}], :name "Order of the Soul Knife",
:option-pack "Unearthed Arcana: The Mystic Class", :traits [{:description "As a
bonus action, you create scintillating knives of energy that project from both of
your fists. You can’t hold anything in your hands while manifesting these blades.
You can dismiss them as a bonus action. For you, a soul knife is a martial melee
weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit.
As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus
to AC until the start of your next turn or until you are incapacitated.", :name
"Soul Knife"} {:description "You gain a bonus to attack and damage rolls with your
soul knives depending on the number of psi points spent, as shown on the table
below. This bonus lasts for 10 minutes.\nPsi Points Attack and Damage Bonus\n2
+1 \n5 +2 \n7 +4", :level 3, :name "Hone the Blade"} {:description
"Whenever you slay an enemy creature with a soul knife attack, you immediately
regain 2 psi points.", :level 6, :name "Consumptive Knife"} {:description "As an
action, you can make one attack with your soul knife. Treat the target’s AC as 10
against this attack, regardless of the target’s actual AC.", :level 14, :name
"Phantom Knife"}]}, :order-of-the-wu-jen {:class :mystic, :key :order-of-the-wu-
jen, :level-modifiers [], :level-selections [{:num 2, :type :disciplines}], :name
"Order of the Wu Jen", :option-pack "Unearthed Arcana: The Mystic Class", :profs
{:skill-options {:options {:animal-handling true, :arcana true, :insight true,
:medicine true, :nature true, :perception true, :religion true, :survival
true}}}, :traits [{:description "When a creature’s
resistance reduces the damage dealt by a psionic discipline of yours, you can
spend 1 psi point to cause that use of the discipline to ignore the creature’s
resistance. You can’t spend this point if doing so would increase the discipline’s
cost above your psi limit.", :level 3, :name "Elemental Attunement"} {:description
"As a bonus action, you can spend psi points to create spell slots that you can use
to cast these spells, as well as other spells you are capable of casting. The psi-
point cost of each spell slot is detailed on the table below. \nSpell Slot Level
Psi Cost \n1st 2 \n2nd 3 \n3rd 5 \n4th
6 \n5th 7 \nThe spell slot remains until you use it or finish a long
rest. You must observe your psi limit when spending psi points to create a spell
slot. Whenever you gain a level in this class, you can replace one of the chosen
wizard spells with a different wizard spell of 1st through 3rd level.", :level
6, :name "Arcane Dabbler"} {:description "If you have resistance to a type of
damage, you can spend 2 psi points as a reaction when you take damage of that type
to ©2017 Wizards of the Coast LLC 9 ignore that damage; you gain immunity to that
damage type until the end of your next turn.", :level 14, :name "Elemental
Mastery"}]}}}, "UA - Classics Revisited" {:orcpub.dnd.e5/subclasses {:college-of-
swords {:class :bard, :traits [{:name "Bonus Proficiencies", :level 3, :description
"When you join the College of Blades at 3rd level, you gain proficiency with medium
armor and with scimitars"} {:level 3, :name "Blade Flourish", :description "At 3rd
level, you learn to conduct impressive displays of skill with your weapons. When
you use the Attack action on your turn and attack with a dagger, longsword, rapier,
scimitar, or shortsword, you can attempt one of the following
flourishes.\n\nDefensive Flourish. You spin your weapon around you in swift
circles, creating a hypnotic display. As a bonus action, you expend one use of
Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled
as a bonus to your AC until the start of your next turn.\n\nTrick Shooter’s
Flourish. This favorite trick of knife throwers allows you to expend one use of
Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the
number rolled as a bonus to the next ranged attack roll you make with a dagger this
turn. If the target of the attack is an unattended, inanimate object, the bonus
equals double the die roll.\n\nUnnerving Flourish. Your deadly display of combat
prowess unnerves your opponents, leaving them cowering in fear and at your mercy.
Whenever you reduce a creature to 0 hit points with a melee attack, you can use a
bonus action to expend one use of Bardic Inspiration, and instead leave the
creature at 1 hit point. The creature is frightened of you for a number of minutes
equal to your Charisma modifier. It must also make a Charisma saving throw with a
DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic
Inspiration die. If the creature fails this saving throw, it answers truthfully any
questions you ask it and obeys your direct orders while it is frightened by this
effect"} {:level 6, :name "Extra Attack", :description "Starting at 6th level, you
can attack twice, instead of once, whenever you take the Attack action on your
turn."} {:level 14, :name "Battle Magic", :description "At 14th level, you have
mastered the art of weaving spellcasting and weapon use into a single harmonious
act. When you use your action to cast a bard spell, you can make one weapon attack
as a bonus action"}], :level-modifiers [{:type :weapon-prof, :level 3, :value
:scimitar} {:type :armor-prof, :level 3, :value :medium} {:type :num-attacks,
:level 6, :value 2}], :option-pack "UA - Classics Revisited", :name "College of
Swords", :key :college-of-swords, :level-selections [], :disabled? true}, :college-
of-satire {:class :bard, :key :college-of-satire, :level-modifiers [{:level 3,
:type :skill-prof, :value :sleight-of-hand} {:level 3, :type :tool-prof, :value
:thieves-tools}], :name "College of Satire", :option-pack "UA - Classics
Revisited", :profs {:skill-options {:options {:religion true, :persuasion true,
:investigation true, :acrobatics true, :performance true, :perception true,
:sleight-of-hand true, :survival true, :history true, :animal-handling true,
:nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :traits [{:description "At
3rd level, you master a variety of acrobatic techniques that\tallow you to evade
danger. As a bonus action, you can tumble. When you tumble, you gain the following
benefits for the rest of your turn:\n• You gain the benefits of taking the Dash and
Disengage actions.\n• You gain a climbing speed equal to your current\t\nspeed.\n•
You take half\tdamage from falling", :level 3, :name "Tumbling Fool"} {:description
"At 6th level, your ability to gather stories and lore gains a supernatural edge.
You can cast detect thoughts up to a number of times equal to your Charisma
modifier. You regain any expended uses of this ability after completing a long
rest. If a creature resists your attempt to probe deeper and succeeds at its saving
throw against your detect thoughts, it immediately suffers an embarrassing social
gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be
compelled to tell a tasteless joke.", :level 6, :name "Fool's Insight"}
{:description "Jesters seem to have a knack for pulling \nthemselves out of tight
situations, transforming\nwhat looks like sure failure into an embarrassing \nbut
effective success.\nAt 14th level, you can expend one use of Bardic \nInspiration
after you fail an ability check, fail a \nsaving throw, or miss with an attack
roll. Roll a \nBardic Inspiration die and add the number rolled \nto your attack,
saving throw, or ability check, using\nthe new result in place of the failed
one.\nIf using this ability grants you a success on the \nattack, saving throw, or
ability check, note the \nnumber you rolled on the Bardic Inspiration die.\nThe DM
can then apply that result as a penalty to \nan attack or check you make, and you
cannot use \nthis ability again until you suffer this drawback. \nWhen the DM
invokes this penalty, describe an \nembarrassing gaffe or\n\n", :level 14, :name
"Fool's Luck"}]}, :scout {:class :fighter, :traits [{:name "Bonus
Proficiencies", :description "At 3rd level, you gain proficiency in three of the
following skills of your choice: Acrobatics, Athletics, Investigation, Medicine,
Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with
thieves' tools in place of one skill choice.", :level 3} {:description "At 3rd
level, you have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a
long or short rest. You gain another superiority die at 7th level and one more at
15th level. You can expend superiority dice to gain a number of different
benefits:\n\nWhen you make a check that allows you to apply your proficiency in
Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority
die to bolster the check. Add half the number rolled on the superiority die
(rounding up) to your check. You apply this bonus after making the check but before
learning if it was successful.\nWhen you make a weapon attack against a creature,
you can expend one superiority die to add it to the attack roll. You can use this
ability before or after making the attack roll, but before any of the effects of
the attack are applied.\nIf you are hit by an attack while wearing light or medium
armor, you can expend one superiority die as a reaction, adding the number rolled
to your AC. If the attack still hits, you take half damage from it.\n", :name
"Combat Superiority", :level 3} {:description "\nAt 3rd level, you gain the ranger
class feature of the same name, with the following alteration:\n\nYou choose
additional favored terrain types at 7th and 15th level.\nAlternately, your DM may
let you take the UA Revised Ranger version of Natural Explorer.", :name "Natural
Explorer", :level 3} {:name "Improved Combat Superiority", :level 10, :description
"At 10th level, your superiority dice turn into d10s. At 18th level, they turn into
d12s."} {:level 15, :description "Starting at 15th level, when you roll initiative
and have no superiority dice remaining, you regain 1 superiority die.", :name
"Relentless"}], :level-modifiers [{:type :tool-prof, :value :thieves-tools, :level
3}], :option-pack "UA - Classics Revisited", :profs {:skill-options {:choose 3,
:options {:investigation true, :acrobatics true, :perception true, :survival
true, :nature true, :athletics true, :medicine true, :stealth true}}}, :name
"Scout", :key :scout}, :cavalier {:class :fighter, :traits [{:level 3, :name "Born
to the Saddle", :description "At 3rd level, you have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount, you always land
on your feet if you are capable of taking actions. Mounting or dismounting a
creature costs you only 5 feet of movement, rather than half your speed"}
{:description "At 3rd level, you gain a set of abilities that are fueled by special
dice called superiority dice.\n\nSuperiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when you use it. You regain all of
your expended superiority dice when you finish a short or long rest. You gain
another superiority die at 7th level and one more at 15th level.\n\nUsing
Superiority Dice. You can expend superiority dice to gain a number of different
benefits:\n\n•When you make a check to influence or control a creature you are
riding, you can
expend one superiority die to add it to the check. You apply this bonus after
making the check but before learning if it was successful.\n\n•When you make a
weapon attack against a creature, you can expend one superiority die to add it to
the attack roll. You can use this ability before or after making the attack roll,
but before any of the effects of the attack are applied.\n\n•When you make an
attack with a lance while mounted, you can expend one superiority die to add it to
your damage roll. In addition, the target of the attack must make a Strength saving
throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked
prone.\n\n•If either you or your mount is hit by an attack while you are mounted,
you can expend one superiority die as a reaction, adding the number rolled to your
or your mount’s AC. If the attack still hits, you or your mount take half damage
from it", :name "Combat Superiority", :level 3} {:description "At 7th level, you
gain additional benefits when you use superiority dice to increase your damage when
you attack with a lance. You can expend up to two superiority dice on the attack,
adding both to the damage roll. If you spend two dice, the target has disadvantage
on its Strength saving throw to avoid being knocked prone", :name "Ferocious
Charger", :level 7} {:description "At 10th level, your superiority dice turn into
d10s. At 18th level, they turn into d12", :name "Improved Combat Superiority",
:level 10} {:level 15, :name "Relentless", :description "Starting at 15th level,
when you roll initiative and have no superiority dice remaining, you regain 1
superiority die"}], :level-modifiers [], :option-pack "UA - Classics Revisited",
:name "Cavalier", :profs {:skill-options {:options {:animal-handling true, :insight
true, :performance true, :persuasion true}, :choose 2}}, :key :cavalier, :disabled?
true}}}, "Player manual" {:orcpub.dnd.e5/races {:warforged {:key :warforged, :speed
30, :name "Warforged", :darkvision 0, :abilities {:orcpub.dnd.e5.character/con
2}, :size :large, :option-pack "Player manual", :profs {:skill-options {:options
{:religion true, :persuasion true, :investigation true, :acrobatics true,
:performance true, :perception true, :sleight-of-hand true, :survival true,
:history true, :animal-handling true, :nature true, :deception true, :intimidation
true, :arcana true, :athletics true, :insight true, :medicine true, :stealth
true}}, :language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true,
:infernal true, :celestial true, :common true, :undercommon true, :primordial true,
:giant true, :halfling true, :goblin true}}, :weapon-proficiency-options {:choose
3, :options {:battleaxe true, :halberd true, :longsword true, :dagger true,
:blowgun true, :sickle true, :handaxe true, :war-pick true, :flail true,
:greatsword true, :whip true, :rapier true, :spear true, :net true, :shortbow true,
:warhammer true, :mace true, :crossbow-heavy true, :glaive true, :greataxe true,
:longsword-finesse true, :quarterstaff true, :crossbow-light true, :sling true,
:thunder-cannon true, :javelin true, :light-hammer true, :longbow true, :greatclub
true, :club true, :morningstar true, :trident true, :maul true, :pike true, :lance
true, :shortsword true, :crossbow-hand true, :scimitar true, :dart true}}},
:languages #{"Common"}, :props {:tortle-ac false, :weapon-prof {:martial false,
:simple false}, :damage-resistance {:poison true}, :lizardfolk-ac true, :armor-prof
{:heavy true, :medium true, :light true, :shields true}}, :traits [{:name "Sentry's
Rest", :description "Deactivate to heal but maintain awareness"} {:name "Poison
saving throw", :description "Saving throw against being poisoned "} {:name "Disease
immunity"}]}}}, "UA - Cleric" {:orcpub.dnd.e5/subclasses {:protection-domain
{:class :cleric, :traits [{:name "Shield of the Faithful", :description "Starting
at 1st level, you gain the ability to hinder attacks intended for others. When a
creature attacks a target other than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack roll. To do so, you must be able
to see both the attacker and the target. You interpose an arm, a shield, or some
other part of yourself to try to throw the attack off target."} {:name "Channel
Divinity: Radiant Defense", :level 2, :description "Starting at 2nd level, you can
use your Channel Divinity to cloak your allies in radiant armor. As an action, you
channel blessed energy into an ally that you can see within 30 feet of you. The
first time that ally is hit by an attack within the next minute, the attacker takes
radiant damage equal to 2d10 + your cleric level"} {:name "Blessed Healer", :level
6, :description "Beginning at 6th level, the healing spells you cast on others can
heal you as well. When you cast a spell with a spell slot and it restores hit
points to any creature other than you this turn, you regain hit points equal to 2 +
the spell's level."} {:name "Divine Strike", :level 8, :description "At 8th level,
you gain the ability to infuse your weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8."} {:name "Indomitable Defense ",
:description "At 17th level, you gain resistance to two damage types of your
choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing.
Whenever you finish a short or long rest, you can change the damage types you
chose. As an action, you can temporarily give up this resistance and transfer it to
one creature you touch. The creature keeps the resistance until the end of your
next short or long rest or until you transfer it back to yourself as a bonus
action.", :level 17} {:name "Bonus Proficiencies", :description "At 1st level, you
gain proficiency heavy armor."}], :level-modifiers [{:type :armor-prof, :value
:heavy}], :option-pack "UA - Cleric", :name "Protection Domain", :key :protection-
domain, :cleric-spells {1 {0 :searing-smite, 1 :protection-from-evil-and-good}, 2
{0 :aid, 1 :protection-from-poison}, 3 {0 :protection-from-energy, 1 :slow}, 4
{0 :guardian-of-faith, 1 :otilukes-resilient-sphere}, 5 {0 :antilife-shell, 1
:wall-of-force}}}, :forge-domain {:class :cleric, :traits [{:name "Blessing of the
Forge", :description "At 1st level, you gain the ability to imbue magic into a
weapon or armor. At the end of a long rest, touch one nonmagical object that is a
suit of armor or a simple or martial weapon. Until the end of your next long rest,
the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1
bonus to attack and damage rolls if it's a weapon. Once you use this feature, you
can’t use it again until finish a long rest."} {:name "Channel Divinity: Artisan's
Blessing", :level 2, :description "Starting at 2nd level, you can use your Channel
Divinity to create simple items. Starting at the beginning of a short rest, you
conduct a ritual to your deity that grants you the ability to craft a finished item
that is at least part metal. The item is completed at the end of the rest. The
object can be worth no more than 100 gp, and as part of this ritual you must expend
metals such as coins or other finished items, with a value equal to the item you
want to make. The item can be an exact duplicate of a nonmagical item, such as a
copy of a key, if you possess the original during your short rest."} {:name "Soul
of the Forge", :level 6, :description "Starting at 6th level, your mastery of the
forge grants you a number of special abilities:\nYou gain a +1 bonus to AC while
you are wearing medium of heavy armor.\nYou gain a resistance to fire damage.\nWhen
you hit a construct with an attack, you deal additional force damage to it equal to
your cleric level."} {:name "Divine Strike", :level 8, :description "At 8th level,
you gain the ability to infuse your weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8."} {:name "Saint of Forge and Fire",
:description "At 17th level, your affinity for fire and metal becomes more powerful
due to your deity's blessing. You gain immunity to fire damage, and while you're
wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.", :level 17} {:name "Bonus Proficiencies",
:description "At 1st level, you gain proficiency heavy armor."}], :level-modifiers
[{:type :armor-prof, :value :heavy}], :option-pack "UA - Cleric", :name "Forge
Domain", :key :forge-domain, :cleric-spells {1 {0 :searing-smite, 1 :shield}, 2
{0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-
energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1
:creation}}, :disabled? true}, :grave-domain {:class :cleric, :traits [{:name
"Circle of Mortality", :description "At 1st level, you gain the ability to
manipulate the line between life and death. When you cast a spell that restores hit
points to a living creature currently at 0, treat any dice rolled to determine the
spell's healing as having rolled their maximum result. In addition, if you have the
spare the dying cantrip, you can cast it as a bonus action."} {:name "Eyes of the
Grave", :level 1, :description "Starting at 1st level, you gain an innate sense of
creatures whose existence is an insult to the natural cycle of life. If you spend 1
minute in uninterrupted contemplation, you can determine the presence and nature of
undead creatures in the area. This detection extends up to 1 mile, in all
direction. You learn the number of undead and their
distance and direction from you. In addition, you learn the creature type of the
undead in that area that has the highest challenge rating. Once you use this
feature, you can't use it again until you finish a long rest."} {:name "Channel
Divinity", :level 2, :description "Starting at 2nd level, you can use your Channel
Divinity to mark another creature's life force for termination. As an action, you
touch a creature. The next time that creature takes damage from a spell or an
attack from you or an ally, it is vulnerable to that spell or attacks damage. If
the source of damage has multiple damage types, the creature is vulnerable to all
of them. The vulnerability applies only to the first time that source inflicts
damage, and then ends. If the creature has resistance or is immune to the damage,
it instead loses it's resistance or immunity against that spell or attack when it
first applies damage."} {:name "Sentinel at Death's Door", :level 6, :description
"Starting at 6th level, you gain the ability to impede death's progress. As a
reaction when you or an ally that you can see within 30 feet of you suffers a
critical hit, you can turn that attack into a normal hit. Any effects triggered by
a critical hit are canceled. \nOnce you use this deature, you can't use it again
until you finish a short or long rest."} {:name "Divine Strike", :description "At
8th level, you gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level,
the extra damage increases to 2d8.", :level 8} {:name "Keeper of Souls",
:description "At 17th level, you gain the ability to manipulate the boundary
between life and death. When an enemy you can see dies within 30 feet of you, you
or one ally of your choice that is within 30 feet of you regains hit points equal
to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t
incapacitated, but no more than once per round.", :level 17} {:name "Bonus
Proficiencies", :description "At 1st level, you gain proficiency heavy
armor."}], :level-modifiers [{:type :armor-prof, :value :heavy}], :option-pack "UA
- Cleric", :name "Grave Domain", :key :grave-domain, :cleric-spells {1 {0 :bane,
1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1
:vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-
dead}}, :disabled? true}}}, "UA - Elf Subraces" {:orcpub.dnd.e5/subraces {:avariel
{:race :elf, :traits [{:name "Flight", :description "You have a flying speed of 30
ft. To use this speed, you can't be wearing medium or heavy armor."}], :name
"Avariel", :option-pack "UA - Elf Subraces", :props {:language {:auran true}}, :key
:avariel, :disabled? true}, :grugach {:race :elf, :traits [{:name "Cantrip",
:description "You know one cantrip of your choice from the druid spell list. Wisdom
is you spellcasting ability for it."} {:name "Languages", :description "Unlike
other elves, you don’t speak, read, or write Common. You instead\tspeak, read, and
write Sylvan.\n"}], :name "Grugach", :option-pack "UA - Elf Subraces", :props
{:weapon-prof {:spear true, :shortbow true, :longbow true, :net true}, :language
{:sylvan true}}, :abilities {:orcpub.dnd.e5.character/str 1}, :spells [{:value
{:ability :wis}}], :key :grugach}, :sea-elf {:race :elf, :traits [{:name "Child of
the Sea", :description "You have a swimming speed of 30 feet, and you can breath
air and water."} {:name "Friend of the Sea", :description "Using gestures and
sounds, you can communicate simple ideas with Small or smaller beasts that have an
inborn swimming speed."}], :name "Sea Elf", :option-pack "UA - Elf Subraces",
:abilities {:orcpub.dnd.e5.character/con 1}, :props {:weapon-prof {:spear true,
:trident true, :crossbow-light true, :net true}, :language {:aquan true}}, :key
:sea-elf, :disabled? true}, :shadar-kai {:race :elf, :traits [{:name "Cantrip",
:description "You know one of following cantrips: chill touch, spare the dying, or
thaumaturgy. Charisma is your spellcasting ability for it."} {:name "Blessing of
the Raven Queen", :description "As a bonus action, you can magically teleport up to
15 feet to an unoccupied space you can see, and you gain resistance to all damage
until the start of your next turn. During that time, you appear ghostly and
translucent. You can use this ability once per short or long rest."}], :name
"Shadar-Kai", :option-pack "UA - Elf Subraces", :abilities
{:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:ability :cha}}], :key :shadar-
kai, :disabled? true}}}, "Elemental_Evil_arandomstringofnum2919"
{:orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed 25, :name
"Aarakocra", :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental Evil",
:languages #{"Common" "Aarakocra" "Auran"}, :props {:flying-speed 50}, :traits
[{:name "Flight", :description "You have a flying speed of 50 feet. To use this
speed, you can’t be wearing medium or heavy armor."} {:name "Talons", :description
"You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a
hit."}]}, :genasi {:size :medium, :speed 30, :languages #{"Common"
"Primordial"}, :traits [], :option-pack "Elemental Evil", :name "Genasi", :key
:genasi, :abilities {:orcpub.dnd.e5.character/con 2}}, :goliath {:key :goliath,
:speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Elemental Evil",
:languages #{"Giant" "Common"}, :props {:skill-prof {:athletics true}}, :traits
[{:name "Stone’s Endurance", :description "You can focus yourself to occasionally
shrug off injury. When you take damage, you can use your reaction to roll a d12.
Add your Constitution modifier to the number rolled, and reduce the damage by that
total. After you use this trait, you can’t use it again until you finish a short or
long rest."} {:name "Powerful Build", :description "You count as one size larger
when determining your carrying capacity and the weight you can push, drag, or
lift."} {:name "Mountain Born", :description "You’re acclimated to high altitude,
including elevations above 20,000 feet. You’re also naturally adapted to cold
climates, as described in chapter 5 of the Dungeon Master’s Guide."}]}},
:orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :prereqs #{},
:option-pack "Elemental Evil", :name "Svirfneblin Magic", :description "Requires
Deep gnome subrace.\nYou have inherited the innate spellcasting ability of your
ancestors. This ability allows you to cast nondetectionon yourself at will, without
needing a material component. You can also cast each of the following spells once
with this ability: blindness/deafness, blur, and disguise self. You regain the
ability to cast these spells when you finish a long rest", :key :svirfneblin-
magic}}, :orcpub.dnd.e5/subraces {:deep-gnome {:race :gnome, :traits [{:name "Stone
Camouflage", :description "You have advantage on Dexterity (stealth) checks to hide
in rocky terrain."}], :option-pack "Elemental Evil", :name "Deep Gnome",
:darkvision 120, :abilities {:orcpub.dnd.e5.character/dex 1}, :key :deep-gnome},
:air-genasi {:race :genasi, :traits [{:name "Unending Breath", :description "You
can hold your breath indefinitely while you’re not incapacitated."} {:name "Mingle
with the Wind", :description "You can cast the levitate spell once with this trait,
requiring no material components, and you regain the ability to cast it this way
when you finish a long rest. Constitution is your spellcasting ability for this
spell."}], :option-pack "Elemental Evil", :name "Air Genasi", :abilities
{:orcpub.dnd.e5.character/dex 1}, :key :air-genasi, :spells [{:value {:ability
:con, :level 2, :key :levitate}}]}, :fire-genasi {:key :fire-genasi, :race :genasi,
:name "Fire Genasi", :darkvision 60, :spells [{:value {:key :produce-flame,
:ability :con}} {:level 3, :value {:level 1, :key :burning-hands, :ability :con}}],
:abilities {:orcpub.dnd.e5.character/int 1}, :option-pack "Elemental Evil", :props
{:damage-resistance {:fire true}}, :traits [{:description "You know the produce
flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once
with this trait as a 1st-level spell, and you regain the ability to cast it this
way when you finish a long rest. Constitution is your spellcasting ability for
these spells.", :name "Reach to the Blaze"}]}, :water-genasi {:race :genasi,
:traits [{:name "Amphibious", :description "You can breathe air and water."} {:name
"Swim", :description "You have a swimming speed of 30 feet."} {:name "Call to the
Wave", :description "You know the shape water cantrip (see chapter 2). When you
reach 3rd level, you can cast the create or destroy water spell as a 2nd-level
spell once with this trait, and you regain the ability to cast it this way when you
finish a long rest. Constitution is your spellcasting ability for these spells."}],
:option-pack "Elemental Evil", :abilities {:orcpub.dnd.e5.character/wis 1}, :name
"Water Genasi", :props {:damage-resistance {:acid true}}, :key :water-genasi,
:spells [{:value {:ability :con, :key :shape-water}} {:value {:level 1, :ability
:con, :key :create-or-destroy-water}, :level 3}]}, :earth-genasi {:race :genasi,
:traits [{:name "Earth Walk", :description "You can move across difficult terrain
made of earth or stone without expending extra movement."} {:name "Merge with
Stone", :description "You can cast the pass without trace spell once with this
trait, requiring no material components, and you regain the ability to cast it this
way when you finish a long rest. Constitution is your spellcasting ability for this
spell."}], :option-pack "Elemental Evil", :name "Earth Genasi", :abilities
{:orcpub.dnd.e5.character/str
1}, :key :earth-genasi}}, :orcpub.dnd.e5/spells {:whirlwind {:description "A
whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-
foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends,
you can use your action to move the whirlwind up to 30 feet in any direction along
the ground. The whirlwind sucks up any Medium or smaller objects that aren’t
secured to anything and that aren’t worn or carried by anyone.\nA creature must
make a Dexterity saving throw the first time on a turn that it enters the whirlwind
or that the whirlwind enters its space, including when the whirlwind first appears.
A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage
on a successful one. In addition, a Large or smaller creature that fails the save
must succeed on a Strength saving throw or become restrained in the whirlwind until
the spell ends. When a creature starts its turn restrained by the whirlwind, the
creature is pulled 5 feet higher inside it, unless the creature is at the top. A
restrained creature moves with the whirlwind and falls when the spell ends, unless
the creature has some means to stay aloft.\nA restrained creature can use an action
to make a Strength or Dexterity check against your spell save DC. If successful,
the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet
away from it in a random direction.", :key :whirlwind, :school "evocation", :name
"Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack
"Elemental Evil", :components {:material-component "a piece of straw", :verbal
true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard
true}, :range "300 feet"}, :shape-water {:description "You choose an area of water
that you can see within range and that fits within a 5-foot cube. You manipulate it
in one of the following ways:\n• You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any direction. This movement
doesn’t have enough force to cause damage.\n• You cause the water to form into
simple shapes and animate at your direction. This change lasts for 1 hour.\n• You
change the water’s color or opacity. The water must be changed in the same way
throughout. This change lasts for 1 hour.\n• You freeze the water, provided that
there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this
spell multiple times, you can have no more than two of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.",
:key :shape-water, :school "transmutation", :name "Shape Water", :duration
"Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components
{:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :range "30 feet"}, :abi-dalzim-s-horrid-wilting {:description
"You draw the moisture from every creature in a 30-foot cube centered on a point
you choose within range. Each creature in that area must make a Constitution saving
throw. Constructs and undead aren’t affected, and plants and water elementals make
this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a
failed save, or half as much damage on a successful one.", :key :abi-dalzim-s-
horrid-wilting, :school "necromancy", :name "Abi-Dalzim’s Horrid Wilting",
:duration "Instantaneous", :level 8, :option-pack "Elemental Evil", :components
{:verbal true, :somatic true, :material true, :material-component "a bit of
sponge"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true},
:range "150 feet"}, :elemental-bane {:description "Choose one creature you can see
within range, and choose one of the following damage types: acid, cold, fire,
lightning, or thunder. The target must succeed on a Constitution saving throw or be
affected by the spell for its duration. The first time each turn the affected
target takes damage of the chosen type, the target takes an extra 2d6 damage of
that type. Moreover, the target loses any resistance to that damage type until the
spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot level above
4th. The creatures must be within 30 feet of each other when you target them.",
:key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration
"Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:wizard true, :warlock true, :druid true}, :range "90 feet"}, :skywrite
{:description "You cause up to ten words to form in a part of the sky you can see.
The words appear to be made of cloud and remain in place for the spell’s duration.
The words dissipate when the spell ends. A strong wind can disperse the clouds and
end the spell early.", :key :skywrite, :school "transmutation", :name
"Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack
"Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :bard true, :wizard true}, :range "Sight"},
:melf-s-minute-meteors {:description "You create six tiny meteors in your space.
They float in the air and orbit you for the spell’s duration. When you cast the
spell—and as a bonus action on each of your turns thereafter—you can expend one or
two of the meteors, sending them streaking toward a point or points you choose
within 120 feet of you. Once a meteor reaches its destination or impacts against a
solid surface, the meteor explodes. Each creature within 5 feet of the point where
the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire
damage on a failed save, or half as much damage on a successful one.\nAt Higher
Levels: When you cast this spell using a spell slot of 4th level or higher, the
number of meteors created increases by two for each slot level above 3rd.", :key
:melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors",
:duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental
Evil", :components {:material-component "niter, sulfur, and pine tar formed into a
bead", :material true, :somatic true, :verbal true}, :casting-time "1 action",
:spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite
{:description "You cause numbing frost to form on one creature that you can see
within range. The target must make a Constitution saving throw. On a failed save,
the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack
roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key
:frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous",
:level 0, :option-pack "Elemental Evil", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:sorcerer true, :druid true, :warlock true,
:wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied
5-foot cube of air that you can see within range. An elemental force that resembles
a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature
that ends its turn within 5 feet of the dust devil must make a Strength saving
throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10
feet away. On a successful save, the creature takes half as much damage and isn’t
pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any
direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it
sucks up the material and forms a 10-foot-radius cloud of debris around itself that
lasts until the start of your next turn. The cloud heavily obscures its area.\nAt
Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,
the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil,
:school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1
minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true,
:somatic true, :material true, :material-component "a pinch of dust"}, :casting-
time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range
"60 feet"}, :earth-tremor {:description "You cause a tremor in the ground in a 10-
foot radius. Each creature other than you in that area must make a Dexterity saving
throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked
prone. If the ground in that area is loose earth or stone, it becomes difficult
terrain until cleared.\nAt Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for each slot level above
1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration
"Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true,
:sorcerer true, :wizard true}, :range "Self (10-foot radius)"}, :beast-bond
{:description "You establish a telepathic link with one beast you touch that is
friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4
or higher. Until the spell ends, the link is active while you and the beast are
within line of sight of each other. Through the link, the beast can understand your
telepathic messages to it, and it can telepathically communicate simple emotions
and concepts back to you. While the link is active, the beast gains advantage on
attack rolls against any creature within 5 feet of you that you can see.", :key
:beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up
to 10 minutes", :level 1, :option-pack "Elemental Evil", :components
{:material-component "a bit of fur wrapped in a cloth", :material true, :somatic
true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger
true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone
or mud that you can see that fits within a 40-foot cube and that is within range,
and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock
of any sort in the area becomes an equal volume of thick and flowing mud that
remains for the spell’s duration.\nIf you cast the spell on an area of ground, it
becomes muddy enough that creatures can sink into it. Each foot that a creature
moves through the mud costs 4 feet of movement, and any creature on the ground when
you cast the spell must make a Strength saving throw. A creature must also make
this save the first time it enters the area on a turn or ends its turn there. On a
failed save, a creature sinks into the mud and is restrained, though it can use an
action to end the restrained condition on itself by pulling itself free of the
mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud
when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning
damage on a failed save, or half as much damage on a successful one.\n\nTransmute
Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep
transforms into soft stone for the spell’s duration. Any creature in the mud when
it transforms must make a Dexterity saving throw. On a failed save, a creature
becomes restrained by the rock. The restrained creature can use an action to try to
break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the
rock around it. On a successful save, a creature is shunted safely to the surface
to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name
"Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental
Evil", :components {:material-component "clay and water", :verbal true, :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :wizard
true}, :range "120 feet"}, :thunderclap {:description "You create a burst of
thunderous sound, which can be heard 100 feet away. Each creature other than you
within 5 feet of you must make a Constitution saving throw. On a failed save, the
creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap,
:school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0,
:option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1
action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true,
:wizard true}, :range "Self (5-foot radius)"}, :storm-sphere {:description "A 20-
foot-radius sphere of whirling air springs into existence centered on a point you
choose within range. The sphere remains for the spell’s duration. Each creature in
the sphere when it appears or that ends its turn there must succeed on a Strength
saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult
terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to
cause a bolt of lightning to leap from the center of the sphere toward one creature
you choose within 60 feet of the center. Make a ranged spell attack. You have
advantage on the attack roll if the target is in the sphere. On a hit, the target
takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have
disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When
you cast this spell using a spell slot of 5th level or higher, the damage increases
for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere,
:school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1
minute", :level 4, :option-pack "Elemental Evil", :components {:verbal true,
:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends,
ice rimes your body, and you gain the following benefits:\n• You are immune to cold
damage and have resistance to fire damage.\n• You can move across difficult terrain
created by ice or snow without spending extra movement.\n• The ground in a 10-foot
radius around you is icy and is difficult terrain for creatures other than you. The
radius moves with you.\n• You can use your action to create a 15-foot cone of
freezing wind extending from your outstretched hand in a direction you choose. Each
creature in the cone must make a Constitution saving throw. A creature takes 4d6
cold damage on a failed save, or half as much damage on a successful one. A
creature that fails its save against this effect has its speed halved until the
start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name
"Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6,
:option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-
time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid
true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and
fling it at one creature within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard
then explodes. The target and each creature within 5 feet of the point where the
ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-
knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level
1, :option-pack "Elemental Evil", :components {:material true, :material-component
"a drop of water or piece of ice", :somatic true}, :casting-time "1 action",
:spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"},
:snilloc-s-snowball-swarm {:description "A flurry of magic snowballs erupts from a
point you choose within range. Each creature in a 5-foot-radius sphere centered on
that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on
a failed save, or half as much damage on a successful one.\nAt Higher Levels: When
you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.", :key :snilloc-s-snowball-swarm, :school
"evocation", :name "Snilloc’s Snowball Swarm", :duration "Instantaneous", :level 2,
:option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material
true, :material-component "a piece of ice or a small white rock chip"}, :casting-
time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"},
:control-winds {:description "You take control of the air in a 100-foot cube that
you can see within range. Choose one of the following effects when you cast the
spell. The effect lasts for the spell’s duration, unless you use your action on a
later turn to switch to a different effect. You can also use your action to
temporarily halt the effect or to restart one you’ve halted.\nGusts: A wind picks
up within the cube, continually blowing in a horizontal direction that you choose.
You choose the intensity of the wind: calm, moderate, or strong. If the wind is
moderate or strong, ranged weapon attacks that pass through it or that are made
against targets within the cube have disadvantage on their attack rolls. If the
wind is strong, any creature moving against the wind must spend 1 extra foot of
movement for each foot moved.\nDowndraft: You cause a sustained blast of strong
wind to blow downward from the top of the cube. Ranged weapon attacks that pass
through the cube or that are made against targets within it have disadvantage on
their attack rolls. A creature must make a Strength saving throw if it flies into
the cube for the first time on a turn or starts its turn there flying. On a failed
save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within
the cube, rising upward from the cube’s bottom edge. Creatures that end a fall
within the cube take only half damage from the fall. When a creature in the cube
makes a vertical jump, the creature can jump up to 10 feet higher than normal.",
:key :control-winds, :school "transmutation", :name "Control Winds", :duration
"Concentration, up to 1 hour", :level 5, :option-pack "Elemental Evil", :components
{:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true,
:sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description
"You conjure up a sphere of water with a 10-foot radius on a point you can see
within range. The sphere can hover in the air, but no more than 10 feet off the
ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s
space must make a Strength saving throw. On a successful save, a creature is
ejected from that space to the nearest unoccupied space outside it. A Huge or
larger creature succeeds on the saving throw automatically. On a failed save, a
creature is restrained by the sphere and is engulfed by the water. At the end of
each of its turns, a restrained target can repeat the saving throw.\nThe sphere can
restrain a maximum of four Medium or smaller creatures or one Large creature. If
the sphere restrains a creature in excess of these numbers, a random creature that
was already restrained by the sphere falls out of it and lands prone in a space
within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a
straight line. If it moves over a pit, cliff, or other drop, it safely descends
until it is hovering 10 feet over ground. Any creature restrained by the sphere
moves with
it. You can ram the sphere into creatures, forcing them to make the saving throw,
but no more than once per turn.\nWhen the spell ends, the sphere falls to the
ground and extinguishes all normal flames within 30 feet of it. Any creature
restrained by the sphere is knocked prone in the space where it falls.", :key
:watery-sphere, :school "conjuration", :name "Watery Sphere", :duration
"Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil",
:components {:material true, :material-component "a droplet of water", :somatic
true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one
to three pebbles and imbue them with magic. You or someone else can make a ranged
spell attack with one of the pebbles by throwing it or hurling it with a sling. If
thrown, it has a range of 60 feet. If someone else attacks with the pebble, that
attacker adds your spellcasting ability modifier, not the attacker’s, to the attack
roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your
spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf
you cast this spell again, the spell ends early on any pebbles still affected by
it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1
minute", :level 0, :option-pack "Elemental Evil", :components {:verbal true,
:somatic true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock
true}, :range "Touch"}, :control-flames {:description "You choose nonmagical flame
that you can see within range and that fits within a 5-foot cube. You affect it in
one of the following ways:\n• You instantaneously expand the flame 5 feet in one
direction, provided that wood or other fuel is present in the new location.\n• You
instantaneously extinguish the flames within the cube.\n• You double or halve the
area of bright light and dim light cast by the flame, change its color, or both.
The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a
creature, an inanimate object, or a location—to appear within the flames and
animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple
times, you can have up to three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.", :key :control-flames, :school
"transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour ",
:level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time
"1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60
feet"}, :pyrotechnics {:description "Choose an area of flame that you can see and
that can fit within a 5-foot cube within range. You can extinguish the fire in that
area, and you create either fireworks or smoke.\nFireworks: The target explodes
with a dazzling display of colors. Each creature within 10 feet of the target must
succeed on a Constitution saving throw or become blinded until the end of your next
turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius,
moving around corners. The area of the smoke is heavily obscured. The smoke
persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics,
:school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2,
:option-pack "Elemental Evil", :components {:verbal true, :somatic true}, :casting-
time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range
"60 feet"}, :wall-of-sand {:description "You conjure up a wall of swirling sand on
the ground at a point you can see within range. You can make the wall up to 30 feet
long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It
blocks line of sight but not movement. A creature is blinded while in the wall’s
space and must spend 3 feet of movement for every 1 foot it moves there.", :key
:wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration,
up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material
true, :material-component "a handful of sand", :somatic true, :verbal true},
:casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"},
:maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-
foot radius centered on a point you can see within range. The point must be on
ground or in a body of water. Until the spell ends, that area is difficult terrain,
and any creature that starts its turn there must succeed on a Strength saving throw
or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key
:maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to
1 minute", :level 5, :option-pack "Elemental Evil", :components {:material-
component "paper or leaf in the shape of a funnel", :verbal true, :somatic true,
:material true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120
feet"}, :wall-of-water {:description "You conjure up a wall of water on the ground
at a point you can see within range. You can make the wall up to 30 feet long, 10
feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in
diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends.
The wall’s space is difficult terrain.\nAny ranged weapon attack that enters the
wall’s space has disadvantage on the attack roll, and fire damage is halved if the
fire effect passes through the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area of the wall they pass through to
freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
points destroys it. When a section is destroyed, the wall’s water doesn’t fill
it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration
"Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil",
:components {:material-component "a drop of water", :verbal true, :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true,
:sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp
{:description "You choose a 5-foot-square unoccupied space on the ground that you
can see within range. A Medium hand made from compacted soil rises there and
reaches for one creature you can see within 5 feet of it. The target must make a
Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage
and is restrained for the spell’s duration.\nAs an action, you can cause the hand
to crush the restrained target, who must make a Strength saving throw. It takes 2d6
bludgeoning damage on a failed save, or half as much damage on a successful
one.\nTo break out, the restrained target can make a Strength check against your
spell save DC. On a success, the target escapes and is no longer restrained by the
hand.\nAs an action, you can cause the hand to reach for a different creature or to
move to a different unoccupied space within range. The hand releases a restrained
target if you do either.", :key :maximilian-s-earthen-grasp, :school
"transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up
to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material-
component "a miniature hand sculpted from clay", :verbal true, :somatic true,
:material true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer
true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see
within range. Yellow strips of magical energy loop around the creature. The target
must succeed on a Strength saving throw or its flying speed (if any) is reduced to
0 feet for the spell’s duration. An airborne creature affected by this spell
descends at 60 feet per round until it reaches the ground or the spell ends.", :key
:earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration,
up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true,
:warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You
conjure up a wave of water that crashes down on an area within range. The area can
be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in
that area must make a Dexterity saving throw. On a failure, a creature takes 4d8
bludgeoning damage and is knocked prone. On a success, a creature takes half as
much damage and isn’t knocked prone. The water then spreads out across the ground
in all directions, extinguishing unprotected flames in its area and within 30 feet
of it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration
"Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material-
component "a drop of water", :verbal true, :somatic true, :material true},
:casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120
feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to
burst from places on the ground that you can see within range. Each pillar is a
cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground
where a pillar appears must be wide enough for its diameter, and you can target
ground under a creature if that creature is Medium or smaller. Each pillar has AC 5
and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble,
which creates an area of difficult terrain with a 10-foot radius. The rubble lasts
until cleared.\nIf a pillar is created under a creature, that creature must succeed
on a Dexterity saving throw or be lifted by the pillar. A creature can choose to
fail the save.\nIf a pillar is prevented from reaching its full
height because of a ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar and the obstacle.
The restrained creature can use an action to make a Strength or Dexterity check
(the creature’s choice) against the spell’s saving throw DC. On a success, the
creature is no longer restrained and must either move off the pillar or fall off
it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, you can create two additional pillars for each slot level above 6th.", :key
:bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration
"Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range
"120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you
can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any
creature in the bonfire’s space when you cast the spell must succeed on a Dexterity
saving throw or take 1d8 fire damage. A creature must also make the saving throw
when it enters the bonfire’s space for the first time on a turn or ends its turn
there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).", :key :create-bonfire, :school
"conjuration", :name "Create Bonfire", :duration "Concentration, up to 1
minute", :level 0, :option-pack "Elemental Evil", :components {:verbal true,
:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description
"A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe
wind has the following effects:\n• It deafens you and other creatures in its
area.\n• It extinguishes unprotected flames in its area that are torch-sized or
smaller.\n• The area is difficult terrain for creatures other than you.\n• The
attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of
the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong
wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration
"Concentration, up to 10 minutes", :level 2, :option-pack "Elemental Evil
(arandomstringofnum#2919)", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"},
:flame-arrows {:description "You touch a quiver containing arrows or bolts. When a
target is hit by a ranged weapon attack using a piece of ammunition drawn from the
quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the
piece of ammunition when it hits or misses, and the spell ends when twelve pieces
of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast
this spell using a spell slot of 4th level or higher, the number of pieces of
ammunition you can affect with this spell increases by two for each slot level
above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows",
:duration "Concentration, up to 1 hour", :level 3, :option-pack "Elemental
Evil", :components {:somatic true, :verbal true, :material-component ""}, :casting-
time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard
true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of
the incoming energy, lessening its effect on you and storing it for your next melee
attack. You have resistance to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attack on your next turn, the
target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-
elements, :school "abjuration", :name "Absorb elements", :duration "1 round",
:level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time
"1 reaction, which you take when you take acid, cold, fire, lightning, or thunder
damage", :spell-lists {:druid true, :wizard true, :ranger true}, :range "Self"},
:vitriolic-sphere {:description "You point at a place within range, and a glowing
1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each
creature in that area must make a Dexterity saving throw. On a failed save, a
creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On
a successful save, a creature takes half the initial damage and no damage at the
end of its next turn.\nAt Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the initial damage increases by 2d4 for each slot
level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic
Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil",
:components {:material-component "a drop of giant slug bile", :verbal true,
:somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer
true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A
line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction
you choose. Each creature in the line must make a Dexterity saving throw. A
creature takes 3d8 fire damage on a failed save, or half as much damage on a
successful one.\nAt Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d8 for each slot level above
2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s
Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil",
:components {:verbal true, :somatic true, :material true, :material-component "a
red dragon’s scale"}, :casting-time "1 action", :spell-lists {:wizard true,
:sorcerer true}, :range "30 feet"}, :mold-earth {:description "You choose a portion
of dirt or stone that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:\n• If you target an area of loose
earth, you can instan-taneously excavate it, move it along the ground, and deposit
it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n•
You cause shapes, colors, or both to appear on the dirt or stone, spelling out
words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If
the dirt or stone you target is on the ground, you cause it to become difficult
terrain. Alternatively, you can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell
multiple times, you can have no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect as an action.", :key :mold-
earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1
hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true},
:casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true},
:range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5
pounds within range that isn’t being worn or carried. The object flies in a
straight line up to 90 feet in a direction you choose before falling to the ground,
stopping early if it impacts against a solid surface. If the object would strike a
creature, that creature must make a Dexterity saving throw. On a failed save, the
object strikes the target and stops moving. In either case, both the object and the
creature or solid surface take 3d8 bludgeoning damage.\nAt Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the maximum weight of
objects that you can target with this spell increases by 5 pounds, and the damage
increases by 1d8, for each slot level above 1st.", :key :catapult, :school
"transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-
pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action",
:spell-lists {:wizard true, :sorcerer true}, :range "150 feet"}, :investiture-of-
wind {:description "Until the spell ends, wind whirls around you, and you gain the
following benefits:\n• Ranged weapon attacks made against you have disad-vantage on
the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying
when the spell ends, you fall, unless you can some-how prevent it.\n• You can use
your action to create a 15-foot cube of swirling wind centered on a point you can
see within 60 feet of you. Each creature in that area must make a Constitution
saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as
much damage on a successful one. If a Large or smaller creature fails the save,
that creature is also pushed up to 10 feet away from the center of the cube.", :key
:investiture-of-wind, :school "transmutation", :name "Investiture of Wind",
:duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental
Evil", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-
lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range
"Self"}, :erupting-earth {:description "Choose a point you can see on the ground
within range. A fountain of churned earth and stone erupts in a 20-foot cube
centered on that point. Each creature in that area must make a Dexterity saving
throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much
damage on a successful one. Additionally, the ground in that area becomes difficult
terrain until cleared away. Each 5-foot-square portion of the area requires at
least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using
a spell
slot of 3rd level or higher, the damage increases by 1d12 for each slot level
above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth",
:duration "Concentration, up to 1 minute", :level 3, :option-pack "Elemental Evil",
:components {:verbal true, :somatic true, :material true, :material-component "a
piece of obsidian"}, :casting-time "1 action", :spell-lists {:wizard true, :warlock
false, :druid true, :sorcerer true}, :range "120 feet"}, :investiture-of-stone
{:description "Until the spell ends, bits of rock spread across your body, and you
gain the following benefits:\n• You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.\n• You can use your action to create a
small earthquake on the ground in a 15-foot radius centered on you. Other creatures
on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and without
destabilizing it, but you can’t end your movement there. If you do so, you are
ejected to the nearest unoccupied space, this spell ends, and you are stunned until
the end of your next turn.", :key :investiture-of-stone, :school
"transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10
minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true,
:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true,
:warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You
have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s
duration.\nWhen you take damage of one of those types, you can use your reaction to
gain immunity to that type of damage, including against the triggering damage. If
you do so, the resistances end, and you have the immunity until the end of your
next turn, at which time the spell ends.", :key :primordial-ward, :school
"abjuration", :name "Primordial Ward", :duration "Concentration, up to 1
minute", :level 6, :option-pack "Elemental Evil", :components {:verbal true,
:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range
"Self"}, :investiture-of-flame {:description "Flames race across your body,
shedding bright light in a 30-foot radius and dim light for an additional 30 feet
for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain
the following benefits:\n• You are immune to fire damage and have resistance to
cold damage.\n• Any creature that moves within 5 feet of you for the first time on
a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to
create a line of fire 15 feet long and 5 feet wide extending from you in a
direction you choose. Each creature in the line must make a Dexterity saving throw.
A creature takes 4d8 fire damage on a failed save, or half as much damage on a
successful one.", :key :investiture-of-flame, :school "transmutation", :name
"Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6,
:option-pack "Elemental Evil", :casting-time "1 action", :spell-lists {:wizard
true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :immolation
{:description "Flames wreathe one creature you can see within range. The target
must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or
half as much damage on a successful one. On a failed save, the target also burns
for the spell’s duration. The burning target sheds bright light in a 30-foot radius
and dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the
spell ends on a successful one. These magical flames can’t be extinguished through
nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the
target is turned to ash.", :key :immolation, :school "evocation", :name
"Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-
lists {:wizard true, :sorcerer true}, :range "90 feet"}, :gust {:description "You
seize the air and compel it to create one of the following effects at a point you
can see within range:\n• One Medium or smaller creature that you choose must
succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You
create a small blast of air capable of moving one object that is neither held nor
carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet
away from you. It isn’t pushed with enough force to cause damage.\n• You create a
harmless sensory affect using air, such as causing leaves to rustle, wind to slam
shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school
"transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack
"Elemental Evil", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30
feet"}}, :orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/languages {:aarakocra
{:option-pack "Elemental Evil", :name "Aarakocra", :key :aarakocra}, :auran
{:option-pack "Elemental Evil", :name "Auran", :key :auran}}}, "UA - Eberron
Artificer" {:orcpub.dnd.e5/classes {:artificer-2 {nil nil, :key :artificer-2,
:level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value
:medium} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple}
{:type :weapon-prof, :value :crossbow-hand} {:type :weapon-prof, :value :crossbow-
heavy} {:type :tool-prof, :value :tinkers-tools} {:type :tool-prof, :value
:thieves-tools}], :name "Artificer, Revised", :subclass-level 3, :option-pack "UA -
Eberron Artificer", :subclass-title "Artificer Specialist", :level-selections
[{:type :artificer-infusions, :level 19, :num 1} {:type :artificer-infusions,
:level 15, :num 1} {:type :artificer-infusions, :level 11, :num 1} {:type
:artificer-infusions, :level 7, :num 1} {:type :artificer-infusions, :level 4, :num
1} {:type :artificer-infusions, :level 2, :num 3}], :spellcasting {:level-factor 2,
:known-mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {2 2, 3
1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :cantrips? true, :cantrips-known
{1 2, 10 1, 14 1}, :spell-list {0 #{:dancing-lights :ray-of-frost :acid-splash
:mage-hand :thorn-whip :fire-bolt :guidance :mending :resistance :shocking-grasp
:spare-the-dying :poison-spray :light :prestidigitation :message}, 1 #{:alarm
:arcane-weapon :detect-magic :grease :identify :longstrider :disguise-self :shield-
of-faith :false-life :expeditious-retreat :sanctuary :cure-wounds :jump}, 2
#{:magic-mouth :arcane-lock :rope-trick :protection-from-poison :continual-flame
:enhance-ability :lesser-restoration :enlarge-reduce :darkvision :alter-self :see-
invisibility :magic-weapon :levitate :blur :invisibility :aid :spider-climb :heat-
metal}, 3 #{:elemental-weapon :blink :water-breathing :dispel-magic :glyph-of-
warding :haste :fly :revivify :protection-from-energy :water-walk :gaseous-form}, 4
#{:fabricate :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-
movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :arcane-eye
:stone-shape :stoneskin}, 5 #{:animate-objects :bigbys-hand :creation :greater-
restoration :wall-of-stone}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true},
:skill-options {:choose 2, :options {:arcana true, :history true, :investigation
true, :medicine true, :nature true, :perception true, :sleight-of-hand true}}},
:hit-die 8, :traits [{:description "The creation and operation of gunpowder weapons
have been discovered in various corners of the D&D multiverse. If your Dungeon
Master uses the rules on firearms in the Dungeon Master’s Guide(p. 267) and your
artificer has been exposed to the operation of such weapons, your artificer is
proficient with them.", :name "Optional Rule: Firearm Proficiency"} {:description
"At 1st level, you learn how to invest a spark of magic in objects that would
otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s
tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as
an action and give it one of the following magical properties of your choice:\n\n•
The object sheds bright light in a 5-foot radius and dim light for an additional 5
feet.\n• Whenever tapped by a creature, the object emits a recorded message that
can be heard up to 10 feet away. You utter the message when you bestow this
property on the object, and the recording can be no more than 6 seconds long.\n•
The object continuously emits your choice of an odor or a nonverbal sound (wind,
waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet
away.\n• A static visual effect appears on one of the object’s surfaces. This
effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of
these elements, as you like.\n\nThe chosen property lasts indefinitely. As an
action, you can touch the object and end the property early.\n\nYou can give the
magic of this feature to multiple objects, touching one object each time you use
the feature, and a single object can bear only one of the properties at a time. The
maximum number of objects you can affect with the feature at one time is equal to
your Intelligence modifier (minimum of one object). If you try to exceed your
maximum, the oldest property immediately ends, and then the new property applies.",
:name "Magical Tinkering"} {:name "Spellcasting", :description "You have studied
the workings of magic, how to channel it through objects, and how to awaken it
within them. As a
result, you have gained a limited ability to cast spells. To observers, you don’t
appear to be casting spells in a conventional way; you look as if you’re producing
wonders through various items.\n\nTools Required: You produce your artificer spell
effects through your tools. You must have a spellcasting focus — specifically
thieves’ tools or some kind of artisan’s tool — in hand when you cast any spell
with this Spellcasting feature. You must be proficient with the tool to use it in
this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of
these tools.\n\nAfter you gain the Infuse Item feature at 2nd level, you can also
use any item bearing one of your infusions as a spellcasting focus."} {:description
"You can cast an artificer spell as a ritual if that spell has the ritual tag and
you have the spell prepared.", :name "Ritual Casting"} {:name "Infuse Item", :level
2, :description "At 2nd level, you gain the ability to imbue mundane items with
certain magical infusions. The magic items you create with this feature are
effectively prototypes of permanent items.\n\nInfusions Known: When you gain this
feature, pick two artificer infusions to learn, choosing from the “Artificer
Infusions” section at the end of the class’s description. You learn additional
infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table.\n\nWhenever you gain a level in
this class, you can replace one of the artificer infusions you learned with a new
one.\n\nInfusing an Item: Whenever you finish a long rest, you can touch a
nonmagical object and imbue it with one of your artificer infusions, turning it
into a magic item. An infusion works on only certain kinds of objects, as specified
in the infusion’s description. If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or you can forgo attunement so that
someone else can attune to the item. If you decide to attune to the item later, you
must do so using the normal process for attunement (see “Attunement” in the Dungeon
Master’s Guide, page 136).\n\nYour infusion remains in an item indefinitely, but
when you die, the infusion vanishes after a number of days have passed equal to
your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.\n\nYou can infuse more than
one nonmagical object at the end of a long rest; the maximum number of objects
appears in the Infused Items column of the Artificer table at
https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf. You must touch
each of the objects, and each of your infusions can be in only one object at a
time. If you try to exceed your maximum number of infusions, the oldest infusion
immediately ends, and then the new infusion applies."} {:description "Starting at
3rd level, your proficiency bonus is doubled for any ability check you make that
uses your proficiency with a tool.", :level 3, :name "Tool Expertise"}
{:description "Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn, but one of the attacks must be
made with a magic weapon, the magic of which you use to propel the attack.", :level
5, :name "Arcane Armament"} {:name "The Right Cantrip for the Job", :level 10,
:description "At 10th level, you gain the ability to make sure you have the right
magical tool for a job. Whenever you finish a short or long rest, you can replace
one of the artificer cantrips you know with another cantrip from the artificer
spell list."} {:name "Spell-Storing Item", :level 18, :description "When you reach
18th level, you learn how to store a spell in an object for repeated use. Whenever
you finish a long rest, you can touch one simple or martial weapon or an item that
you can use as a spellcasting focus and store a spell in it, choosing one 1st-or
2nd-level spell from the artificer spell list that requires 1 action to cast (you
don’t need to have the spell prepared). With the object in hand, a creature can
take an action to produce the spell’s effect from it, using your spellcasting
ability modifier.\n\nThe spell stays in the object until it has been used a number
of times equal to twice your Intelligence modifier (minimum of twice) or until you
use this feature again."} {:description "At 20th level, your understanding of magic
items is unmatched, allowing you to mingle your soul with items linked to you. You
can attune to up to six magic items at once. In addition, you gain a +1 bonus to
all saving throws per magic item you are currently attuned to.", :name "Soul of
Artifice", :level 20}]}}, :orcpub.dnd.e5/spells {:arcane-weapon {:description "You
channel arcane energy into one simple or martial weapon you’re holding, and choose
one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell
ends, you deal an extra 1d6 damage of the chosen type to any target you hit with
the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s
duration.\n\nAs a bonus action, you can change the damage type, choosing from the
options above.\n\nAt Higher Levels.When you cast this spell using a spell slot of
3rd level or higher, you can maintain your concentration on the spell for up to 8
hours.", :key :arcane-weapon, :school "transmutation", :name "Arcane Weapon",
:duration "Concentration, up to 1 hour", :level 1, :option-pack "UA - Eberron
Artificer", :components {:verbal true, :somatic true}, :casting-time "1 bonus
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}},
:orcpub.dnd.e5/selections {:artificer-infusions {:options [{:description "Item: A
pair of boots (requires attunement)\n\nWhile wearing these boots, a creature can
teleport up to 15 feet as a bonus action to an unoccupied space the creature can
see. The creature must have occupied that space at some point during the current
turn.", :name "Boots of the Winding Path (Prerequisite: 4th-level artificer)"}
{:description "Item: A suit of armor or a shield\n\nA creature gains a +1 bonus to
Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus
increases to +2 when you reach 12th level in this class.", :name "Enhanced
Defense"} {:description "Item: A simple or martial weapon\n\nThis magic weapon
grants a +1 bonus to attack and damage rolls made with it. The bonus increases to
+2 when you reach 12th level in this class.", :name "Enhanced Weapon"}
{:description "Item: 2–5 pouches\n\nThe infused pouches all share one
interdimensional space of the same capacity as a single pouch. Thus, reaching into
any of the pouches allows access to the same storage space. A pouch operates as
long as it is within 100 miles of another one of the pouches; the pouch is
otherwise empty and won’t accept any contents.\n\nIf this infusion ends, the items
stored in the shared space move into one of the pouches, determined at random. The
rest of the pouches become empty.", :name "Many-Handed Pouch (Prerequisite: 4th-
level artificer)"} {:description "Item: A simple or martial weapon (requires
attunement)\n\nThis magic weapon grants a +1 bonus to attack and damage rolls made
with it. While holding it, the wielder can take a bonus action to cause it to shed
bright light in a 30-foot radius and dim light for an additional 30 feet. The
wielder can extinguish the light as a bonus action.\n\nAs a reaction immediately
after being hit by a melee attack, the wielder can cause the attacker to be blinded
until the end of the attacker’s next turn, unless the attacker succeeds on a
Constitution saving throw against your spell save DC. Once used, this reaction
can’t be used again until the wielder finishes a short or long rest.", :name
"Radiant Weapon (Prerequisite: 8th-level artificer)"} {:description "Item: A suit
of armor (requires attunement)\n\nWhile wearing this armor, a creature has
resistance to one of the following damage types, which you choose when you infuse
the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant,
or thunder.", :name "Resistant Armor (Prerequisite: 8th-level artificer)"}
{:description "Item: A simple or martial weapon with the thrown property\n\nThis
magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder’s hand immediately after it is used to make a ranged
attack.", :name "Returning Weapon"} {:description "Using this infusion, you
replicate a particular magic item; an Alchemy Jug. See the item’s description in
the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Alchemy Jug"} {:description "Using this infusion, you
replicate a particular magic item; a Bag of Holding. See the item’s description in
the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Bag of Holding"} {:description "Using this infusion, you
replicate a particular magic item; a Cap of Water Breathing. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Cap of Water Breathing"} {:description "Using this
infusion, you replicate a particular magic item; a Cloak of the Manta Ray. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Cloak of the Manta Ray"} {:description
"Using this infusion, you replicate
a particular magic item; Goggles of Night. See the item’s description in the
Dungeon Master’s Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Goggles of Night"} {:description "Using this infusion, you replicate a
particular magic item; a Lantern of Revealing. See the item’s description in the
Dungeon Master’s Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Lantern of Revealing"} {:description "Using this infusion, you
replicate a particular magic item; a Rope of Climbing. See the item’s description
in the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Rope of Climbing"} {:description "Using this infusion, you
replicate a particular magic item; Sending Stones. See the item’s description in
the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Sending Stones"} {:description "Using this infusion, you
replicate a particular magic item; a Wand of Magic Detection. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Wand of Magic Detection"} {:description "Using this
infusion, you replicate a particular magic item; a Wand of Secrets. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Wand of Secrets"} {:description "Using this infusion,
you replicate a particular magic item; Boots of Elvenkind. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Boots of Elvenkind (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Boots of Striding and Springing. See the item’s description in the Dungeon
Master’s Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Boots of Striding and Springing (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
the Winterlands. See the item’s description in the Dungeon Master’s Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Boots of the
Winterlands (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Bracers of Archery. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Bracers of Archery (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; a Brooch of Shielding. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Brooch of
Shielding (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Cloak of Elvenkind. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Cloak of Elvenkind (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Cloak of Protection. See the item’s description in the Dungeon
Master’s Guide for more information about it, including the type of object required
for its making and whether it requires attunement.", :name "Replicate Magic Item:
Cloak of Protection (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Eyes of Charming. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Eyes of Charming (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; Eyes of the Eagle. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Eyes of
the Eagle (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Gauntlets of Ogre Power. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Gauntlets of Ogre Power (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; Gloves of Missile Snaring. See the item’s description in the
Dungeon Master’s Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Gloves of Missile Snaring (Prerequisite: 12th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Gloves
of Swimming and Climbing. See the item’s description in the Dungeon Master’s Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Gloves of
Swimming and Climbing (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; . See the item’s description
in the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: (Prerequisite: 12th-level artificer)"} {:description "Using
this infusion, you replicate a particular magic item; Gloves of Thievery. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Gloves of Thievery (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; . See the item’s description in the Dungeon Master’s Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Hat of Disguise. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Hat of
Disguise (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Headband of Intellect. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Headband of Intellect (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; a Helm of Telepathy. See the item’s description in the Dungeon Master’s Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Helm of
Telepathy (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Medallion of Thoughts. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Medallion of Thoughts (Prerequisite:
12th-level artificer)"} {:description "Using this infusion, you replicate a
particular magic item; a Periapt of Wound Closure. See the item’s description in
the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Periapt of Wound Closure (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; Pipes of Haunting. See the item’s description in the Dungeon Master’s Guide
for more information about it, including the type of object required for its making
and whether it requires attunement.", :name "Replicate Magic Item: Pipes of
Haunting (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; Pipes of the Sewers. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Pipes of the Sewers (Prerequisite: 12th-level
artificer)"} {:description "Using
this infusion, you replicate a particular magic item; a Quiver of Ehlonna. See the
item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Quiver of Ehlonna (Prerequisite: 12th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Ring of Jumping. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Ring of
Jumping (Prerequisite: 12th-level artificer)"} {:description "Using this infusion,
you replicate a particular magic item; a Ring of Mind Shielding. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Ring of Mind Shielding (Prerequisite: 12th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; a Ring of Water Walking. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Ring of
Water Walking (Prerequisite: 12th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; Slippers of Spider Climbing. See
the item’s description in the Dungeon Master’s Guide for more information about it,
including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Slippers of Spider Climbing
(Prerequisite: 12th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Winged Boots. See the item’s description in the
Dungeon Master’s Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Winged Boots (Prerequisite: 12th-level artificer)"} {:description
"Using this infusion, you replicate a particular magic item; an Amulet of Health.
See the item’s description in the Dungeon Master’s Guide for more information about
it, including the type of object required for its making and whether it requires
attunement.", :name "Replicate Magic Item: Amulet of Health (Prerequisite: 16th-
level artificer)"} {:description "Using this infusion, you replicate a particular
magic item; a Belt of Hill Giant Strength. See the item’s description in the
Dungeon Master’s Guide for more information about it, including the type of object
required for its making and whether it requires attunement.", :name "Replicate
Magic Item: Belt of Hill Giant Strength (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Boots of
Levitation. See the item’s description in the Dungeon Master’s Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Boots of Levitation
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; Boots of Speed. See the item’s description in
the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Boots of Speed (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; Bracers
of Defense. See the item’s description in the Dungeon Master’s Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Bracers of Defense
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Cloak of the Bat. See the item’s description
in the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Cloak of the Bat (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item;
Dimensional Shackles. See the item’s description in the Dungeon Master’s Guide for
more information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Dimensional Shackles
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Gem of Seeing. See the item’s description in
the Dungeon Master’s Guide for more information about it, including the type of
object required for its making and whether it requires attunement.", :name
"Replicate Magic Item: Gem of Seeing (Prerequisite: 16th-level artificer)"}
{:description "Using this infusion, you replicate a particular magic item; a Horn
of Blasting. See the item’s description in the Dungeon Master’s Guide for more
information about it, including the type of object required for its making and
whether it requires attunement.", :name "Replicate Magic Item: Horn of Blasting
(Prerequisite: 16th-level artificer)"} {:description "Using this infusion, you
replicate a particular magic item; a Ring of Free Action. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Ring of Free Action (Prerequisite: 16th-level
artificer)"} {:description "Using this infusion, you replicate a particular magic
item; a Ring of Protection. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making and whether it requires attunement.", :name "Replicate Magic Item: Ring of
Protection (Prerequisite: 16th-level artificer)"} {:description "Using this
infusion, you replicate a particular magic item; a Ring of the Ram. See the item’s
description in the Dungeon Master’s Guide for more information about it, including
the type of object required for its making and whether it requires attunement.",
:name "Replicate Magic Item: Ring of the Ram (Prerequisite: 16th-level
artificer)"}], :option-pack "UA - Eberron Artificer", :name "Artificer
Infusions", :key :artificer-infusions}}, :orcpub.dnd.e5/subclasses {:alchemist
{:class :artificer-2, :traits [{:description "By the time you adopt this specialty
at 3rd level, you’re deeply familiar with employing its tools.\n\nProficiencies.
You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you
don’t already have them. You also gain alchemist’s supplies and an herbalism kit
for free—the result of tinkering you’ve done as you’ve prepared for this
specialization.\n\nCrafting. If you craft a magic item in the potion category, it
takes you a quarter of the normal time, and it costs you half as much of the usual
gold.", :level 3, :name "Tools of the Trade"} {:description "Starting at 3rd level,
you always have certain spells prepared after you reach particular levels in this
class, as shown in the Alchemist Spells table. These spells count as artificer
spells for you, but they don’t count against the number of artificer spells you
prepare.", :name "Alchemist Spells", :level 3} {:level 3, :description "At 3rd
level,you learn ancient methods for magically creating a special homunculus that is
formed by alchemical substances.\n\nWhenever you finish a long rest and your
alchemist’s supplies are with you, you can form this homunculus in an unoccupied
space within 5 feet of you. If you already have a homunculus from this feature, the
first one immediately dies.\n\nThe homunculus is friendly to you and your
companions, and it obeys your commands. See this creature’s game statistics in the
Alchemical Homunculus stat block. You determine the homunculus’s appearance, which
includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-
looking birds, whereas others like winged vials or miniature cauldrons.\n\nIn
combat, the homunculus shares your initiative count, but it takes its turn
immediately after yours. The only action it takes on its turn is the Dodge action,
unless you take a bonus action on your turn to command it to take one of the
actions in its stat block or to take the Dash, Disengage, or Help action.\n\nIf the
mending spell is cast on it, it regains 2d6 hit points. If it has died within the
last hour, you can use your alchemist’s supplies as an action to revive it,
provided you are within 5 feet of it and you expend a spell slot of 1st level or
higher. The homunculus returns to life with all its hit points restored.", :name
"Alchemical Homunculus"} {:level 6, :description "At 6th level, your command of
magical chemicals has become masterful, enhancing the healing and damage you create
through them. When you cast a spell using your alchemist’s supplies as the
spellcasting focus, you gain a bonus to one roll of the spell. That roll must
restore hit points or be a damage roll that deals acid or poison damage, and the
bonus equals your Intelligence modifier (minimum of +1).\n\nIn addition, you can
cast lesser restoration without expending a spell slot, provided you use
alchemist’s supplies as the spellcasting focus. You can do so a number of times per
day equal to your Intelligence modifier (minimum of once).", :name "Alchemical
Mastery"} {:description "By 14th level, you have been exposed to so many chemicals
and unlocked their secrets that they pose little risk to you, and you can use them
to quickly end certain ailments. You gain
resistance to acid damage and poison damage, and you are now immune to the
poisoned condition.\n\nIn addition, you can cast greater restoration once without
expending a spell slot and without providing the material component, provided you
use alchemist’s supplies as the spellcasting focus. You regain the ability to do so
when you finish a long rest.", :level 14, :name "Chemical Savant"}], :level-
modifiers [{:type :tool-prof, :level 3, :value :alchemists-supplies} {:type :tool-
prof, :level 3, :value :herbalism-kit} {:type :spell, :level 3, :value {:level
1, :key :purify-food-and-drink, :ability :orcpub.dnd.e5.character/int}} {:type
:spell, :level 3, :value {:level 1, :key :ray-of-sickness, :ability
:orcpub.dnd.e5.character/int}} {:type :spell, :level 5, :value {:level 2, :key
:melfs-acid-arrow, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5,
:value {:level 2, :key :web, :ability :orcpub.dnd.e5.character/int}} {:type :spell,
:level 9, :value {:level 3, :key :create-food-and-water, :ability
:orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value {:level 3, :key
:stinking-cloud, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level
13, :value {:level 4, :key :blight, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 13, :value {:level 4, :key :death-ward, :ability
:orcpub.dnd.e5.character/int}} {:type :spell, :level 17, :value {:level 5, :key
:cloudkill, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 17,
:value {:level 5, :key :raise-dead, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 6, :value {:level 2, :key :lesser-restoration, :ability
:orcpub.dnd.e5.character/int}} {:type :damage-resistance, :level 14, :value :acid}
{:type :damage-resistance, :level 14, :value :poison} {:type :spell, :level 14,
:value {:level 5, :key :greater-restoration, :ability
:orcpub.dnd.e5.character/int}}], :option-pack "UA - Eberron Artificer", :name
"Alchemist", :key :alchemist}, :artillerist {:class :artificer-2, :traits [{:name
"Tools of the Trade", :level 3, :description "By the time you adopt this specialty
at 3rd level, you’re deeply familiar with employing its tools.\n\nProficiencies.
You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t
already have them. You also gain those tools for free—the result of tinkering
you’ve done as you’ve prepared for this specialization.\n\nIn addition, you gain
the ability to use rods, staffs, and wands as spellcasting focuses for your
artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve
carved in your spare time.\n\nCrafting. If you craft a magic item in the wand
category, it takes you a quarter of the normal time, and it costs you half as much
of the usual gold."} {:level 3, :description "At 3rdlevel, you learn how to create
a magical turret. With your smith’s tools in hand, you can take an action to
magically summon a Medium turret in an unoccupied space on a horizontal surface
within 5 feet of you.\n\nThe turret is a magical object that occupies its space and
that has crablike legs. It has an AC of 18 and a number of hit points equal to five
times your artificer level. It is immune to poison damage, psychic damage, and all
conditions. If it is forced to make an ability check or a saving throw, treat all
its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6
hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You
can dismiss it early as an action.\n\nWhen you summon the turret, you decide which
type it is, choosing from the options on the Arcane Turrets table. On each of your
turns, you can take a bonus action to cause the turret to activate if you are
within 60 feet of it. As part of the same action, you can direct the turret to walk
or climb up to 15 feet to an unoccupied space.\n\nYou can summon a turret once for
free and must finish a long rest before doing so again. You can also summon the
turret by expending a spell slot of 1st level or higher. If you summon a second
turret, the first turret disappears.\n\nAs an action, you can command your turret
to detonate if you are within 60 feet of it. Doing so destroys the turret and
forces each creature within 10 feet of it to make a Dexterity saving throw against
your spell save DC, taking 3d6 force damage on a failed save or half as much damage
on a successful one.\n\nArcane Turrets\nFlamethrower. The turret exhales fire in an
adjacent 15-foot cone that you designate. Each creature in that area must make a
Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a
failed save or half as much damage on a successful one. The fire ignites any
flammable objects in the area that aren’t being worn or carried.\n\nForce Ballista.
Make a ranged spell attack, originating from the turret, at one creature or object
within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the
target is a creature, it is pushed up to 5 feet away from the turret.\n\nDefender.
The turret emits a burst of positive energy that grants itself and each creature of
your choice within 10 feet of it a number of temporary hit points equal to 1d8 +
your Intelligence modifier (minimum of +1).", :name "Arcane Turret"} {:level 6,
:name "Wand Prototype", :description "By 6th level, you now regularly experiment
with channeling different types of magic through wands. Whenever you finish a long
rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden
wand and turn it into a magic item. When you do so, you invest it with one
artificer cantrip of your choice — even one you don’t know — that has a casting
time of 1 action. As an action, you can cause the magic wand to produce the
cantrip, using your spellcasting ability modifier (other creatures are unable to
use the wand’s magic). The wand loses this magic when you finish your next long
rest.\n\nAny damage roll you make for a cantrip in the wand gains a bonus equal to
your Intelligence modifier (minimum of +1).\n\nWhen you reach 14th level in this
class, you can invest the wand with two cantrips at the end of a long rest."}
{:description "Starting at 14th level, you’re a master at conjuring a well-defended
emplacement. You and your allies have half cover while within 10 feet of a turret
you create with Arcane Turret, as a result of a shimmering field of magical
protection that the turret emits.\n\nYou can also now summon a second turret for
free and must finish a long rest before doing so again. If you summon the second
turret while the first is still present, the first one doesn’t disappear, and each
turret can be of a different type (if you summon a third turret, the first turret
vanishes). Moreover, you can use one bonus action to activate both turrets.", :name
"Fortified Position", :level 14}], :level-modifiers [{:type :tool-prof, :value
:smiths-tools, :level 3} {:type :tool-prof, :value :woodcarvers-tools, :level 3}
{:type :spell, :level 3, :value {:level 1, :key :shield, :ability
:orcpub.dnd.e5.character/int}} {:type :spell, :level 3, :value {:level 1, :key
:thunderwave, :ability :orcpub.dnd.e5.character/int}} {:type :spell, :level 5,
:value {:level 2, :key :scorching-ray, :ability :orcpub.dnd.e5.character/int}}
{:type :spell, :level 5, :value {:level 2, :key :shatter, :ability
:orcpub.dnd.e5.character/int}} {:type :spell, :level 9, :value {:level 3,
:ability :orcpub.dnd.e5.character/int, :key :fireball}} {:type :spell, :level 9,
:value {:level 3, :ability :orcpub.dnd.e5.character/int, :key :wind-wall}}
{:type :spell, :level 13, :value {:level 4, :ability
:orcpub.dnd.e5.character/int, :key :ice-storm}} {:type :spell, :level 13, :value
{:level 4, :ability :orcpub.dnd.e5.character/int, :key :wall-of-fire}} {:type
:spell, :level 17, :value {:level 5, :ability :orcpub.dnd.e5.character/int, :key
:cone-of-cold}} {:type :spell, :level 17, :value {:level 5, :ability
:orcpub.dnd.e5.character/int, :key :wall-of-force}}], :option-pack "UA - Eberron
Artificer", :name "Artillerist", :key :artillerist}}, :orcpub.dnd.e5/monsters
{:alchemical-homunculus {:description "Hit Points: equal to five times its creators
Artificer level + its creators Intelligence modifier\nSenses: darkvision 60 ft.,
passive Perception 10\nLanguages: understands the languages its creator
speaks\nMight of the Master. The following numbers increase by 1 when your
proficiency bonus increases by 1: the homunculus’s skill bonusesand the bonuses to
hit and damage of its Acidic Spittle.", :key :alchemical-homunculus, :int 10,
:speed "20 ft., fly 30 ft.", :name "Alchemical Homunculus", :alignment
"neutral", :cha 7, :hit-points {:modifier 1, :die-count 1, :die 4}, :type
:construct, :size :tiny, :option-pack "UA - Eberron Artificer", :armor-class 13,
:skills {:perception 4, :stealth 4}, :str 4, :con 11, :dex 15, :wis 10, :props
{:damage-immunity {:acid true, :poison true}, :condition-immunity {:charmed
true, :poisoned true}}, :traits [{:description "Ranged Weapon Attack: +4 to hit,
range 30 ft., one target you can see.\nHit:1d6 + 2 acid damage", :type :action,
:name "Acidic Spittle (requires its creators Bonus Action to use)"} {:description
"The homunculus produces a salve and touches one creature you designate. The target
receives one of the following magical benefits of your choice:\n\nBuoyancy. The
target gains a flying speed of 10 feet for 10 minutes.\nInspiration. The target
feels giddy and effective, gaining advantage on certain ability checks in the next
hour. The target chooses the checks before or after rolling. The magic runs out
after the target has used it on a number of checks equal to your Intelligence
modifier (minimum of 1).\nResilience. The target gains a number of temporary hit
points equal to 2d6 + your Intelligence modifier.", :name "Alchemical Salve
(3/Day)"}]}}}, "UA - Feats for Skills" {:orcpub.dnd.e5/feats {:empathic {:ability-
increases
#{:orcpub.dnd.e5.character/wis}, :description "You can use your action to try to
get uncanny insight about one humanoid you can see within 30 feet of you. Make a
Wisdom (Insight) check contested by the target's Charisma (Deception) check. If
your check succeeds, you have advantage on attack rolls and ability checks against
the target until the end of your next turn.", :key :empathic, :name "Empathic",
:option-pack "UA - Feats for Skills", :prereqs #{}, :props {:skill-prof-or-
expertise {:insight true}}}, :stealthy {:ability-increases
#{:orcpub.dnd.e5.character/dex}, :description "If you are hidden, you can move up
to 10 feet in the open without revealing yourself if you end the move in a position
where you’re not clearly visible.", :key :stealthy, :name "Stealthy", :option-pack
"UA - Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:stealth
true}}}, :naturalist {:ability-increases #{:orcpub.dnd.e5.character/int},
:description "You learn the druidcraft and detect poison and disease spells
(Druid). You can cast detect poison and disease once without expending a spell
slot, and you regain the ability to do so when you finish a long rest. ", :key
:naturalist, :name "Naturalist", :option-pack "UA - Feats for Skills", :prereqs
#{}, :props {:magic-novice true, :skill-prof-or-expertise {:nature true}}}, :medic
{:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "During a short
rest, you can clean and bind the wounds of up to six willing beasts and humanoids.
Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature
spends a Hit Die during this rest, that creature can forgo the roll and instead
regain the maximum number of hit points the die can restore. A creature can do so
only once per rest, regardless of how many Hit Dice it spends.", :key :medic, :name
"Medic", :option-pack "UA - Feats for Skills", :prereqs #{}, :props {:skill-prof-
or-expertise {:medicine true}}}, :silver-tongued {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :description "When you take the Attack action on
your turn, you can replace one attack with an attempt to deceive one humanoid you
can see within 30 feet of you that can see and hear you. Make a Charisma
(Deception) check contested by the target’s Wisdom (Insight) check. If your check
succeeds, your movement doesn’t provoke opportunity attacks from the target and
your attack rolls against it have advantage; both benefits last until the end of
your next turn or until you use this ability on a different target. If your check
fails, the target can’t be deceived by you in this way for 1 hour.", :key :silver-
tongued, :name "Silver-Tongued", :option-pack "UA - Feats for Skills", :prereqs
#{}, :props {:skill-prof-or-expertise {:deception true}}}, :arcanist {:ability-
increases #{:orcpub.dnd.e5.character/int}, :description "You learn the
prestidigitation and detect magic spells (Bard). You can cast detect magic once
without expending a spell slot, and you regain the ability to do so when you finish
a long rest.", :key :arcanist, :name "Arcanist", :option-pack "UA - Feats for
Skills", :prereqs #{}, :props {:magic-novice true, :skill-prof-or-expertise
{:arcana true}}}, :investigator {:ability-increases
#{:orcpub.dnd.e5.character/int}, :description "You can take the Search action as a
bonus action.", :key :investigator, :name "Investigator", :option-pack "UA - Feats
for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:investigation
true}}}, :theologian {:ability-increases #{:orcpub.dnd.e5.character/int},
:description "You learn the thaumaturgy and detect evil and good spells (Cleric).
You can cast detect evil and good once without expending a spell slot, and you
regain the ability to do so when you finish a long rest. ", :key :theologian, :name
"Theologian", :option-pack "UA - Feats for Skills", :prereqs #{}, :props {:magic-
novice true, :skill-prof-or-expertise {:religion true}}}, :perceptive {:ability-
increases #{:orcpub.dnd.e5.character/wis}, :description "Being in a lightly
obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you
can both see and hear.", :key :perceptive, :name "Perceptive", :option-pack "UA -
Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:perception
true}}}, :diplomat {:ability-increases #{:orcpub.dnd.e5.character/cha},
:description "If you spend 1 minute talking to someone who can understand what you
say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom
(Insight) check. If you or your companions are fighting the creature, your check
automatically fails. If your check succeeds, the target is charmed by you as long
as it remains within 60 feet of you and for 1 minute thereafter.", :key
:diplomat, :name "Diplomat", :option-pack "UA - Feats for Skills", :prereqs #{},
:props {:skill-prof-or-expertise {:perception false, :persuasion true}}}, :quick-
fingered {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "As a
bonus action, you can make a Dexterity (Sleight of Hand) check to plant something
on someone else, conceal an object on a creature, lift a purse, or take something
from a pocket.", :key :quick-fingered, :name "Quick-Fingered", :option-pack "UA -
Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:sleight-of-hand
true}}}, :acrobat {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description
"As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you
succeed, difficult terrain doesn’t cost you extra movement until the end of the
current turn.", :key :acrobat, :name "Acrobat", :option-pack "UA - Feats for
Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics true}}},
:brawny {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You
count as if you were one size larger for the purpose of determining your carrying
capacity.", :key :brawny, :name "Brawny", :option-pack "UA - Feats for Skills",
:prereqs #{}, :props {:skill-prof-or-expertise {:athletics true}}}, :menacing
{:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "When you take
the Attack action on your turn, you can replace one attack with an attempt to
demoralize one humanoid you can see within 30 feet of you that can see and hear
you. Make a Charisma (Intimidation) check contested by the target's Wisdom
(Insight) check. If your check succeeds, the target is frightened until the end of
your next turn. If your check fails, the target can't be frightened by you in this
way for 1 hour.", :key :menacing, :name "Menacing", :option-pack "UA - Feats for
Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:intimidation true}}},
:survivalist {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You
learn the alarm spell (Wizard). You can cast it once without expending a spell
slot, and you regain the ability to do so when you finish a long rest.", :key
:survivalist, :name "Survivalist", :option-pack "UA - Feats for Skills", :prereqs
#{}, :props {:attack-spell false, :magic-novice false, :ritual-casting true,
:skill-prof-or-expertise {:survival true}}}, :animal-handler {:ability-increases
#{:orcpub.dnd.e5.character/wis}, :description "You can use a bonus action on your
turn to command one friendly beast within 60 feet of you that can hear you and that
isn’t currently following the command of someone else. You decide now what action
the beast will take and where it will move during its next turn, or you issue a
general command that lasts for 1 minute, such as to guard a particular area.", :key
:animal-handler, :name "Animal Handler", :option-pack "UA - Feats for Skills",
:prereqs #{}, :props {:skill-prof-or-expertise {:animal-handling true}}},
:historian {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "When
you take the Help action to aid another creature's ability check, you can make a DC
15 Intelligence (History) check. On a success, that creature's check gains a bonus
equal to your proficiency bonus, as you share pertinent advice and historical
examples. To receive this bonus, the creature must be able to understand what
you're saying.", :key :historian, :name "Historian", :option-pack "UA - Feats for
Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:history true}}},
:performer {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "While
performing, you can try to distract one humanoid you can see who can see and hear
you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom
(Insight) check. If your check succeeds, you grab the humanoid’s attention enough
that it makes Wisdom (Perception) and Intelligence (Investigation) checks with
disadvantage until you stop performing.", :key :performer, :name "Performer",
:option-pack "UA - Feats for Skills", :prereqs #{}, :props {:skill-prof-or-
expertise {:performance true}}}}}, "UA - Non-Divine Faithful"
{:orcpub.dnd.e5/classes {:wizard-theurgy {nil nil, :key :wizard-theurgy, :level-
modifiers [{:type :weapon-prof, :value :dagger} {:type :weapon-prof, :value :dart}
{:type :weapon-prof, :value :sling} {:type :weapon-prof, :value :quarterstaff}
{:type :weapon-prof, :value :crossbow-light}], :name "Wizard: Theurgy", :subclass-
level 2, :option-pack "UA - Non-Divine Faithful", :subclass-title "Divine
Inspiration", :spellcasting {:level-factor 1, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips? false, :cantrips-known {1 3},
:spell-list-kw :wizard}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :insight true,
:investigation true, :medicine true, :religion true}}}, :hit-die 6, :traits
[{:description "Once per day when you finish a short
rest, you can choose expended spell slots to recover. The spell slots can have a
combined level that is equal to or less than half your wizard level (rounded up),
and none of the slots can be 6th level or higher", :name "Arcane Recovery", :level
2} {:description "At 18th level, you have achieved such mastery over certain spells
that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level
wizard spell that are in your spellbook. You can cast those spells at their lowest
level without expending a spell slot when you have them prepared. If you want to
cast either spell at a higher level, you must expend a spell slot as normal.\n\nBy
spending 8 hours in study, you can exchange one or both of the spells you chose for
different spells of the same levels", :name "Spell Mastery", :level 18} {:level 20,
:name "Signature Spells", :description "When you reach 20th level, you gain mastery
over two powerful spells and can cast them with little effort. Choose two 3rd-level
wizard spells in your spellbook as your signature spells. You always have these
spells prepared, they don't count against the number of spells you have prepared,
and you can cast each of them once at 3rd level without expending a spell slot.
When you do so, you can't do so again until you finish a short or long rest.\n\nIf
you want to cast either spell at a higher level, you must expend a spell slot as
norma"}]}}, :orcpub.dnd.e5/subclasses {:the-seeker {:class :warlock, :key :the-
seeker, :level-modifiers [{:level 10, :type :damage-resistance, :value :fire}
{:level 10, :type :damage-resistance, :value :cold}], :name "The Seeker", :option-
pack "UA - Non-Divine Faithful", :traits [{:description "Starting at 1st level, you
can invoke the Seeker’s power to protect you from harm. As a bonus action, you
create a whirling aurora of brilliant energy that swirls around you. Until the end
of your next turn, you gain resistance to all damage, and if a hostile creature
ends its turn within 10 feet of you, it takes radiant damage equal to your warlock
level + your Charisma modifier. Once you use this feature, you can’t use it again
until you finish a short or long rest.", :name "Shielding Aurora"} {:description
"At 3rd level, a character dedicated to the Seeker can select this option instead
of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain
forged from starlight, decorated with seven gleaming motes of brightness. While the
chain is on your person, you know the augury spell and can cast it as a ritual. The
spell doesn’t count against your number of spells known. Additionally, you can
invoke the Seeker’s power to gain advantage on an Intelligence check while you
carry this item. Once you use this ability, you cannot use it again until you
complete a short or long rest. If you lose your Star Chain, you can perform a 1-
hour ceremony to receive a replacement from the Seeker. The ceremony can be
performed during a short or long rest, and it destroys the previous chain. The
chain disappears in a flash of light when you die. The exact form of this item
might be different depending on your patron. The Star Chain is inspired by the
Greyhawk deity Celestian.", :level 3, :name "Pact Boon: Pact of the Star Chain"}
{:description "At 6th level, you gain the ability to step into an astral refuge. As
an action, you disappear from the world for a brief moment and enter the Astral
Plane, taking advantage of its timeless nature. While in your astral refuge, you
can take two actions to cast spells that target only you. After using those two
actions, you return to the space you occupied and your turn ends.", :level 6, :name
"Astral Refuge"} {:description "At 10th level, you no longer need to breathe, and
you gain resistance to fire damage and cold damage.", :level 10, :name "Far
Wanderer"} {:description "Starting at 14th level, you gain the ability to sequester
yourself and your allies on the Astral Plane. By performing a special ritual over
the course of 5 minutes, you shift yourself and up to ten willing creatures you can
see to the Astral Plane. You and those creatures gain the benefits of a short rest
while sequestered on the Astral Plane. You then return to the spaces you all
occupied when you used this ability, with no time having passed in the world.
During this short rest, you and the creatures you sequester can make use of any
options available during a rest that affect only you and the creatures you
sequester. Once you use this ability, you cannot use it again until you complete a
long rest.", :level 14, :name "Astral Sequestration"}], :warlock-spells {1 {0
:feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3 {0 :clairvoyance,
1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-lore, 1
:passwall}}}, :arcana {:class :wizard-theurgy, :traits [{:description "At 2nd
level, you gain the ability to channel arcane energy directly from your deity,
using that energy to fuel magical effects. You start with two such effects: Divine
Arcana and Arcane Abjuration\n\nWhen you use your Channel Arcana, you choose which
effect to create. You must then finish a short or long rest to use your Channel
Arcana again. Some Channel Arcana effects require saving throws. When you use such
an effect, the save DC equals your wizard spell save DC. \n\nBeginning at 6th
level, you can use your Channel Arcana twice between rests, and beginning at 18th
level, you can use it three times between rests. When you finish a short or long
rest, you regain your expended uses", :name "Channel Arcana", :level 2} {:name
"Channel Arcana: Arcane Abjuration", :description "Starting at 2nd level, as an
action, you present your holy symbol, and one celestial, elemental, fey, or fiend
of your choice that is within 30 feet of you must make a Wisdom saving throw,
provided that the creature can see or hear you. If the creature fails its saving
throw, it is turned for 1 minute or until it takes any damage.\n\nA turned creature
must spend its turns trying to move as far away from you as it can, and it can't
willingly end its move in a space within 30 feet of you. It also can't take
reactions. For its action, it can use the Dash action or try to escape from an
effect that prevents it from moving. If there's nowhere to move, then the creature
can use the Dodge action.\n\nAfter you reach 5th level, when a creature fails its
saving throw against your Arcane Abjuration feature, the creature is banished for 1
minute (as in the Banishment spell, no concentration required) if it isn't on its
plane of origin and if its challenge rating is at or below a certain threshold",
:level 2} {:name "Channel Arcana: Divine Arcana", :level 2, :description "As a
bonus action, you speak a prayer to control the flow of magic around you. The next
spell you cast gains a +2 bonus to its attack roll or saving throw DC, as
appropriate"} {:level 10, :name "Spell Breaker", :description "Starting at 10th
level, when you restore hit points to an ally with a spell of 1st level or higher,
you can also end one spell of your choice on that creature. The level of the spell
you end must be equal to or lower than the level of the spell slot you use to cast
the healing spell"}], :wizard-spells {1 {0 :detect-magic, 1 :magic-missile}, 2
{0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :dispel-magic, 1 :magic-circle}, 4
{0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-
circle}}, :level-modifiers [{:type :skill-prof, :value :arcana, :level 6}],
:option-pack "UA - Non-Divine Faithful", :name "Arcana", :level-selections [], :key
:arcana}, :knowledge {:class :wizard-theurgy, :traits [{:description "At 2nd level,
you gain the ability to channel arcane energy directly from your deity, using that
energy to fuel magical effects. You start with two such effects: Divine Arcana and
Knowledge of the Ages\n\nWhen you use your Channel Arcana, you choose which effect
to create. You must then finish a short or long rest to use your Channel Arcana
again. Some Channel Arcana effects require saving throws. When you use such an
effect, the save DC equals your wizard spell save DC. \n\nBeginning at 6th level,
you can use your Channel Arcana twice between rests, and beginning at 18th level,
you can use it three times between rests. When you finish a short or long rest, you
regain your expended uses", :name "Channel Arcana", :level 2} {:name "Channel
Arcana: Knowledge of the Ages", :description "Starting at 2nd level, as an action,
you choose one skill or tool. For 10 minutes, you have proficiency with the chosen
skill or tool", :level 2} {:name "Channel Arcana: Divine Arcana", :level 2,
:description "As a bonus action, you speak a prayer to control the flow of magic
around you. The next spell you cast gains a +2 bonus to its attack roll or saving
throw DC, as appropriate"} {:level 10, :name "Channel Arcana: Read Thoughts",
:description "At 10th level, as an action, choose one creature that you can see
within 60 feet of you. That creature must make a Wisdom saving throw. If the
creature succeeds on the saving throw, you can't use this feature on it again until
you finish a long rest.\n\nIf the creature fails its save, you can read its surface
thoughts (those foremost in its mind, reflecting its current emotions and what it
is actively thinking about) when it is within 60 feet of you. This effect lasts for
1 minute.\n\nDuring that time, you can use your action to end this effect and cast
the suggestion spell on the creature without expending a spell slot. The target
automatically fails its saving throw against the spell"} {:level 14, :name "Visions
of the Past", :description "Starting at 14th level, you can spend at least 1 minute
in meditation and prayer, then receive dreamlike, shadowy glimpses of recent
events. You can meditate in this way for a number of minutes equal to your Wisdom
score and must
maintain concentration during that time, as if you were casting a spell.\n\nOnce
you use this feature, you can't use it again until you finish a short or long
rest"} {:name "Visions of the Past: Object Reading", :level 14, :description
"Holding an object as you meditate, you can see visions of the object's previous
owner. After meditating for 1 minute, you learn how the owner acquired and lost the
object, as well as the most recent significant event involving the object and that
owner. If the object was owned by another creature in the recent past (within a
number of days equal to your Wisdom score), you can spend 1 additional minute for
each owner to learn the same information about that creature"} {:name "Visions of
the Past: Area Reading", :level 14, :description "As you meditate, you see visions
of recent events in your immediate vicinity (a room, street, tunnel, clearing, or
the like, up to a 50-foot cube), going back a number of days equal to your
Intelligence score. For each minute you meditate, you learn about one significant
event, beginning with the most recent. Significant events typically involve
powerful emotions, such as battles and betrayals, marriages and murders, births and
funerals. However, they might also include more mundane events that are
nevertheless important in your current situation"}], :wizard-spells {1 {0 :command,
1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-
dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :level-
modifiers [], :option-pack "UA - Non-Divine Faithful", :name "Knowledge", :level-
selections [{:type :knowledge-domain-skill-expertise, :num 2, :level 6}], :key
:knowledge}, :light {:class :wizard-theurgy, :traits [{:description "At 2nd level,
you gain the ability to channel arcane energy directly from your deity, using that
energy to fuel magical effects. You start with two such effects: Divine Arcana and
Radiance of the Dawn\n\nWhen you use your Channel Arcana, you choose which effect
to create. You must then finish a short or long rest to use your Channel Arcana
again. Some Channel Arcana effects require saving throws. When you use such an
effect, the save DC equals your wizard spell save DC. \n\nBeginning at 6th level,
you can use your Channel Arcana twice between rests, and beginning at 18th level,
you can use it three times between rests. When you finish a short or long rest, you
regain your expended uses", :name "Channel Arcana", :level 2} {:name "Channel
Arcana: Radiance of the Dawn", :description "Starting at 2nd level, as an action,
you present your holy symbol, and any magical darkness within 30 feet of you is
dispelled. Additionally, each hostile creature within 30 feet of you must make a
Constitution saving throw. A creature takes radiant damage equal to 2d10 + your
wizard level on a failed saving throw, and half as much damage on a successful one.
A creature that has total cover from you is not affected", :level 2} {:name
"Channel Arcana: Divine Arcana", :level 2, :description "As a bonus action, you
speak a prayer to control the flow of magic around you. The next spell you cast
gains a +2 bonus to its attack roll or saving throw DC, as appropriate"} {:level
10, :name "Improved Flare", :description "Starting at 10th level, you can also use
your Warding Flare feature when a creature that you can see within 30 feet of you
attacks a creature other than you"} {:level 14, :name "Corona of Light",
:description "Starting at 14th level, you can use your action to activate an aura
of sunlight that lasts for 1 minute or until you dismiss it using another action.
You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your
enemies in the bright light have disadvantage on saving throws against any spell
that deals fire or radiant damage"} {:level 6, :description "At 6st level, when you
are attacked by a creature within 30 feet of you that you can see, you can use your
reaction to impose disadvantage on the attack roll, causing light to flare before
the attacker before it hits or misses. An attacker that can't be blinded is immune
to this feature.\n\nYou can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain all expended uses when you
finish a long rest", :name "Warding Flare"}], :wizard-spells {1 {0 :burning-hands,
1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1
:fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1
:scrying}}, :level-modifiers [{:type :spell, :level 6, :value {:ability
:orcpub.dnd.e5.character/int, :key :light}}], :option-pack "UA - Non-Divine
Faithful", :name "Light", :level-selections [], :key :light}},
:orcpub.dnd.e5/selections {:knowledge-domain-skill-expertise {:options [{:name
"Arcana"} {:name "History", :description ""} {:name "Nature"} {:name
"Religion"}], :name "Knowledge Domain Skill Expertise", :option-pack "UA - Non-
Divine Faithful", :key :knowledge-domain-skill-expertise}}}, "Archivist_Class"
{:orcpub.dnd.e5/classes {:archivist {nil nil, :key :archivist, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Archivist", :subclass-level 3, :option-pack "Archivist Class", :subclass-title
"Path of Knowledge", :level-selections [], :spellcasting {:level-factor 1, :known-
mode :schedule, :ability :orcpub.dnd.e5.character/int, :spells-known {1 2, 2 1, 3
1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list {0
#{:thunderclap :guidance :mending :sacred-flame :produce-flame :light
:thaumaturgy :prestidigitation :message}, 1 #{:alarm :create-or-destroy-water
:detect-magic :purify-food-and-drink :command :fog-cloud :identify :bless
:longstrider :comprehend-languages :bane :heroism :speak-with-animals :inflict-
wounds :healing-word :guiding-bolt :find-familiar :sanctuary :illusory-script
:detect-poison-and-disease :cure-wounds :jump}, 2 #{:augury :calm-emotions
:spiritual-weapon :skywrite :gentle-repose :blindness-deafness :zone-of-truth
:silence :protection-from-poison :continual-flame :enhance-ability :lesser-
restoration :darkvision :see-invisibility :detect-thoughts :locate-object :warding-
bond :find-traps :warding-wind :locate-animals-or-plants :aid :hold-person :pass-
without-trace :heat-metal}, 3 #{:elemental-weapon :animate-dead :daylight
:sending :remove-curse :clairvoyance :dispel-magic :create-food-and-water :spirit-
guardians :nondetection :mass-healing-word :feign-death :meld-into-stone :glyph-of-
warding :tongues :revivify :magic-circle :protection-from-energy :flame-arrows
:bestow-curse :speak-with-dead :speak-with-plants}, 4 #{:elemental-bane
:confusion :hallucinatory-terrain :blight :polymorph :locate-creature :grasping-
vine :divination :freedom-of-movement :arcane-eye :death-ward :stoneskin}, 5
#{:greater-restoration :mass-cure-wounds :awaken :legend-lore :contact-other-
plane :modify-memory :contagion :scrying}, 6 #{:sunbeam :forbiddance :harm :blade-
barrier :true-seeing :find-the-path :heal :word-of-recall :primordial-ward}, 7
#{:etherealness :mirage-arcane :plane-shift :regenerate :reverse-gravity :symbol},
8 #{:antimagic-field :antipathy-sympathy :control-weather :feeblemind :mind-
blank :power-word-stun :sunburst :tsunami}, 9 #{:astral-projection :foresight :gate
:mass-heal :power-word-kill :shapechange}}, :cantrips? true, :cantrips-known {1 3,
4 1, 10 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 2, :options {:arcana true, :history true, :insight true, :medicine
true, :nature true, :religion true}}, :skill-expertise-options {:choose 1}}, :hit-
die 6, :traits [{:name "Esoteric Knowledge (EK)", :description "As a reaction when
a creature you see is the target of an attack roll, you can make an Esoteric
Knowledge check. On a success, roll 1d4 and subtract the result from the targets AC
for that attack. The die increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10
at 17th level."} {:name "Esoteric Knowledge Checks", :description "An Esoteric
Knowledge check is an Intelligence check made against a creature (DC = 8 + 2x the
creature's proficiency). Depending on the creature, certain skills may apply to the
roll, which allow you to add your proficiency bonus. The DM can determine the type
of roll, or you can reference pg.4 of the Source Document. You can only use EK on a
creature once per long rest. Legendary creatures impose disadvantage on the
check."} {:name "Source Document", :description
"https://5e.writh.net/wiki/Archivist"} {:name "Lore Mastery", :level 2,
:description "Choose 2 skills from: Arcana, History, Investigation, Nature, and
Religion. You gain proficiency with these skills, or expertise if you are already
proficient. At 7th level, choose one more skill from this list."} {:name "Tactics",
:level 5, :description "As a reaction when a creature you see make an attack roll,
you can make an EK check. On a success, roll your EK die and subtract the result
from the triggering attack roll."} {:name "Dread Secrets", :level 10, :description
"As an action, choose a target within 30 ft and make an Esoteric Knowledge check.
On a success, the target is Frightened and must move its speed away from you for a
number of rounds = your EK die roll. At the end of each of its turns, the target
can make a Charisma saving throw to end this effect early."} {:name "Exalted
Knowledge", :level 18, :description "You can make 2 EK checks against an individual
creature per long rest."} {:name "Unrivaled Knowledge", :level 20, :description
"Your Intelligence score increases by 4 to a maximum of 24."}]}},
:orcpub.dnd.e5/selections {:archivist-cantrips {:options [{:name "Control
Flames", :description "You gain the Control Flames cantrip."} {:name "Create
Bonfire", :description "You gain the Create Bonfire cantrip."}
{:name "Frostbite", :description "You gain the Frostbite cantrip."} {:name
"Guidance", :description "You gain the Guidance cantrip."} {:name "Gust",
:description "You gain the Gust cantrip."} {:name "Light", :description "You gain
the Light cantrip."} {:name "Magic Stone", :description "You gain the Magic Stone
cantrip."} {:name "Mending", :description "You gain the Mending cantrip."} {:name
"Message", :description "You gain the Message cantrip."} {:name "Minor
Illusion", :description "You gain the Minor Illusion cantrip."} {:name "Mold
Earth", :description "You gain the Mold Earth cantrip."} {:name "Resistance",
:description "You gain the Resistance cantrip."} {:name "Sacred Flame",
:description "You gain the Sacred Flame cantrip."} {:name "Shape Water",
:description "You gain the Shape Water cantrip."} {:name "Shillelagh", :description
"You gain the Shillelagh cantrip."} {:name "Spare the Dying", :description "You
gain the Spare the Dying cantrip."} {:name "Thaumaturgy", :description "You gain
the Thaumaturgy cantrip."} {:name "Thornwhip", :description "You gain the Thornwhip
cantrip."} {:name "Thunderclap", :description "You gain the Thunderclap
cantrip."}], :name "Archivist Cantrips", :option-pack "Archivist Class", :key
:archivist-cantrips}}, :orcpub.dnd.e5/subclasses {:path-of-the-scholar {:class
:archivist, :traits [{:name "Bonus Lore", :level 3, :description "If you spend at
least 1 minute making an Intelligence check with a skill you're proficient in, the
lowest you can roll is 10."} {:name "Foreknowledge", :level 3, :description "Make
an EK check against a creature you can see. On a success, the DM must inform you of
the target's plan for the next round. If the character is able to take that action
on their turn, they must take it. If they are unable to take that action, the DM is
free to change the action."} {:level 7, :name "Advanced Theory", :description "As a
bonus action, you can make an EK check against a creature you can see. On a
success, all attack rolls made against the target have advantage until the end of
your next turn."} {:level 14, :name "Preservation", :description "As a reaction
when a creature you see creates an effect that causes a saving throw, you can make
an EK check against them. On a success, roll your EK die and subtract the result
from the DC of saving throw for all affected creatures."}], :level-modifiers [],
:name "Path of the Scholar", :option-pack "Archivist Class", :profs {:skill-
expertise-options {:options {:acrobatics false, :history true, :arcana true,
:investigation true, :nature true, :religion true}}}, :key :path-of-the-
scholar}, :path-of-the-explorer {:class :archivist, :traits [{:name "Swift
Thinker", :level 3, :description "Whenever you would make an Intelligence check as
an action, you may do so as a bonus action."} {:level 3, :name "Trap Sense",
:description "You have advantage on any rolls made to detect or disable traps."}
{:name "Puissance", :level 7, :description "When you make a Strength, Dexterity, or
Constitution check and apply your Proficiency bonus, you may roll your EK die to
lower the DC by the result. (Once per rest)"} {:level 14, :name "Use Magic Device",
:description "You ignore all class, race, and level requirements to use magic
items."}], :level-modifiers [{:type :armor-prof, :value :medium, :level 3}
{:type :armor-prof, :level 3, :value :shields} {:type :weapon-prof, :level 3,
:value :martial}], :name "Path of the Explorer", :option-pack "Archivist
Class", :profs {:skill-expertise-options {:options {:investigation false}}},
:key :path-of-the-explorer}, :path-of-the-usurper {:class :archivist, :traits
[{:name "False Tongue", :level 3, :description "When you make a Deception or
Persuasion check against a creature, you may also make an EK check as part of the
same action. On a success, you gain advantage on the roll."} {:level 3, :name
"Domain Larceny", :description "Each long rest you can choose one Cleric domain,
from which you steal the 2nd level Channel Divinity effects. The Channel Divinity
uses your spell save DC and Archivist level. After a long rest you can change which
domain you use. (Once per rest)"} {:level 7, :name "Divine Denial", :description
"You have advantage on saves against divine spells, the abilities of Celestials and
Fiends, and other divine effects. If both rolls would have succeeded against the
ability, you can deal radiant damage to the target = 2x your EK die."} {:level
14, :name "Spell Supremacy", :description "When you cast a spell that targets
multiple creatures, you may make an EK check against one target. On a success, the
target has disadvantage on the saving throw vs your spell and cannot gain
resistance to any damage dealt by that spell."}], :level-modifiers [], :name "Path
of the Usurper", :option-pack "Archivist Class", :key :path-of-the-usurper}}}, "UA
- Feats" {:orcpub.dnd.e5/feats {:blade-mastery {:ability-increases #{}, :prereqs
#{}, :option-pack "UA - Feats", :description "You master the shortsword, longsword,
scimitar, rapier, and greatsword. You gain the following benefits when using any of
them:\n\n- You gain a +1 bonus to attack rolls you make with the weapon.\n\n- On
your turn, you can use your reaction to assume a parrying stance, provided you have
the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your
next turn or until you're not holding the weapon.\n\n- When you make an opportunity
attack with the weapon, you have advantage on the attack roll.", :name "Blade
Mastery", :key :blade-mastery}, :fell-handed {:ability-increases #{}, :prereqs #{},
:option-pack "UA - Feats", :name "Fell Handed", :description "You master the
handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits
when using any of them: \n\n- You gain a +1 bonus to attack rolls you make with the
weapon.\n\n- Whenever you have advantage on a melee attack roll you make with the
weapon and hit, you can knock the target prone if the lower of the two d20 rolls
would also hit the target.\n\n- Whenever you have disadvantage on a melee attack
roll you make with the weapon, the target takes bludgeoning damage equal to your
Strength modifier (minimum of 0) if the attack misses but if the higher of the two
d20 rolls would have hit.\n\n- If you use the Help action to aid an ally’s melee
attack while you’re wielding the weapon, you knock the target’s shield aside
momentarily. In addition to the ally gaining advantage on the attack roll, the ally
gains a +2 bonus to the roll if the target is using a shield.", :key :fell-handed},
:flail-mastery {:ability-increases #{}, :prereqs #{}, :name "Flail Mastery",
:description "The flail is a tricky weapon to use, but you have spent countless
hours mastering it. You gain the following benefits.\n\n- You gain a +1 bonus to
attack rolls you make with the weapon.\n\n- As a bonus action on your turn, you can
prepare yourself to extend your flail to sweep over targets’ shields. Until the end
of this turn, your attack rolls with a flail gain a +2 bonus against any target
using a shield.\n\n- When you hit with an opportunity attack using a flail, the
target must succeed on a Strength saving throw (DC 8 + your proficiency bonus +
your Strength modifier) or be knocked prone.", :option-pack "UA - Feats", :key
:flail-mastery}, :spear-mastery {:ability-increases #{}, :prereqs #{}, :description
"Though the spear is a simple weapon to learn, it rewards you for the time you have
taken to master it. You gain the following benefits.\n\n- You gain a +1 bonus to
attack rolls you make with a spear.\n\n- When you use a spear, its damage die
changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
(This benefit has no effect if another feature has already improved the weapon’s
die.)\n\n- You can set your spear to receive a charge. As a bonus action, choose a
creature you can see that is at least 20 feet away from you. If that creature moves
within your spear’s reach on its next turn, you can make a melee attack against it
with your spear as a reaction. If the attack hits, the target takes an extra 1d8
piercing damage, or an extra 1d10 piercing damage if you wield the spear with two
hands. You can’t use this ability if the creature used the Disengage action before
moving.\n\n- As a bonus action on your turn, you can increase your reach with a
spear by 5 feet for the rest of your turn.", :name "Spear Mastery", :option-pack
"UA - Feats", :key :spear-mastery}, :alchemist {:ability-increases
#{:orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "UA - Feats", :name
"Alchemist", :description "You have studied the secrets of alchemy and are an
expert in its practice, gaining the following benefits:\n\n- Increase your
Intelligence score by 1, to a maximum of 20.\n\n- You gain proficiency with
alchemist’s supplies. If you are already proficient with them, you double your
proficiency bonus to checks you make with them.\n\n- As an action, you can identify
one potion within 5 feet of you, as if you had tasted it. You must see the liquid
for this benefit to work.\n\n- Over the course of any short rest, you can
temporarily improve the potency of one potion of healing of any rarity. To use this
benefit, you must have alchemist’s supplies with you, and the potion must be within
reach. If the potion is drunk no more than 1 hour after the short rest ends, the
creature drinking the potion can forgo the potion’s die roll and regains the
maximum number of hit points that the potion can restore.", :props {:tool-prof-or-
expertise {:alchemists-supplies true}}, :key :alchemist}, :burglar {:ability-
increases #{:orcpub.dnd.e5.character/dex}, :prereqs #{}, :description "You pride
yourself on your quickness and your close study of certain clandestine activities.
You gain the following benefits:\n\n- Increase your Dexterity score by 1, to a
maximum of 20.\n\n- You gain proficiency
with thieves’ tools. If you are already proficient with them, you add double your
proficiency bonus to checks you make with them.", :option-pack "UA - Feats", :props
{:tool-prof-or-expertise {:thieves-tools true}}, :name "Burglar", :key
:burglar}, :gourmand {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs
#{}, :description "You have mastered a variety of special recipes, allowing you to
prepare exotic dishes with useful effects. You gain the following benefits:\n\n-
Increase your Constitution score by 1, to a maximum of 20.\n\n- You gain
proficiency with cook’s utensils. If you are already proficient with them, you add
double your proficiency bonus to checks you make with them.\n\n- As an action, you
can inspect a drink or plate of food within 5 feet of you and determine whether it
is poisoned, provided that you can see and smell it.\n\n- During a long rest, you
can prepare and serve a meal that helps you and your allies recover from the rigors
of adventuring, provided you have suitable food, cook’s utensils, and other
supplies on hand. The meal serves up to six people, and each person who eats it
regains two additional Hit Dice at the end of the long rest. In addition, those who
partake of the meal have advantage on Constitution saving throws against disease
for the next 24 hours.", :option-pack "UA - Feats", :props {:tool-prof-or-expertise
{:thieves-tools false, :cooks-utensils true}}, :name "Gourmand", :key
:gourmand}, :master-of-disguise {:ability-increases
#{:orcpub.dnd.e5.character/cha}, :prereqs #{}, :description "You have honed your
ability to shape your personality and to read the personalities of others. You gain
the following benefits:\n\n- Increase your Charisma score by 1, to a maximum of
20.\n\n- You gain proficiency with the disguise kit. If you are already proficient
with it, you add double your proficiency bonus to checks you make with it.\n\n- If
you spend 1 hour observing a creature, you can then spend 8 hours crafting a
disguise you can quickly don to mimic that creature. Making the disguise requires a
disguise kit. You must make checks as normal to disguise yourself, but you can
assume the disguise as an action.", :option-pack "UA - Feats", :props {:tool-prof-
or-expertise {:thieves-tools false, :cooks-utensils false, :disguise-kit true}},
:name "Master of Disguise", :key :master-of-disguise}}}, "UA - Warlock & Wizard"
{:orcpub.dnd.e5/subclasses {:the-raven-queen {:class :warlock, :traits [{:name
"Sentinel Raven", :description "You gain the service of\ta spirit sent by the Raven
Queen to watch over you. The\tspirit assumes the form\tand game statistics of a
raven,\tand it always obeys your commands, which you can give telepathically while
it is within 100 feet of you.\n\nWhile the raven is perched on your shoulder, you
gain darkvision with a range of 30 feet and a bonus to your passive Wisdom
(Perception) score and to Wisdom (Perception) checks. The bonus equals your
Charisma modifier. While perched on your shoulder, the raven can’t be targeted by
any attack or other harmful effect; only you can cast spells on it; it can’t take
damage; and it is incapacitated.\n\nYou can see through the raven’s eyes and hear
what it hears while it is within 100 feet of you.\n\nIn combat, you roll initiative
for the raven and control how it acts. If it is slain by a creature, you gain
advantage on all attack rolls against the killer for the next 24 hours.\n\nThe
raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you
from sleep as a bonus action.\n\nThe raven vanishes when it dies, if you die, or if
the two of you are separated by more than 5 miles.\n\nAt the end of a short or long
rest, you can call the raven back to you—no matter where it is or whether it died—
and it reappears within 5 feet of you."} {:name "Soul of the Raven ", :description
"At 6th level, you gain the ability to merge with your raven spirit. As a bonus
action when your raven is perched on your shoulder, your body merges with your
raven’s form. While merged, you become Tiny, you replace your speed with the
raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or
Search. During this time, you gain the benefits of your raven being perched on your
shoulder. As an action, you and the raven return to normal.", :level 6} {:name
"Raven's Shield", :description "At 10th level, the Raven Queen grants you a
protective blessing. You gain advantage on death saving throws, immunity to the
frightened condition, and resistance to necrotic damage.", :level 10} {:level
14, :description "You can channel the Raven Queen’s power to slay a creature. You
can cast finger of death. After you cast the spell with this feature, you can’t do
so again until you finish a long rest.", :name "Queen's Right Hand"}], :level-
modifiers [{:type :damage-resistance, :level 10, :value :necrotic} {:type
:spell, :level 14, :value {:level 7, :key :finger-of-death, :ability
:orcpub.dnd.e5.character/cha}}], :option-pack "UA - Warlock & Wizard", :warlock-
spells {1 {0 :false-life, 1 :sanctuary}, 2 {0 :silence, 1 :spiritual-weapon}, 3
{0 :feign-death, 1 :speak-with-dead}, 4 {0 :ice-storm, 1 :locate-creature}, 5 {0
:commune, 1 :cone-of-cold}}, :name "The Raven Queen", :key :the-raven-queen,
:level-selections []}, :lore-mastery {:class :wizard, :key :lore-mastery, :level-
modifiers [], :name "Lore Mastery", :option-pack "UA - Warlock & Wizard", :traits
[{:description "At 2nd level, you master the first in a series of arcane secrets
uncovered by your extensive studies.\n\nWhen you cast a spell with a spell slot and
the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder
damage, you can substitute that damage type with one other type from that list (you
can change only one damage type per casting of a spell). You replace one energy
type for another by altering the spell’s formula as you cast it.\n\nWhen you cast a
spell with a spell slot and the spell requires a saving throw, you can change the
saving throw from one ability score to another of your choice. Once you change a
saving throw in this way, you can’t do so again until you finish a short or long
rest.", :level 2, :name "Spell Secrets"} {:description "At 6th level, you learn to
augment spells in a variety of ways. When you cast a spell with a spell slot, you
can expend one additional spell slot to augment its effects for this casting,
mixing the raw stuff of magic into your spell to amplify it. The effect depends on
the spell slot you expend.\n\nAn additional 1st-level spell slot can increase the
spell’s raw force. If you roll damage for the spell when you cast it, increase the
damage against every target by 2d10 force damage. If the spell can deal damage on
more than one turn, it deals this extra force damage only on the turn you cast the
spell.\n\nAn additional 2nd-level spell slot can increase the spell’s range. If the
spell’s range is at least 30 feet, it becomes 1 mile.\n\nAn additional 3rd-level
spell slot can increase the spell’s potency. Increase the spell’s save DC by
2.", :level 6, :name "Alchemical Casting"} {:description "At 10th level, you have
attained a greater mastery of spell preparation. As a bonus action, you can replace
one spell you have prepared with another spell from your spellbook. You can’t use
this feature again until you finish a short or long rest.", :level 10, :name
"Prodigious Memory"} {:description "At 14th level, your knowledge of magic allows
you to duplicate almost any spell. As a bonus action, you can call to mind the
ability to cast one spell of your choice from any class’s spell list. The spell
must be of a level for which you have spell slots, you mustn’t have it prepared,
and you follow the normal rules for casting it, including expending a spell slot.
If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it.
The ability to cast the spell vanishes from your mind when you cast it or when the
current turn ends.\n\nYou can’t use this feature again until you finish a long
rest.", :level 14, :name "Master of Magic"} {:description "Starting at 2nd level,
you become a compendium of knowledge on a vast array of topics. Your proficiency
bonus is doubled for any ability check you make that uses the Arcana, History,
Nature, or Religion skill if you are proficient in that skill (use the Expertise
section to check which of the skills you are proficient with).\n\nIn addition, your
analytical abilities are so well-honed that your initiative in combat can be driven
by mental agility, rather than physical agility. When you roll initiative, it is
either an Intelligence check or a Dexterity check for you (your choice).", :name
"Lore Master", :level 2}], :profs {:skill-expertise-options {:choose 4, :options
{:arcana true, :history true, :nature true, :religion true}}}}},
:orcpub.dnd.e5/selections {}, :orcpub.dnd.e5/invocations {:seekers-speech {:option-
pack "Unearthed Arcana: Warlock & Wizard", :description "Prerequisite: The Seeker
patron\nYour quest for knowledge allows you to master any spoken language. When you
complete a long rest, you can pick two languages. You gain the ability to speak,
read, and write the chosen languages until you finish your next long rest.", :name
"Seeker's Speech", :key :seekers-speech}, :sea-twins-gift {:option-pack "Unearthed
Arcana: Warlock & Wizard", :description "Prerequisite: The Archfey patron \nThe Sea
Twins rule seas in the Feywild. Their gift allows you to travel through water with
ease. You can breathe underwater, and you gain a swimming speed equal to your
walking speed. You can also cast water breathing using a warlock spell slot. Once
you cast it using this invocation, you can’t do so again until you finish a long
rest", :name "Sea Twin's Gift", :key :sea-twins-gift}, :superior-pact-weapon
{:option-pack "Unearthed Arcana: Warlock & Wizard", :description "Prerequisite:
9th level, Pact of the Blade \nfeature Any weapon you create using your Pact of
the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you
transformed into your pact weapon.", :name "Superior Pact Weapon", :key :superior-
pact-weapon}, :curse-bringer {:option-pack "Unearthed Arcana: Warlock & Wizard",
:description "Prerequisite: The Hexblade patron, Pact of the Blade feature\nYou can
create a greatsword forged from silver, with black runes etched into its blade,
using your Pact of the Blade feature. If you reduce a target cursed by your
Hexblade’s Curse to 0 hit points with this sword, you can immediately change the
target of the curse to a different creature. This change doesn’t extend the curse’s
duration. When you hit a creature with this weapon, you can expend a spell slot to
deal an additional 2d8 slashing damage to the target per spell level, and you can
reduce the creature’s speed to 0 feet until the end of your next turn.", :name
"Curse\tBringer", :key :curse-bringer}, :path-of-the-seeker {:option-pack
"Unearthed Arcana: Warlock & Wizard", :description "Path of the Seeker
Prerequisite: The Seeker patron \nThe Seeker bids you to travel in search of
knowledge, and little can prevent you from walking this path. You ignore difficult
terrain, have advantage on all checks to escape a grapple, manacles, or rope
bindings, and advantage on saving throws against being paralyzed.", :name "Path of
The Seeker", :key :path-of-the-seeker}, :cloak-of-baalzebul {:name "Cloak of
Baalzebul", :option-pack "Unearthed Arcana: Warlock & Wizard", :description
"Prerequisite: The Fiend patron\nAs a bonus action, you can conjure a swarm of
buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation)
checks but disadvantage on all other Charisma checks. In addition, a creature that
starts its turn within 5 feet of you takes poison damage equal to your Charisma
modifier. You can dismiss the swarm with another bonus action.", :key :cloak-of-
baalzebul}, :gaze-of-khirad {:option-pack "Unearthed Arcana: Warlock & Wizard",
:description "Prerequisite: 7th level, the Great Old One patron \nYou gain the
piercing gaze of the blue star Khirad. As an action, you can see through solid
objects to a range of 30 feet until the end of the current turn. During that time,
you perceive objects as ghostly, transparent images.\n", :name "Gaze of Khirad",
:key :gaze-of-khirad}, :kiss-of-mephistopheles {:option-pack "Unearthed Arcana:
Warlock & Wizard", :description "Prerequisite: 5th level, the Fiend patron,
eldritch blast cantrip\nYou can channel the fires of Mephistopheles through your
eldritch blast. When you hit a creature with that cantrip, you can cast fireball as
a bonus action using a warlock spell slot. However, the spell must be centered on a
creature you hit with eldritch blast.", :name "Kiss of Mephistopheles", :key :kiss-
of-mephistopheles}, :relentless-hex {:option-pack "Unearthed Arcana: Warlock &
Wizard", :description "Prerequisite: 5th level, the Hexblade patron \nYour
Hexblade’s Curse creates a temporary bond between you and your target. As a bonus
action, you can magically teleport to a space you can see within 5 feet of the
target cursed by your Hexblade’s Curse. To do so, you must be able to see the
target and must be within 30 feet of it.", :name "Relentless Hex", :key
:relentless-hex, :disabled? true}, :burning-hex {:name "Burning Hex", :option-pack
"Unearthed Arcana: Warlock & Wizard", :description "Prerequisite: The Hexblade
patron \nAs a bonus action, you cause a target cursed by your Hexblade’s Curse to
take fire damage equal to your Charisma modifier (minimum of 1).", :key :burning-
hex}, :grasp-of-hadar {:option-pack "Unearthed Arcana: Warlock & Wizard",
:description "Prerequisite: The Great Old One patron, eldritch blast cantrip \nOnce
during your turn when you hit a creature with your eldritch blast cantrip, you can
move that creature in a straight line 10 feet closer to yourself.", :name "Grasp of
Hadar", :key :grasp-of-hadar, :disabled? true}, :frost-lance {:option-pack
"Unearthed Arcana: Warlock & Wizard", :description "Prerequisite: The Archfey
patron, eldritch blast cantrip \nYou draw on the gifts of the Prince of Frost to
trap your enemies in ice. When you hit a creature with your eldritch blast cantrip
one or more times on your turn, you can reduce that creature’s speed by 10 feet
until the end of your next turn.", :name "Frost Lance", :key :frost-lance}, :raven-
queens-blessing {:option-pack "Unearthed Arcana: Warlock & Wizard", :description
"Prerequisite: Raven Queen patron, eldritch blast cantrip \nWhen you score a
critical hit with your eldritch blast cantrip, pick yourself or an ally you can see
within 30 feet of you. The chosen creature can immediately expend a Hit Die to
regain hit points equal to the roll + the creature’s Constitution modifier (minimum
of 1 hit point).", :name "Raven Queen's Blessing", :key :raven-queens-blessing},
:chilling-hex {:name "Chilling Hex", :option-pack "Unearthed Arcana: Warlock &
Wizard", :description "Prerequisite: The Hexblade patron\nAs a bonus action, you
cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold
damage to each of your enemies within 5 feet of the target. The cold damage equals
your Charisma modifier (minimum of 1).", :key :chilling-hex}, :green-lords-gift
{:option-pack "Unearthed Arcana: Warlock & Wizard", :description "Prerequisite: The
Archfey patron \nThe Green Lord oversees a verdant realm of everlasting summer.
Your soul is linked to his power. Whenever you regain hit points, you treat any
dice rolled to determine the hit points you regain as having rolled their maximum
value.", :name "Green Lord's Gift", :key :green-lords-gift}, :improved-pact-weapon
{:option-pack "Unearthed Arcana: Warlock & Wizard", :description "Prerequisite: 5th
level, Pact of the Blade feature \nAny weapon you create using your Pact of the
Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you
transformed into your pact weapon.", :name "Improved Pact Weapon", :key :improved-
pact-weapon, :disabled? true}, :moon-bow {:option-pack "Unearthed Arcana: Warlock &
Wizard", :description "Prerequisite: The Archfey patron, Pact of the Blade
feature \nYou can create a longbow using your Pact of the Blade feature. When you
draw back its string and fire, it creates an arrow of white wood, which vanishes
after 1 minute. You have advantage on attack rolls against lycanthropes with the
bow. When you hit a creature with it, you can expend a spell slot to deal an
additional 2d8 radiant damage to the target per spell level.", :name "Moon Bow",
:key :moon-bow}, :ultimate-pact-weapon {:option-pack "Unearthed Arcana: Warlock &
Wizard", :description "Prerequisite: 15th level, Pact of the Blade feature \nAny
weapon you create using your Pact of the Blade feature is a +3 weapon. This
invocation doesn’t affect a magic weapon you transformed into your pact
weapon.", :name "Ultimate Pact Weapon", :key :ultimate-pact-weapon}, :caiphon-s-
beacon {:name "Caiphon’s Beacon", :option-pack "Unearthed Arcana: Warlock &
Wizard", :description "Prerequisite: The Great Old One patron\nThe purple star
Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to
guide their travels invariably come to ruin. You gain proficiency in the Deception
and Stealth skills, and you have advantage on attack rolls against charmed
creatures.", :key :caiphon-s-beacon}, :mace-of-dispater {:option-pack "Unearthed
Arcana: Warlock & Wizard", :description "Prerequisite: The Fiend patron, Pact of
the Blade feature \nWhen you create your pact weapon as a mace, it manifests as an
iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with
it, you can expend a spell slot to deal an additional 2d8 force damage to the
target per spell level, and you can knock the target prone if it is Huge or
smaller.", :name "Mace of Dispater", :key :mace-of-dispater}, :chronicle-of-the-
raven-queen {:name "Chronicle of the Raven Queen", :option-pack "Unearthed Arcana:
Warlock & Wizard", :description "Prerequisite: Raven Queen patron, Pact of the Tome
feature\nYou can place a corpse’s hand or similar appendage on your Book of Shadows
and ask one question aloud. After 1 minute, the answer appears written in blood in
your book. The answer is provided by the dead creature’s spirit to the best of its
knowledge and is translated into a language of your choice. You must use this
ability within 1 minute of a creature’s death, and a given creature can only be
asked one question in this manner.", :key :chronicle-of-the-raven-queen}, :shroud-
of-ulban {:option-pack "Unearthed Arcana: Warlock & Wizard", :description
"Prerequisite: 18th level, the Great Old One patron \nThe blue-white star Ulban
maintains a fickle presence among the stars, fluttering into view only to herald a
dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal
damage, or force a creature to make a saving throw, you become visible at the end
of the current turn.", :name "Shroud of Ulban", :key :shroud-of-ulban}, :tomb-of-
levistus {:option-pack "Unearthed Arcana: Warlock & Wizard", :description
"Prerequisite: The Fiend patron \nAs a reaction when you take damage, you can
entomb yourself in ice, which melts away at the end of your next turn. You gain 10
temporary hit points per warlock level, which take as much of the triggering damage
as possible. You also gain vulnerability to fire damage, your speed drops to 0, and
you are incapacitated. All of these effects end when the ice melts. \nOnce you use
this invocation, you can’t use it again until you finish a short or long rest.",
:name "Tomb of Levistus", :key :tomb-of-levistus, :disabled? true}}}, "UA -
Paladin" {:orcpub.dnd.e5/subclasses {:oath-of-treachery {:class :paladin, :traits
[{:description
"As an action, you create a visual illusion of yourself that lasts for 1 minute,or
until you lose your concentration (as if you were concentrating on a spell). The
illusion appears in an unoccupied space of your choice that you can see within 30
feet of you. The illusion looks exactly like you; it is silent; it is your size, is
insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and
damage. As a bonus action on your turn, you can move the illusion up to 30 feet to
a space you can see, but the illusion must remain within 120 feet of you.\nFor the
duration, you can cast spells as though you were in the illusion’s space, but you
must use your own senses. Additionally, when both you and your illusion are within
5 feet of a creature that can see the illusion, you have advantage on attack rolls
against that creature,given how uncanny the illusion is.", :name "Channel Divinity:
Conjure Duplicate", :level 3} {:level 3, :description "You can use your Channel
Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or
piece of ammunition and conjure a special poison on it. The poison lasts for 1
minute. The next time you hit a target with an attack using that weapon or
ammunition, the target takes poison damage immediately after the attack. The poison
damage equals 2d10 + your paladin level, or 20 + your paladin level if you had
advantage on the attack roll.", :name "Channel Divinity: Poison Strike"} {:level 7,
:name "Aura of Treachery: Cull the Herd", :description "You have advantage on melee
attack rolls against any creature that has one or more of its allies within 5 feet
of it."} {:level 7, :name "Aura of Treachery: Treacherous Strike", :description "If
a creature within 5 feet of you misses you with a melee attack, you can use your
reaction to force the attacker to reroll that attack against a creature of your
choice that is also within 5 feet of the attacker. The ability fails and is wasted
if the attacker is immune to being charmed.\nYou can use this ability three times.
You regain expended uses of it when you finish a short or long rest."} {:level
15, :description "At 15th level, you have the ability to slip away from your foes.
Immediately after you are hit by an attack, you can use your reaction to turn
invisible and teleport up to 60 feet to a spot you can see. You remain invisible
until the end of your next turn or until you attack, deal damage, or force a
creature to make a saving throw. Once you use this feature, you must finish a short
or long rest before you can use it again.", :name "Blackguard’s Escape"} {:level
20, :description "At 20th level, you gain the ability to emanate feelings of
treachery. As an action, you can magically become an avatar of deceit, gaining the
following benefits for 1 minute:\n•You are invisible.\n•If a creature damages you
on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save
DC) or you control its next action, provided that you aren’t incapacitated when it
takes the action. A creature automatically succeeds on the save if the creature is
immune to being charmed.\n•If you have advantage on an attack roll, you gain a
bonus to its damage roll equal to your paladin level.\n\nOnce you use this feature,
you can’t use it again until you finish a long rest.", :name "Icon of Deceit"}],
:level-modifiers [], :option-pack "UA - Paladin", :name "Oath of Treachery",
:paladin-spells {1 {0 :charm-person, 1 :expeditious-retreat}, 2 {0 :invisibility, 1
:mirror-image}, 3 {0 :gaseous-form, 1 :haste}, 4 {0 :confusion, 1 :greater-
invisibility}, 5 {0 :dominate-person, 1 :passwall}}, :key :oath-of-treachery,
:disabled? false}, :oath-of-conquest {:class :paladin, :traits [{:description "You
can use your Channel Divinity to break a foe’s will. When you hit a creature with a
melee weapon attack as part of the Attack action, you can also use your Channel
Divinity to force the target to make a Wisdom saving throw. On a failed save, the
target becomes frightened of you for 1 minute. The frightened creature can repeat
this saving throw at the end of each of its turns, ending the effect on itself on a
success", :level 3, :name "Channel Divinity: Conquering Presence"} {:name "Channel
Divinity: Guided Strike", :level 3, :description "You can use your Channel Divinity
to strike with supernatural accuracy. When you make an attack roll, you can use
your Channel Divinity to gain a +10 bonus to the roll. You make this choice after
you see the roll, but before the DM says whether the attack hits or misses."}
{:name "Aura of Conquest", :description "Starting at 7th level, you constantly
emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet
from you in every direction, but not through total cover. Any enemy in the aura has
disadvantage on saving throws against being frightened. At 18th level, the range of
this aura increases to 30 feet", :level 7} {:name "Implacable Spirit", :level
15, :description "Once you reach 15th level, you can no longer be charmed"} {:level
20, :name "Invincible Conqueror", :description "At 20th level, you gain the ability
to harness extraordinary martial prowess. As an action, you can magically become an
avatar of conquest, gaining the following benefits for 1 minute:\n- You have
resistance to all damage.\n- When you take the Attack action on your turn, you can
make one additional attack as part of that action.\n- Your melee weapon attacks
score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use this feature,
you can’t use it again until you finish a long rest"}], :level-modifiers [],
:option-pack "UA - Paladin", :name "Oath of Conquest", :key :oath-of-conquest,
:paladin-spells {1 {0 :armor-of-agathys, 1 :command}, 2 {0 :hold-person, 1
:spiritual-weapon}, 3 {0 :bestow-curse, 1 :fear}, 4 {0 :blight, 1 :dominate-beast},
5 {0 :dominate-person, 1 :insect-plague}}, :disabled? true}}}, "UA - Sidekicks"
{:orcpub.dnd.e5/classes {:warrior-sidekick-str-saving-throw-prof- {nil nil, :key
:warrior-sidekick-str-saving-throw-prof-, :level-modifiers [{:type :armor-prof,
:value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value
:heavy} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}
{:type :weapon-prof, :value :simple} {:type :num-attacks, :level 5, :value 2}
{:type :num-attacks, :level 11, :value 3} {:type :num-attacks, :level 20, :value
4}], :name "Warrior Sidekick (STR Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Warrior Sidekick (STR Saving Throw Prof)", :ability-
increase-levels [4 6 8 12 14 16 19], :profs {:save {:orcpub.dnd.e5.character/str
true}, :skill-options {:choose 3, :options {:acrobatics true, :animal-handling
true, :athletics true, :intimidation true, :nature true, :perception true,
:survival true}}}, :hit-die 10, :traits [{:name "Second Wind", :level 1,
:description "Starting at 1st level, the sidekick can use a bonus action on its
turn to regain hit points equal to 1d10 + its level in this class. Once it uses
this feature, it must finish a short or long rest before it can use it again.\nThe
sidekick can use this feature twice between rests starting at 18th level."}
{:description "Beginning at 2nd level, the sidekick has advantage on Dexterity
saving throws against effects that it can see, such as traps and spells. This
feature doesn’t work if the sidekick is incapacitated.", :name "Danger Sense",
:level 2} {:description "Starting at 3rd level, the sidekick’s attack rolls score a
critical hit on a roll of 19 or 20 on the d20.", :name "Improved Critical", :level
3} {:description "Beginning at 5th level, the sidekick can attack twice, instead of
once, whenever it takes the Attack action on its turn. The number of attacks
increases to three when the sidekick reaches 11th level and to four when it reaches
20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might have the
Multiattack action in its stat block. If it does and it gains the Extra Attack
class feature, remember that Extra Attack works with the Attack action, not the
Multiattack action. In short, you can’t use Extra Attack with Multiattack.", :name
"Extra Attack", :level 5} {:name "Battle Readiness", :description "After the
sidekick reaches 7th level, it has advantage on initiative rolls.", :level 7}
{:description "Starting at 9th level, the sidekick can reroll a saving throw that
it fails, but it must use the new roll. When it uses this feature, it can’t use the
feature again until it finishes a long rest. \nThe sidekick can use this feature
twice between long rests starting at 13th level and three times between long rests
starting at 17th level.", :level 9, :name "Indomitable"} {:description "At 10th
level, the sidekick’s Armor Class increases by 1. Enter this manually as a custom
magic item.", :level 10, :name "Improved Defense"} {:level 15, :name "Superior
Critical", :description "Starting at 15th level, the sidekick’s attack rolls score
a critical hit on a roll of 18–20 on the d20."}]}, :spellcaster-sidekick-warlock-
int-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-warlock-int-saving-
throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple}], :name "Spellcaster Sidekick (Warlock, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Warlock, INT Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-hand
:lightning-lure :toll-the-dead :frostbite :booming-blade :minor-illusion
:thunderclap :magic-stone :friends :chill-touch :true-strike :eldritch-blast
:create-bonfire :poison-spray :sword-burst :blade-ward :prestidigitation
:infestation :green-flame-blade}, 1 #{:armor-of-agathys :healing-elixir
:protection-from-evil-and-good :witch-bolt :puppet :sense-emotion :cause-fear
:comprehend-languages :hex :unseen-servant :expeditious-retreat :charm-person
:illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-madness :mind-spike
:shadow-blade :shatter :enthrall :ray-of-enfeeblement :suggestion :mirror-image
:cloud-of-daggers :invisibility :earthbind :hold-person :spider-climb :darkness
:misty-step}, 3 #{:counterspell :remove-curse :dispel-magic :vampiric-touch
:summon-lesser-demons :hypnotic-pattern :fly :tongues :magic-circle :major-image
:hunger-of-hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4
#{:dimension-door :summon-greater-demon :elemental-bane :hallucinatory-terrain
:blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-gate
:true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-wind
:investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-of-
death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-shift
:etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness}, 9 #{:imprisonment
:astral-projection :power-word-kill :true-polymorph :psychic-scream
:foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-wizard-wis-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-wizard-
wis-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Wizard, WIS Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Wizard, WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water
:dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-the-
dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-ward
:prestidigitation :gust :infestation :message :green-flame-blade}, 1 #{:thunderwave
:alarm :tensers-floating-disk :guiding-hand :ray-of-sickness :detect-magic :earth-
tremor :shield :feather-fall :grease :healing-elixir :ice-knife :magic-missile
:protection-from-evil-and-good :witch-bolt :puppet :sense-emotion :fog-cloud
:identify :cause-fear :longstrider :sudden-awakening :comprehend-languages
:disguise-self :unseen-servant :false-life :expeditious-retreat :tashas-hideous-
laughter :absorb-elements :charm-person :catapult :find-familiar :illusory-
script :mage-armor :burning-hands :sleep :color-spray :jump :snare :silent-image
:chromatic-orb}, 2 #{:magic-mouth :crown-of-madness :arcane-lock :skywrite :gentle-
repose :blindness-deafness :mind-spike :dust-devil :scorching-ray :shadow-blade
:rope-trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-aura
:darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-sphere
:melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-grasp :invisibility
:earthbind :warding-wind :aganazzar-s-scorcher :hold-person :gust-of-wind :spider-
climb :darkness :knock :web :misty-step}, 3 #{:animate-dead :sending
:counterspell :blink :sleet-storm :water-breathing :melf-s-minute-meteors
:stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-servant :vampiric-
touch :summon-lesser-demons :nondetection :hypnotic-pattern :catnap :conjure-
lesser-demon :feign-death :glyph-of-warding :haste :life-transference :fly :tongues
:magic-circle :major-image :slow :wall-of-sand :wall-of-water :tidal-wave :enemies-
abound :lightning-bolt :protection-from-energy :flame-arrows :fireball :bestow-
curse :erupting-earth :leomunds-tiny-hut :fear :thunder-step :phantom-steed
:gaseous-form}, 4 #{:dimension-door :summon-greater-demon :fabricate :elemental-
bane :ice-storm :confusion :hallucinatory-terrain :blight :conjure-shadow-demon
:leomunds-secret-chest :conjure-minor-elementals :banishment :polymorph :storm-
sphere :locate-creature :evards-black-tentacles :fire-shield :sickening-radiance
:control-water :watery-sphere :wall-of-fire :mordenkainens-faithful-hound :charm-
monster :conjure-barlgura :vitriolic-sphere :mordenkainens-private-sanctum
:otilukes-resilient-sphere :greater-invisibility :phantasmal-killer :arcane-eye
:stone-shape :stoneskin}, 5 #{:dawn :creation :steel-wind-strike :seeming :passwall
:cloudkill :animate-objects :enervation :transmute-rock :wall-of-light :conjure-
vrock :dominate-person :control-winds :synaptic-static :cone-of-cold :hold-
monster :infernal-calling :rar-s-telepathic-bond :teleportation-circle :planar-
binding :dream :danse-macabre :bigbys-hand :legend-lore :wall-of-force :mislead
:conjure-elemental :wall-of-stone :contact-other-plane :modify-memory
:telekinesis :scrying :negative-energy-flood :immolation :geas :far-step :skill-
empowerment}, 6 #{:move-earth :tenser-s-transformation :globe-of-invulnerability
:chain-lightning :mass-suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-
ice :scatter :arcane-gate :true-seeing :drawmijs-instant-summons :mental-prison
:flesh-to-stone :ottos-irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-wards
:investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-of-
death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-sword :simulacrum
:crown-of-stars :power-word-pain :prismatic-spray :symbol :mordenkainens-
magnificent-mansion :forcecage :delayed-blast-fireball :plane-shift :project-
image :conjure-hezrou :reverse-gravity :etherealness :teleport :mirage-arcane
:finger-of-death}, 8 #{:feeblemind :mighty-fortress :illusory-dragon :control-
weather :antipathy-sympathy :abi-dalzims-horrid-wilting :dominate-monster :clone
:telepathy :maze :sunburst :maddening-darkness :demiplane :mind-blank :power-word-
stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-swarm :imprisonment
:invulnerability :astral-projection :power-word-kill :true-polymorph :wish :time-
stop :weird :psychic-scream :gate :prismatic-wall :foresight :shapechange :mass-
polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-sorcerer-int-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-
sorcerer-int-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value
:light} {:type :weapon-prof, :value :simple}], :name "Spellcaster Sidekick
(Sorcerer, INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title
"Spellcaster Sidekick (Sorcerer, INT Saving Throw Prof)", :spellcasting {:level-
factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-
known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17
1}, :spell-list-kw nil, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-
list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-splash :mage-hand
:lightning-lure :frostbite :booming-blade :minor-illusion :thunderclap :fire-
bolt :mending :shocking-grasp :control-flames :friends :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-ward
:prestidigitation :gust :infestation :message :green-flame-blade}, 1 #{:thunderwave
:ray-of-sickness :detect-magic :earth-tremor :shield :feather-fall :ice-knife
:magic-missile :witch-bolt :fog-cloud :chaos-bolt :sudden-awakening :comprehend-
languages :disguise-self :false-life :expeditious-retreat :absorb-elements :charm-
person :catapult :mage-armor :burning-hands :sleep :color-spray :jump :silent-image
:chromatic-orb}, 2 #{:crown-of-madness :blindness-deafness :mind-spike :dust-
devil :scorching-ray :shadow-blade :enhance-ability :enlarge-reduce :shatter
:darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :suggestion
:see-invisibility :detect-thoughts :levitate :mirror-image :cloud-of-daggers
:phantasmal-force :blur :pyrotechnics :maximilian-s-earthen-grasp :invisibility
:earthbind :warding-wind :aganazzar-s-scorcher :hold-person :gust-of-wind :spider-
climb :darkness :knock :web :misty-step}, 3 #{:daylight :counterspell :blink
:sleet-storm :water-breathing :melf-s-minute-meteors :stinking-cloud
:clairvoyance :dispel-magic :hypnotic-pattern :catnap :conjure-lesser-demon
:haste :fly :tongues :major-image :slow :wall-of-water :tidal-wave :enemies-
abound :lightning-bolt :protection-from-energy :flame-arrows :fireball :erupting-
earth :water-walk :fear :thunder-step :gaseous-form}, 4 #{:dimension-door :ice-
storm :confusion :blight :conjure-shadow-demon :dominate-beast :banishment
:polymorph :storm-sphere :sickening-radiance :watery-sphere :wall-of-fire :charm-
monster :conjure-barlgura :vitriolic-sphere :greater-invisibility :stoneskin}, 5
#{:creation :seeming :cloudkill :animate-objects :enervation :wall-of-light
:conjure-vrock :dominate-person :control-winds :insect-plague :synaptic-static
:cone-of-cold :hold-monster :teleportation-circle :wall-of-stone :telekinesis
:immolation :far-step :skill-empowerment}, 6 #{:move-earth :globe-of-
invulnerability :chain-lightning :mass-suggestion :sunbeam :investiture-of-ice
:scatter :arcane-gate :true-seeing :mental-prison :disintegrate :investiture-of-
wind :investiture-of-stone :eyebite :investiture-of-flame :circle-of-death}, 7
#{:whirlwind :crown-of-stars :power-word-pain :prismatic-spray :delayed-blast-
fireball :plane-shift :conjure-hezrou :reverse-gravity :etherealness :teleport
:fire-storm :finger-of-death}, 8 #{:dominate-monster :power-word-stun :abi-dalzims-
horrid-wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-polymorph
:power-word-kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}}, :ability-
increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int
true}, :skill-options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion true,
:religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description "At 1st
level, the sidekick gains the ability to cast spells. (If the creature already has
the Spellcasting trait, this feature replaces that trait.)"} {:name "Spells Known",
:description "The sidekick knows three 1st-level spells of your choice from its
spell list. Click the homebrew button to choose the third spell.\nThe Spells Known
column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-wizard-cha-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-wizard-
cha-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Wizard, CHA Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Wizard, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water
:dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-the-
dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch
:true-strike :create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-
ward :prestidigitation :gust :infestation :message :green-flame-blade}, 1
#{:thunderwave :alarm :tensers-floating-disk :guiding-hand :ray-of-sickness
:detect-magic :earth-tremor :shield :feather-fall :grease :healing-elixir :ice-
knife :magic-missile :protection-from-evil-and-good :witch-bolt :puppet :sense-
emotion :fog-cloud :identify :cause-fear :longstrider :sudden-awakening
:comprehend-languages :disguise-self :unseen-servant :false-life :expeditious-
retreat :tashas-hideous-laughter :absorb-elements :charm-person :catapult :find-
familiar :illusory-script :mage-armor :burning-hands :sleep :color-spray :jump
:snare :silent-image :chromatic-orb}, 2 #{:magic-mouth :crown-of-madness :arcane-
lock :skywrite :gentle-repose :blindness-deafness :mind-spike :dust-devil
:scorching-ray :shadow-blade :rope-trick :continual-flame :enlarge-reduce
:shatter :nystuls-magic-aura :darkvision :snilloc-s-snowball-swarm :dragon-s-breath
:alter-self :ray-of-enfeeblement :suggestion :see-invisibility :magic-weapon
:detect-thoughts :levitate :locate-object :mirror-image :cloud-of-daggers
:phantasmal-force :flaming-sphere :melfs-acid-arrow :blur :pyrotechnics
:maximilian-s-earthen-grasp :invisibility :earthbind :warding-wind :aganazzar-s-
scorcher :hold-person :gust-of-wind :spider-climb :darkness :knock :web :misty-
step}, 3 #{:animate-dead :sending :counterspell :blink :sleet-storm :water-
breathing :melf-s-minute-meteors :stinking-cloud :remove-curse :clairvoyance
:dispel-magic :tiny-servant :vampiric-touch :summon-lesser-demons :nondetection
:hypnotic-pattern :catnap :conjure-lesser-demon :feign-death :glyph-of-warding
:haste :life-transference :fly :tongues :magic-circle :major-image :slow :wall-of-
sand :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-from-
energy :flame-arrows :fireball :bestow-curse :erupting-earth :leomunds-tiny-hut
:fear :thunder-step :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-
greater-demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-
terrain :blight :conjure-shadow-demon :leomunds-secret-chest :conjure-minor-
elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-
tentacles :fire-shield :sickening-radiance :control-water :watery-sphere :wall-of-
fire :mordenkainens-faithful-hound :charm-monster :conjure-barlgura :vitriolic-
sphere :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-
invisibility :phantasmal-killer :arcane-eye :stone-shape :stoneskin}, 5 #{:dawn
:creation :steel-wind-strike :seeming :passwall :cloudkill :animate-objects
:enervation :transmute-rock :wall-of-light :conjure-vrock :dominate-person
:control-winds :synaptic-static :cone-of-cold :hold-monster :infernal-calling :rar-
s-telepathic-bond :teleportation-circle :planar-binding :dream :danse-macabre
:bigbys-hand :legend-lore :wall-of-force :mislead :conjure-elemental :wall-of-stone
:contact-other-plane :modify-memory :telekinesis :scrying :negative-energy-flood
:immolation :geas :far-step :skill-empowerment}, 6 #{:move-earth :tenser-s-
transformation :globe-of-invulnerability :chain-lightning :mass-suggestion :magic-
jar :wall-of-ice :sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing
:drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-irresistible-
dance :create-homunculus :otilukes-freezing-sphere :disintegrate :contingency
:investiture-of-wind :guards-and-wards :investiture-of-stone :eyebite :investiture-
of-flame :create-undead :circle-of-death :soul-cage}, 7 #{:whirlwind :sequester
:mordenkainens-sword :simulacrum :crown-of-stars :power-word-pain :prismatic-
spray :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball
:plane-shift :project-image :conjure-hezrou :reverse-gravity :etherealness
:teleport :mirage-arcane :finger-of-death}, 8 #{:feeblemind :mighty-fortress
:illusory-dragon :control-weather :antipathy-sympathy :abi-dalzims-horrid-
wilting :dominate-monster :clone :telepathy :maze :sunburst :maddening-darkness
:demiplane :mind-blank :power-word-stun :antimagic-field :incendiary-cloud}, 9
#{:meteor-swarm :imprisonment :invulnerability :astral-projection :power-word-
kill :true-polymorph :wish :time-stop :weird :psychic-scream :gate :prismatic-
wall :foresight :shapechange :mass-polymorph}}}, :ability-increase-levels [4 8 12
16 19], :profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose
3, :options {:arcana true, :history true, :insight true, :investigation true,
:medicine true, :performance true, :persuasion true, :religion true}}}, :hit-die 6,
:traits [{:name "Spellcasting", :description "At 1st level, the sidekick gains the
ability to cast spells. (If the creature already has the Spellcasting trait, this
feature replaces that trait.)"} {:name "Spells Known", :description "The sidekick
knows three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-bard-int-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-bard-int-
saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Bard, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick (Bard,
INT Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode :schedule,
:ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1,
7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips?
true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :mage-hand
:minor-illusion :thunderclap :mending :friends :vicious-mockery :true-strike :light
:blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-hand :detect-
magic :earth-tremor :feather-fall :puppet :identify :unearthly-chorus
:longstrider :sudden-awakening :comprehend-languages :bane :disguise-self
:heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-fire
:dissonant-whispers :healing-word :tashas-hideous-laughter :charm-person :illusory-
script :cure-wounds :sleep :silent-image}, 2 #{:magic-mouth :crown-of-madness
:calm-emotions :skywrite :blindness-deafness :zone-of-truth :silence :enhance-
ability :lesser-restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-force
:pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-person
:heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-magic
:nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-warding :tongues
:major-image :enemies-abound :plant-growth :bestow-curse :speak-with-dead :speak-
with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-door :confusion
:hallucinatory-terrain :polymorph :locate-creature :charm-monster :freedom-of-
movement :greater-invisibility :compulsion}, 5 #{:greater-restoration :seeming
:animate-objects :mass-cure-wounds :awaken :raise-dead :dominate-person :synaptic-
static :hold-monster :teleportation-circle :planar-binding :dream :legend-lore
:mislead :modify-memory :scrying :geas :skill-empowerment}, 6 #{:eyebite :find-the-
path :guards-and-wards :mass-suggestion :ottos-irresistible-dance :programmed-
illusion :true-seeing}, 7 #{:mordenkainens-sword :symbol :mordenkainens-
magnificent-mansion :regenerate :forcecage :project-image :etherealness
:teleport :mirage-arcane :resurrection}, 8 #{:dominate-monster :feeblemind
:glibness :mind-blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-
word-heal :power-word-kill :psychic-scream
:true-polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or
higher.\nOnce the sidekick uses this feature, it can’t use the feature again until
it finishes a long rest.", :name "Magical Recovery", :level 2} {:description
"Starting at 6th level, the sidekick can add its spellcasting ability modifier to
the damage it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell’s damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature Spells"}]},
:expert-sidekick-dex-saving-throw-prof- {nil nil, :key :expert-sidekick-dex-saving-
throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-
prof, :value :simple} {:type :num-attacks, :level 5, :value 2}], :name "Expert
Sidekick (DEX Saving Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title
"Expert Sidekick (DEX Saving Throw Prof)", :ability-increase-levels [4 8 10 12 14
16 19], :profs {:save {:orcpub.dnd.e5.character/dex true}, :skill-options {:choose
5, :options {:religion true, :persuasion true, :investigation true, :acrobatics
true, :performance true, :perception true, :sleight-of-hand true, :survival
true, :history true, :animal-handling true, :nature true, :deception true,
:intimidation true, :arcana true, :athletics true, :insight true, :medicine
true, :stealth true}}, :skill-expertise-options {:choose 2, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history true,
:animal-handling true, :nature true, :deception true, :intimidation true, :arcana
true, :athletics true, :insight true, :medicine true, :stealth true}}}, :hit-die 8,
:traits [{:name "Bonus Proficiencies", :description "The sidekick gains proficiency
with two tools of your choice. Enter these manually.\nAt 13th level, the sidekick
gains proficiency in one skill of your choice. If the sidekick is a humanoid, it
also gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick’s skill
proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick’s skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick’s agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn’t already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can’t use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn’t benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick’s assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack’s damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level 20, :name "Stroke of Luck",
:description "At 20th level, the sidekick has an uncanny knack for turning failure
into success. If the sidekick’s attack misses a target within range, it can turn
the miss into a hit. Alternatively, if it fails an ability check, it can treat the
d20 roll as a 20.\nOnce it uses this feature, the sidekick can’t use it again until
it finishes a short or long rest."}]}, :spellcaster-sidekick-sorcerer-cha-saving-
throw-prof- {nil nil, :key :spellcaster-sidekick-sorcerer-cha-saving-throw-
prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof,
:value :simple}], :name "Spellcaster Sidekick (Sorcerer, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Sorcerer, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water
:dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :frostbite
:booming-blade :minor-illusion :thunderclap :fire-bolt :mending :shocking-grasp
:control-flames :friends :chill-touch :true-strike :create-bonfire :mold-earth
:poison-spray :sword-burst :light :blade-ward :prestidigitation :gust
:infestation :message :green-flame-blade}, 1 #{:thunderwave :ray-of-sickness
:detect-magic :earth-tremor :shield :feather-fall :ice-knife :magic-missile :witch-
bolt :fog-cloud :chaos-bolt :sudden-awakening :comprehend-languages :disguise-
self :false-life :expeditious-retreat :absorb-elements :charm-person :catapult
:mage-armor :burning-hands :sleep :color-spray :jump :silent-image :chromatic-orb},
2 #{:crown-of-madness :blindness-deafness :mind-spike :dust-devil :scorching-ray
:shadow-blade :enhance-ability :enlarge-reduce :shatter :darkvision :snilloc-s-
snowball-swarm :dragon-s-breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-force :blur
:pyrotechnics :maximilian-s-earthen-grasp :invisibility :earthbind :warding-wind
:aganazzar-s-scorcher :hold-person :gust-of-wind :spider-climb :darkness :knock
:web :misty-step}, 3 #{:daylight :counterspell :blink :sleet-storm :water-breathing
:melf-s-minute-meteors :stinking-cloud :clairvoyance :dispel-magic :hypnotic-
pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-image :slow
:wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-from-
energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form},
4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-demon :dominate-
beast :banishment :polymorph :storm-sphere :sickening-radiance :watery-sphere
:wall-of-fire :charm-monster :conjure-barlgura :vitriolic-sphere :greater-
invisibility :stoneskin}, 5 #{:creation :seeming :cloudkill :animate-objects
:enervation :wall-of-light :conjure-vrock :dominate-person :control-winds :insect-
plague :synaptic-static :cone-of-cold :hold-monster :teleportation-circle :wall-of-
stone :telekinesis :immolation :far-step :skill-empowerment}, 6 #{:move-earth
:globe-of-invulnerability :chain-lightning :mass-suggestion :sunbeam :investiture-
of-ice :scatter :arcane-gate :true-seeing :mental-prison :disintegrate
:investiture-of-wind :investiture-of-stone :eyebite :investiture-of-flame :circle-
of-death}, 7 #{:whirlwind :crown-of-stars :power-word-pain :prismatic-spray
:delayed-blast-fireball :plane-shift :conjure-hezrou :reverse-gravity :etherealness
:teleport :fire-storm :finger-of-death}, 8 #{:dominate-monster :power-word-stun
:abi-dalzims-horrid-wilting :earthquake :incendiary-cloud :sunburst}, 9 #{:mass-
polymorph :power-word-kill :psychic-scream :gate :meteor-swarm :time-stop :wish}}},
:ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :expert-sidekick-int-
saving-throw-prof- {nil nil, :key :expert-sidekick-int-saving-throw-prof-, :level-
modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}
{:type :num-attacks, :level 5, :value 2}], :name "Expert Sidekick (INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (INT Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history true,
:animal-handling true, :nature true, :deception true, :intimidation true, :arcana
true, :athletics true, :insight true, :medicine true, :stealth true}}, :skill-
expertise-options {:choose 2, :options {:religion true, :persuasion true,
:investigation true, :acrobatics true, :performance true, :perception true,
:sleight-of-hand true, :survival true, :history true, :animal-handling true,
:nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick’s skill
proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick’s skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick’s agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn’t already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can’t use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn’t benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick’s assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack’s damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level 20, :name "Stroke of Luck",
:description "At 20th level, the sidekick has an uncanny knack for turning failure
into success. If the sidekick’s attack misses a target within range, it can turn
the miss into a hit. Alternatively, if it fails an ability check, it can treat the
d20 roll as a 20.\nOnce it uses this feature, the sidekick can’t use it again until
it finishes a short or long rest."}]}, :spellcaster-sidekick-bard-cha-saving-throw-
prof- {nil nil, :key :spellcaster-sidekick-bard-cha-saving-throw-prof-, :level-
modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value
:simple}], :name "Spellcaster Sidekick (Bard, CHA Saving Throw Prof)", :option-pack
"UA - Sidekicks", :subclass-title "Spellcaster Sidekick (Bard, CHA Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips? true,
:cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :mage-hand
:minor-illusion :thunderclap :mending :friends :vicious-mockery :true-strike :light
:blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-hand :detect-
magic :earth-tremor :feather-fall :puppet :identify :unearthly-chorus
:longstrider :sudden-awakening :comprehend-languages :bane :disguise-self
:heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-fire
:dissonant-whispers :healing-word :tashas-hideous-laughter
:charm-person :illusory-script :cure-wounds :sleep :silent-image}, 2 #{:magic-
mouth :crown-of-madness :calm-emotions :skywrite :blindness-deafness :zone-of-truth
:silence :enhance-ability :lesser-restoration :shatter :enthrall :suggestion
:animal-messenger :see-invisibility :detect-thoughts :locate-object :cloud-of-
daggers :phantasmal-force :pyrotechnics :invisibility :warding-wind :locate-
animals-or-plants :hold-person :heat-metal :knock}, 3 #{:sending :stinking-cloud
:clairvoyance :dispel-magic :nondetection :hypnotic-pattern :catnap :feign-death
:glyph-of-warding :tongues :major-image :enemies-abound :plant-growth :bestow-curse
:speak-with-dead :speak-with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-
door :confusion :hallucinatory-terrain :polymorph :locate-creature :charm-
monster :freedom-of-movement :greater-invisibility :compulsion}, 5 #{:greater-
restoration :seeming :animate-objects :mass-cure-wounds :awaken :raise-dead
:dominate-person :synaptic-static :hold-monster :teleportation-circle :planar-
binding :dream :legend-lore :mislead :modify-memory :scrying :geas :skill-
empowerment}, 6 #{:eyebite :find-the-path :guards-and-wards :mass-suggestion
:ottos-irresistible-dance :programmed-illusion :true-seeing}, 7 #{:mordenkainens-
sword :symbol :mordenkainens-magnificent-mansion :regenerate :forcecage :project-
image :etherealness :teleport :mirage-arcane :resurrection}, 8 #{:dominate-
monster :feeblemind :glibness :mind-blank :power-word-stun}, 9 #{:foresight :mass-
polymorph :power-word-heal :power-word-kill :psychic-scream :true-polymorph}}},
:ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or
higher.\nOnce the sidekick uses this feature, it can’t use the feature again until
it finishes a long rest.", :name "Magical Recovery", :level 2} {:description
"Starting at 6th level, the sidekick can add its spellcasting ability modifier to
the damage it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell’s damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature Spells"}]},
:warrior-sidekick-dex-saving-throw-prof- {nil nil, :key :warrior-sidekick-dex-
saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:armor-prof, :value :medium} {:type :armor-prof, :value :heavy} {:type :armor-prof,
:value :shields} {:type :weapon-prof, :value :martial} {:type :weapon-prof,
:value :simple} {:type :num-attacks, :level 5, :value 2} {:type :num-attacks,
:level 11, :value 3} {:type :num-attacks, :level 20, :value 4}], :name "Warrior
Sidekick (DEX Saving Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title
"Warrior Sidekick (DEX Saving Throw Prof)", :ability-increase-levels [4 6 8 12 14
16 19], :profs {:save {:orcpub.dnd.e5.character/dex true}, :skill-options {:choose
3, :options {:acrobatics true, :animal-handling true, :athletics true,
:intimidation true, :nature true, :perception true, :survival true}}}, :hit-die 10,
:traits [{:name "Second Wind", :level 1, :description "Starting at 1st level, the
sidekick can use a bonus action on its turn to regain hit points equal to 1d10 +
its level in this class. Once it uses this feature, it must finish a short or long
rest before it can use it again.\nThe sidekick can use this feature twice between
rests starting at 18th level."} {:description "Beginning at 2nd level, the sidekick
has advantage on Dexterity saving throws against effects that it can see, such as
traps and spells. This feature doesn’t work if the sidekick is incapacitated.",
:name "Danger Sense", :level 2} {:description "Starting at 3rd level, the
sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.",
:name "Improved Critical", :level 3} {:description "Beginning at 5th level, the
sidekick can attack twice, instead of once, whenever it takes the Attack action on
its turn. The number of attacks increases to three when the sidekick reaches 11th
level and to four when it reaches 20th level.\n\nMultiattack vs. Extra Attack -
Your sidekick might have the Multiattack action in its stat block. If it does and
it gains the Extra Attack class feature, remember that Extra Attack works with the
Attack action, not the Multiattack action. In short, you can’t use Extra Attack
with Multiattack.", :name "Extra Attack", :level 5} {:name "Battle Readiness",
:description "After the sidekick reaches 7th level, it has advantage on initiative
rolls.", :level 7} {:description "Starting at 9th level, the sidekick can reroll a
saving throw that it fails, but it must use the new roll. When it uses this
feature, it can’t use the feature again until it finishes a long rest. \nThe
sidekick can use this feature twice between long rests starting at 13th level and
three times between long rests starting at 17th level.", :level 9, :name
"Indomitable"} {:description "At 10th level, the sidekick’s Armor Class increases
by 1. Enter this manually as a custom magic item.", :level 10, :name "Improved
Defense"} {:level 15, :name "Superior Critical", :description "Starting at 15th
level, the sidekick’s attack rolls score a critical hit on a roll of 18–20 on the
d20."}]}, :spellcaster-sidekick-warlock-wis-saving-throw-prof- {nil nil, :key
:spellcaster-sidekick-warlock-wis-saving-throw-prof-, :level-modifiers [{:type
:armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Warlock, WIS Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Warlock, WIS Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips? true,
:cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:mage-hand :lightning-lure
:toll-the-dead :frostbite :booming-blade :minor-illusion :thunderclap :magic-
stone :friends :chill-touch :true-strike :eldritch-blast :create-bonfire :poison-
spray :sword-burst :blade-ward :prestidigitation :infestation :green-flame-blade},
1 #{:armor-of-agathys :healing-elixir :protection-from-evil-and-good :witch-bolt
:puppet :sense-emotion :cause-fear :comprehend-languages :hex :unseen-servant
:expeditious-retreat :charm-person :illusory-script :hellish-rebuke :arms-of-
hadar}, 2 #{:crown-of-madness :mind-spike :shadow-blade :shatter :enthrall :ray-of-
enfeeblement :suggestion :mirror-image :cloud-of-daggers :invisibility
:earthbind :hold-person :spider-climb :darkness :misty-step}, 3 #{:counterspell
:remove-curse :dispel-magic :vampiric-touch :summon-lesser-demons :hypnotic-pattern
:fly :tongues :magic-circle :major-image :hunger-of-hadar :enemies-abound :fear
:thunder-step :gaseous-form}, 4 #{:dimension-door :summon-greater-demon :elemental-
bane :hallucinatory-terrain :blight :banishment :sickening-radiance :shadow-of-moil
:charm-monster}, 5 #{:cloudkill :enervation :wall-of-light :synaptic-static :hold-
monster :infernal-calling :dream :danse-macabre :contact-other-plane :scrying
:negative-energy-flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice
:scatter :arcane-gate :true-seeing :mental-prison :flesh-to-stone :conjure-fey
:investiture-of-wind :investiture-of-stone :eyebite :investiture-of-flame :create-
undead :circle-of-death :soul-cage}, 7 #{:crown-of-stars :power-word-pain
:forcecage :plane-shift :etherealness :teleport :finger-of-death}, 8 #{:dominate-
monster :power-word-stun :demiplane :feeblemind :glibness :maddening-darkness}, 9
#{:imprisonment :astral-projection
:power-word-kill :true-polymorph :psychic-scream :foresight}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight true,
:investigation true, :medicine true, :performance true, :persuasion true, :religion
true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description "At 1st level,
the sidekick gains the ability to cast spells. (If the creature already has the
Spellcasting trait, this feature replaces that trait.)"} {:name "Spells Known",
:description "The sidekick knows three 1st-level spells of your choice from its
spell list. Click the homebrew button to choose the third spell.\nThe Spells Known
column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-cleric-cha-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-cleric-
cha-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Cleric, CHA Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Cleric, CHA Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2 #{:augury
:calm-emotions :spiritual-weapon :gentle-repose :blindness-deafness :zone-of-
truth :silence :protection-from-poison :continual-flame :enhance-ability :lesser-
restoration :locate-object :warding-bond :find-traps :aid :hold-person}, 3
#{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-magic
:create-food-and-water :spirit-guardians :mass-healing-word :feign-death :meld-
into-stone :glyph-of-warding :life-transference :tongues :revivify :magic-circle
:protection-from-energy :bestow-curse :speak-with-dead :beacon-of-hope :water-
walk}, 4 #{:banishment :locate-creature :control-water :divination :freedom-of-
movement :guardian-of-faith :death-ward :stone-shape}, 5 #{:dawn :greater-
restoration :mass-cure-wounds :commune :dispel-evil-and-good :raise-dead :insect-
plague :planar-binding :flame-strike :legend-lore :hallow :holy-weapon
:contagion :scrying :geas}, 6 #{:planar-ally :mass-suggestion :forbiddance :harm
:blade-barrier :true-seeing :find-the-path :heroes-feast :heal :word-of-recall
:create-undead}, 7 #{:conjure-celestial :symbol :divine-word :temple-of-the-gods
:regenerate :plane-shift :etherealness :teleport :fire-storm :resurrection}, 8
#{:antimagic-field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection
:gate :mass-heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19],
:profs {:save {:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3,
:options {:arcana true, :history true, :insight true, :investigation true,
:medicine true, :performance true, :persuasion true, :religion true}}}, :hit-die 6,
:traits [{:name "Spellcasting", :description "At 1st level, the sidekick gains the
ability to cast spells. (If the creature already has the Spellcasting trait, this
feature replaces that trait.)"} {:name "Spells Known", :description "The sidekick
knows three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-cleric-wis-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-cleric-
wis-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Cleric, WIS Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Cleric, WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2 #{:augury
:calm-emotions :spiritual-weapon :gentle-repose :blindness-deafness :zone-of-
truth :silence :protection-from-poison :continual-flame :enhance-ability :lesser-
restoration :locate-object :warding-bond :find-traps :aid :hold-person}, 3
#{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-magic
:create-food-and-water :spirit-guardians :mass-healing-word :feign-death :meld-
into-stone :glyph-of-warding :life-transference :tongues :revivify :magic-circle
:protection-from-energy :bestow-curse :speak-with-dead :beacon-of-hope :water-
walk}, 4 #{:banishment :locate-creature :control-water :divination :freedom-of-
movement :guardian-of-faith
:death-ward :stone-shape}, 5 #{:dawn :greater-restoration :mass-cure-wounds
:commune :dispel-evil-and-good :raise-dead :insect-plague :planar-binding :flame-
strike :legend-lore :hallow :holy-weapon :contagion :scrying :geas}, 6 #{:planar-
ally :mass-suggestion :forbiddance :harm :blade-barrier :true-seeing :find-the-path
:heroes-feast :heal :word-of-recall :create-undead}, 7 #{:conjure-celestial :symbol
:divine-word :temple-of-the-gods :regenerate :plane-shift :etherealness
:teleport :fire-storm :resurrection}, 8 #{:antimagic-field :control-weather
:earthquake :holy-aura}, 9 #{:astral-projection :gate :mass-heal :true-
resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-wizard-int-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-wizard-
int-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Wizard, INT Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Wizard, INT Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water
:dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-the-
dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :mending
:shocking-grasp :control-flames :friends :encode-thoughts :chill-touch :true-strike
:create-bonfire :mold-earth :poison-spray :sword-burst :light :blade-ward
:prestidigitation :gust :infestation :message :green-flame-blade}, 1 #{:thunderwave
:alarm :tensers-floating-disk :guiding-hand :ray-of-sickness :detect-magic :earth-
tremor :shield :feather-fall :grease :healing-elixir :ice-knife :magic-missile
:protection-from-evil-and-good :witch-bolt :puppet :sense-emotion :fog-cloud
:identify :cause-fear :longstrider :sudden-awakening :comprehend-languages
:disguise-self :unseen-servant :false-life :expeditious-retreat :tashas-hideous-
laughter :absorb-elements :charm-person :catapult :find-familiar :illusory-
script :mage-armor :burning-hands :sleep :color-spray :jump :snare :silent-image
:chromatic-orb}, 2 #{:magic-mouth :crown-of-madness :arcane-lock :skywrite :gentle-
repose :blindness-deafness :mind-spike :dust-devil :scorching-ray :shadow-blade
:rope-trick :continual-flame :enlarge-reduce :shatter :nystuls-magic-aura
:darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-
enfeeblement :suggestion :see-invisibility :magic-weapon :detect-thoughts :levitate
:locate-object :mirror-image :cloud-of-daggers :phantasmal-force :flaming-sphere
:melfs-acid-arrow :blur :pyrotechnics :maximilian-s-earthen-grasp :invisibility
:earthbind :warding-wind :aganazzar-s-scorcher :hold-person :gust-of-wind :spider-
climb :darkness :knock :web :misty-step}, 3 #{:animate-dead :sending
:counterspell :blink :sleet-storm :water-breathing :melf-s-minute-meteors
:stinking-cloud :remove-curse :clairvoyance :dispel-magic :tiny-servant :vampiric-
touch :summon-lesser-demons :nondetection :hypnotic-pattern :catnap :conjure-
lesser-demon :feign-death :glyph-of-warding :haste :life-transference :fly :tongues
:magic-circle :major-image :slow :wall-of-sand :wall-of-water :tidal-wave :enemies-
abound :lightning-bolt :protection-from-energy :flame-arrows :fireball :bestow-
curse :erupting-earth :leomunds-tiny-hut :fear :thunder-step :phantom-steed
:gaseous-form}, 4 #{:dimension-door :summon-greater-demon :fabricate :elemental-
bane :ice-storm :confusion :hallucinatory-terrain :blight :conjure-shadow-demon
:leomunds-secret-chest :conjure-minor-elementals :banishment :polymorph :storm-
sphere :locate-creature :evards-black-tentacles :fire-shield :sickening-radiance
:control-water :watery-sphere :wall-of-fire :mordenkainens-faithful-hound :charm-
monster :conjure-barlgura :vitriolic-sphere :mordenkainens-private-sanctum
:otilukes-resilient-sphere :greater-invisibility :phantasmal-killer :arcane-eye
:stone-shape :stoneskin}, 5 #{:dawn :creation :steel-wind-strike :seeming :passwall
:cloudkill :animate-objects :enervation :transmute-rock :wall-of-light :conjure-
vrock :dominate-person :control-winds :synaptic-static :cone-of-cold :hold-
monster :infernal-calling :rar-s-telepathic-bond :teleportation-circle :planar-
binding :dream :danse-macabre :bigbys-hand :legend-lore :wall-of-force :mislead
:conjure-elemental :wall-of-stone :contact-other-plane :modify-memory
:telekinesis :scrying :negative-energy-flood :immolation :geas :far-step :skill-
empowerment}, 6 #{:move-earth :tenser-s-transformation :globe-of-invulnerability
:chain-lightning :mass-suggestion :magic-jar :wall-of-ice :sunbeam :investiture-of-
ice :scatter :arcane-gate :true-seeing :drawmijs-instant-summons :mental-prison
:flesh-to-stone :ottos-irresistible-dance :create-homunculus :otilukes-freezing-
sphere :disintegrate :contingency :investiture-of-wind :guards-and-wards
:investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-of-
death :soul-cage}, 7 #{:whirlwind :sequester :mordenkainens-sword :simulacrum
:crown-of-stars :power-word-pain :prismatic-spray :symbol :mordenkainens-
magnificent-mansion :forcecage :delayed-blast-fireball :plane-shift :project-
image :conjure-hezrou :reverse-gravity :etherealness :teleport :mirage-arcane
:finger-of-death}, 8 #{:feeblemind :mighty-fortress :illusory-dragon :control-
weather :antipathy-sympathy :abi-dalzims-horrid-wilting :dominate-monster :clone
:telepathy :maze :sunburst :maddening-darkness :demiplane :mind-blank :power-word-
stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-swarm :imprisonment
:invulnerability :astral-projection :power-word-kill :true-polymorph :wish :time-
stop :weird :psychic-scream :gate :prismatic-wall :foresight :shapechange :mass-
polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it
knows form this class and replace it with another spell from its spell list, which
also must be of a level for which it has spell slots."} {:description "The sidekick
uses an arcane focus as a focus for its spells.", :name "Spellcasting Focus"}
{:description "Beginning at 2nd level, when the sidekick finishes a short rest, it
can recover expended spell slots. The spell slots can have a combined level that is
equal to or less than half its level in this class (rounded up), and none of the
spell slots can be 6th level or higher.\nOnce the sidekick uses this feature, it
can’t use the feature again until it finishes a long rest.", :name "Magical
Recovery", :level 2} {:description "Starting at 6th level, the sidekick can add its
spellcasting ability modifier to the damage it deals with any can trip.", :level 6,
:name "Potent Cantrips"} {:level 10, :description "At 10th level, choose one school
of magic. Whenever the sidekick casts a spell of that school by expending a spell
slot, the sidekick can add its spellcasting ability modifier to the spell’s damage
roll or healing roll, if any.", :name "Empowered Spells"} {:description "Starting
at 14th level, the sidekick has advantage on any Constitution saving throw it makes
to maintain its concentration on a spell.", :name "Focused Casting", :level 14}
{:level 20, :description "At 20th level, choose two spells that the sidekick knows
from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can
cast each of the chosen spells once at 3rd level without expending a spell slot.
\nAfter the sidekick casts a spell in this way, the sidekick regains the ability to
cast that spell with this feature when it finishes a short or long rest.", :name
"Signature Spells"}]}, :spellcaster-sidekick-druid-cha-saving-throw-prof- {nil nil,
:key :spellcaster-sidekick-druid-cha-saving-throw-prof-, :level-modifiers
[{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name
"Spellcaster Sidekick (Druid, CHA Saving Throw Prof)", :option-pack "UA -
Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, CHA Saving Throw
Prof)", :spellcasting {:level-factor 1, :known-mode :schedule, :ability
:orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips? true,
:cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water :frostbite :thorn-
whip :thunderclap :guidance :mending :resistance :magic-stone :control-flames
:produce-flame :shillelagh :druidcraft :create-bonfire :mold-earth :primal-savagery
:poison-spray :gust :infestation}, 1 #{:thunderwave :create-or-destroy-water
:guiding-hand :detect-magic :earth-tremor :beast-bond :purify-food-and-drink :ice-
knife :fog-cloud :wild-cunning :longstrider :animal-friendship :speak-with-
animals :faerie-fire :healing-word :entangle :absorb-elements :charm-person
:detect-poison-and-disease :cure-wounds :jump :snare :goodberry}, 2 #{:skywrite
:dust-devil :protection-from-poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-trace
:heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-breathing :dispel-
magic :feign-death :meld-into-stone :wall-of-water :tidal-wave :plant-growth
:protection-from-energy :flame-arrows :wind-wall :erupting-earth :speak-with-plants
:water-walk :call-lightning}, 4 #{:elemental-bane :ice-storm :confusion
:hallucinatory-terrain :blight :dominate-beast :conjure-minor-elementals :polymorph
:locate-creature :grasping-vine :control-water :watery-sphere :wall-of-fire :charm-
monster :giant-insect :guardian-of-nature :freedom-of-movement :conjure-woodland-
beings :stone-shape :stoneskin}, 5 #{:greater-restoration :commune-with-nature
:wrath-of-nature :mass-cure-wounds :transmute-rock :awaken :antilife-shell
:control-winds :insect-plague :planar-binding :maelstrom :tree-stride :conjure-
elemental :wall-of-stone :reincarnate :contagion :scrying :geas}, 6 #{:transport-
via-plants :move-earth :druid-grove :sunbeam :investiture-of-ice :find-the-path
:heroes-feast :wall-of-thorns :bones-of-the-earth :wind-walk :heal :conjure-fey
:investiture-of-wind :investiture-of-stone :primordial-ward :investiture-of-flame},
7 #{:whirlwind :regenerate :plane-shift :reverse-gravity :mirage-arcane :fire-
storm}, 8 #{:feeblemind :animal-shapes :antipathy-sympathy :control-weather
:earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange :storm-of-vengeance
:true-resurrection}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-warlock-cha-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-
warlock-cha-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value
:light} {:type :weapon-prof, :value :simple}], :name "Spellcaster Sidekick
(Warlock, CHA Saving Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title
"Spellcaster Sidekick (Warlock, CHA Saving Throw Prof)", :spellcasting {:level-
factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-
known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17
1}, :spell-list-kw nil, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-
list {0 #{:mage-hand :lightning-lure :toll-the-dead :frostbite :booming-blade
:minor-illusion :thunderclap :magic-stone :friends :chill-touch :true-strike
:eldritch-blast :create-bonfire :poison-spray :sword-burst :blade-ward
:prestidigitation :infestation :green-flame-blade}, 1 #{:armor-of-agathys :healing-
elixir :protection-from-evil-and-good :witch-bolt :puppet :sense-emotion :cause-
fear :comprehend-languages :hex :unseen-servant :expeditious-retreat :charm-
person :illusory-script :hellish-rebuke :arms-of-hadar}, 2 #{:crown-of-madness
:mind-spike :shadow-blade :shatter :enthrall :ray-of-enfeeblement :suggestion
:mirror-image :cloud-of-daggers :invisibility :earthbind :hold-person :spider-climb
:darkness :misty-step}, 3 #{:counterspell :remove-curse :dispel-magic :vampiric-
touch :summon-lesser-demons :hypnotic-pattern :fly :tongues :magic-circle :major-
image :hunger-of-hadar :enemies-abound :fear :thunder-step :gaseous-form}, 4
#{:dimension-door :summon-greater-demon :elemental-bane :hallucinatory-terrain
:blight :banishment :sickening-radiance :shadow-of-moil :charm-monster}, 5
#{:cloudkill :enervation :wall-of-light :synaptic-static :hold-monster :infernal-
calling :dream :danse-macabre :contact-other-plane :scrying :negative-energy-
flood :far-step}, 6 #{:mass-suggestion :investiture-of-ice :scatter :arcane-gate
:true-seeing :mental-prison :flesh-to-stone :conjure-fey :investiture-of-wind
:investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-of-
death :soul-cage}, 7 #{:crown-of-stars :power-word-pain :forcecage :plane-shift
:etherealness :teleport :finger-of-death}, 8 #{:dominate-monster :power-word-
stun :demiplane :feeblemind :glibness :maddening-darkness},
9 #{:imprisonment :astral-projection :power-word-kill :true-polymorph :psychic-
scream :foresight}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 3, :options {:arcana
true, :history true, :insight true, :investigation true, :medicine true,
:performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name
"Spellcasting", :description "At 1st level, the sidekick gains the ability to cast
spells. (If the creature already has the Spellcasting trait, this feature replaces
that trait.)"} {:name "Spells Known", :description "The sidekick knows three 1st-
level spells of your choice from its spell list. Click the homebrew button to
choose the third spell.\nThe Spells Known column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-bard-wis-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-bard-wis-
saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Bard, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick (Bard,
WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode :schedule,
:ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1,
7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips?
true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:dancing-lights :mage-hand
:minor-illusion :thunderclap :mending :friends :vicious-mockery :true-strike :light
:blade-ward :prestidigitation :message}, 1 #{:thunderwave :guiding-hand :detect-
magic :earth-tremor :feather-fall :puppet :identify :unearthly-chorus
:longstrider :sudden-awakening :comprehend-languages :bane :disguise-self
:heroism :animal-friendship :unseen-servant :speak-with-animals :faerie-fire
:dissonant-whispers :healing-word :tashas-hideous-laughter :charm-person :illusory-
script :cure-wounds :sleep :silent-image}, 2 #{:magic-mouth :crown-of-madness
:calm-emotions :skywrite :blindness-deafness :zone-of-truth :silence :enhance-
ability :lesser-restoration :shatter :enthrall :suggestion :animal-messenger :see-
invisibility :detect-thoughts :locate-object :cloud-of-daggers :phantasmal-force
:pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :hold-person
:heat-metal :knock}, 3 #{:sending :stinking-cloud :clairvoyance :dispel-magic
:nondetection :hypnotic-pattern :catnap :feign-death :glyph-of-warding :tongues
:major-image :enemies-abound :plant-growth :bestow-curse :speak-with-dead :speak-
with-plants :leomunds-tiny-hut :fear}, 4 #{:dimension-door :confusion
:hallucinatory-terrain :polymorph :locate-creature :charm-monster :freedom-of-
movement :greater-invisibility :compulsion}, 5 #{:greater-restoration :seeming
:animate-objects :mass-cure-wounds :awaken :raise-dead :dominate-person :synaptic-
static :hold-monster :teleportation-circle :planar-binding :dream :legend-lore
:mislead :modify-memory :scrying :geas :skill-empowerment}, 6 #{:eyebite :find-the-
path :guards-and-wards :mass-suggestion :ottos-irresistible-dance :programmed-
illusion :true-seeing}, 7 #{:mordenkainens-sword :symbol :mordenkainens-
magnificent-mansion :regenerate :forcecage :project-image :etherealness
:teleport :mirage-arcane :resurrection}, 8 #{:dominate-monster :feeblemind
:glibness :mind-blank :power-word-stun}, 9 #{:foresight :mass-polymorph :power-
word-heal :power-word-kill :psychic-scream :true-polymorph}}}, :ability-increase-
levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/wis true}, :skill-
options {:choose 3, :options {:arcana true, :history true, :insight true,
:investigation true, :medicine true, :performance true, :persuasion true, :religion
true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description "At 1st level,
the sidekick gains the ability to cast spells. (If the creature already has the
Spellcasting trait, this feature replaces that trait.)"} {:name "Spells Known",
:description "The sidekick knows three 1st-level spells of your choice from its
spell list. Click the homebrew button to choose the third spell.\nThe Spells Known
column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a musical instrument as a focus for its
spells.", :name "Spellcasting Focus"} {:description "Beginning at 2nd level, when
the sidekick finishes a short rest, it can recover expended spell slots. The spell
slots can have a combined level that is equal to or less than half its level in
this class (rounded up), and none of the spell slots can be 6th level or
higher.\nOnce the sidekick uses this feature, it can’t use the feature again until
it finishes a long rest.", :name "Magical Recovery", :level 2} {:description
"Starting at 6th level, the sidekick can add its spellcasting ability modifier to
the damage it deals with any can trip.", :level 6, :name "Potent Cantrips"} {:level
10, :description "At 10th level, choose one school of magic. Whenever the sidekick
casts a spell of that school by expending a spell slot, the sidekick can add its
spellcasting ability modifier to the spell’s damage roll or healing roll, if any.",
:name "Empowered Spells"} {:description "Starting at 14th level, the sidekick has
advantage on any Constitution saving throw it makes to maintain its concentration
on a spell.", :name "Focused Casting", :level 14} {:level 20, :description "At 20th
level, choose two spells that the sidekick knows from this class. Eligible spells
are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells
once at 3rd level without expending a spell slot. \nAfter the sidekick casts a
spell in this way, the sidekick regains the ability to cast that spell with this
feature when it finishes a short or long rest.", :name "Signature Spells"}]},
:spellcaster-sidekick-druid-int-saving-throw-prof- {nil nil, :key :spellcaster-
sidekick-druid-int-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value
:light} {:type :weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Druid,
INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title
"Spellcaster Sidekick (Druid, INT Saving Throw Prof)", :spellcasting {:level-factor
1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1
2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-
list-kw nil, :cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0
#{:shape-water :frostbite :thorn-whip :thunderclap :guidance :mending
:resistance :magic-stone :control-flames :produce-flame :shillelagh :druidcraft
:create-bonfire :mold-earth :primal-savagery :poison-spray :gust :infestation}, 1
#{:thunderwave :create-or-destroy-water :guiding-hand :detect-magic :earth-
tremor :beast-bond :purify-food-and-drink :ice-knife :fog-cloud :wild-cunning
:longstrider :animal-friendship :speak-with-animals :faerie-fire :healing-word
:entangle :absorb-elements :charm-person :detect-poison-and-disease :cure-wounds
:jump :snare :goodberry}, 2 #{:skywrite :dust-devil :protection-from-poison
:healing-spirit :enhance-ability :lesser-restoration :barkskin :darkvision :animal-
messenger
:beast-sense :moonbeam :locate-object :spike-growth :flaming-sphere :find-traps
:earthbind :warding-wind :locate-animals-or-plants :flame-blade :hold-person :gust-
of-wind :pass-without-trace :heat-metal}, 3 #{:daylight :sleet-storm :conjure-
animals :water-breathing :dispel-magic :feign-death :meld-into-stone :wall-of-water
:tidal-wave :plant-growth :protection-from-energy :flame-arrows :wind-wall
:erupting-earth :speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-
bane :ice-storm :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-
minor-elementals :polymorph :locate-creature :grasping-vine :control-water :watery-
sphere :wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-
movement :conjure-woodland-beings :stone-shape :stoneskin}, 5 #{:greater-
restoration :commune-with-nature :wrath-of-nature :mass-cure-wounds :transmute-rock
:awaken :antilife-shell :control-winds :insect-plague :planar-binding :maelstrom
:tree-stride :conjure-elemental :wall-of-stone :reincarnate :contagion :scrying
:geas}, 6 #{:transport-via-plants :move-earth :druid-grove :sunbeam :investiture-
of-ice :find-the-path :heroes-feast :wall-of-thorns :bones-of-the-earth :wind-
walk :heal :conjure-fey :investiture-of-wind :investiture-of-stone :primordial-ward
:investiture-of-flame}, 7 #{:whirlwind :regenerate :plane-shift :reverse-gravity
:mirage-arcane :fire-storm}, 8 #{:feeblemind :animal-shapes :antipathy-sympathy
:control-weather :earthquake :sunburst :tsunami}, 9 #{:foresight :shapechange
:storm-of-vengeance :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19],
:profs {:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3,
:options {:arcana true, :history true, :insight true, :investigation true,
:medicine true, :performance true, :persuasion true, :religion true}}}, :hit-die 6,
:traits [{:name "Spellcasting", :description "At 1st level, the sidekick gains the
ability to cast spells. (If the creature already has the Spellcasting trait, this
feature replaces that trait.)"} {:name "Spells Known", :description "The sidekick
knows three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :warrior-sidekick-
con-saving-throw-prof- {nil nil, :key :warrior-sidekick-con-saving-throw-prof-,
:level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value
:medium} {:type :armor-prof, :value :heavy} {:type :armor-prof, :value :shields}
{:type :weapon-prof, :value :martial} {:type :weapon-prof, :value :simple}
{:type :num-attacks, :level 5, :value 2} {:type :num-attacks, :level 11, :value 3}
{:type :num-attacks, :level 20, :value 4}], :name "Warrior Sidekick (CON Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Warrior Sidekick (CON
Saving Throw Prof)", :ability-increase-levels [4 6 8 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/con true}, :skill-options {:choose 3, :options
{:acrobatics true, :animal-handling true, :athletics true, :intimidation true,
:nature true, :perception true, :survival true}}}, :hit-die 10, :traits [{:name
"Second Wind", :level 1, :description "Starting at 1st level, the sidekick can use
a bonus action on its turn to regain hit points equal to 1d10 + its level in this
class. Once it uses this feature, it must finish a short or long rest before it can
use it again.\nThe sidekick can use this feature twice between rests starting at
18th level."} {:description "Beginning at 2nd level, the sidekick has advantage on
Dexterity saving throws against effects that it can see, such as traps and spells.
This feature doesn’t work if the sidekick is incapacitated.", :name "Danger Sense",
:level 2} {:description "Starting at 3rd level, the sidekick’s attack rolls score a
critical hit on a roll of 19 or 20 on the d20.", :name "Improved Critical", :level
3} {:description "Beginning at 5th level, the sidekick can attack twice, instead of
once, whenever it takes the Attack action on its turn. The number of attacks
increases to three when the sidekick reaches 11th level and to four when it reaches
20th level.\n\nMultiattack vs. Extra Attack - Your sidekick might have the
Multiattack action in its stat block. If it does and it gains the Extra Attack
class feature, remember that Extra Attack works with the Attack action, not the
Multiattack action. In short, you can’t use Extra Attack with Multiattack.", :name
"Extra Attack", :level 5} {:name "Battle Readiness", :description "After the
sidekick reaches 7th level, it has advantage on initiative rolls.", :level 7}
{:description "Starting at 9th level, the sidekick can reroll a saving throw that
it fails, but it must use the new roll. When it uses this feature, it can’t use the
feature again until it finishes a long rest. \nThe sidekick can use this feature
twice between long rests starting at 13th level and three times between long rests
starting at 17th level.", :level 9, :name "Indomitable"} {:description "At 10th
level, the sidekick’s Armor Class increases by 1. Enter this manually as a custom
magic item.", :level 10, :name "Improved Defense"} {:level 15, :name "Superior
Critical", :description "Starting at 15th level, the sidekick’s attack rolls score
a critical hit on a roll of 18–20 on the d20."}]}, :spellcaster-sidekick-druid-wis-
saving-throw-prof- {nil nil, :key :spellcaster-sidekick-druid-wis-saving-throw-
prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof,
:value :simple}], :name "Spellcaster Sidekick (Druid, WIS Saving Throw Prof)",
:option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick (Druid, WIS
Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode :schedule,
:ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1,
7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil, :cantrips?
true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water :frostbite
:thorn-whip :thunderclap :guidance :mending :resistance :magic-stone :control-
flames :produce-flame :shillelagh :druidcraft :create-bonfire :mold-earth :primal-
savagery :poison-spray :gust :infestation}, 1 #{:thunderwave :create-or-destroy-
water :guiding-hand :detect-magic :earth-tremor :beast-bond :purify-food-and-
drink :ice-knife :fog-cloud :wild-cunning :longstrider :animal-friendship :speak-
with-animals :faerie-fire :healing-word :entangle :absorb-elements :charm-person
:detect-poison-and-disease :cure-wounds :jump :snare :goodberry}, 2 #{:skywrite
:dust-devil :protection-from-poison :healing-spirit :enhance-ability :lesser-
restoration :barkskin :darkvision :animal-messenger :beast-sense :moonbeam :locate-
object :spike-growth :flaming-sphere :find-traps :earthbind :warding-wind :locate-
animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-trace
:heat-metal}, 3 #{:daylight :sleet-storm :conjure-animals :water-breathing :dispel-
magic :feign-death :meld-into-stone :wall-of-water :tidal-wave :plant-growth
:protection-from-energy :flame-arrows :wind-wall :erupting-earth :speak-with-plants
:water-walk :call-lightning}, 4 #{:elemental-bane :ice-storm :confusion
:hallucinatory-terrain :blight :dominate-beast :conjure-minor-elementals :polymorph
:locate-creature :grasping-vine :control-water :watery-sphere :wall-of-fire :charm-
monster :giant-insect :guardian-of-nature :freedom-of-movement :conjure-woodland-
beings :stone-shape :stoneskin}, 5 #{:greater-restoration :commune-with-nature
:wrath-of-nature :mass-cure-wounds :transmute-rock :awaken :antilife-shell
:control-winds :insect-plague :planar-binding :maelstrom :tree-stride :conjure-
elemental :wall-of-stone :reincarnate :contagion
:scrying :geas}, 6 #{:transport-via-plants :move-earth :druid-grove :sunbeam
:investiture-of-ice :find-the-path :heroes-feast :wall-of-thorns :bones-of-the-
earth :wind-walk :heal :conjure-fey :investiture-of-wind :investiture-of-stone
:primordial-ward :investiture-of-flame}, 7 #{:whirlwind :regenerate :plane-shift
:reverse-gravity :mirage-arcane :fire-storm}, 8 #{:feeblemind :animal-shapes
:antipathy-sympathy :control-weather :earthquake :sunburst :tsunami}, 9
#{:foresight :shapechange :storm-of-vengeance :true-resurrection}}}, :ability-
increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/wis
true}, :skill-options {:choose 3, :options {:arcana true, :history true, :insight
true, :investigation true, :medicine true, :performance true, :persuasion true,
:religion true}}}, :hit-die 6, :traits [{:name "Spellcasting", :description "At 1st
level, the sidekick gains the ability to cast spells. (If the creature already has
the Spellcasting trait, this feature replaces that trait.)"} {:name "Spells Known",
:description "The sidekick knows three 1st-level spells of your choice from its
spell list. Click the homebrew button to choose the third spell.\nThe Spells Known
column of the Spellcaster table at
https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a druidic focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :expert-sidekick-cha-
saving-throw-prof- {nil nil, :key :expert-sidekick-cha-saving-throw-prof-, :level-
modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}
{:type :num-attacks, :level 5, :value 2}], :name "Expert Sidekick (CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Expert Sidekick (CHA Saving
Throw Prof)", :ability-increase-levels [4 8 10 12 14 16 19], :profs {:save
{:orcpub.dnd.e5.character/cha true}, :skill-options {:choose 5, :options {:religion
true, :persuasion true, :investigation true, :acrobatics true, :performance
true, :perception true, :sleight-of-hand true, :survival true, :history true,
:animal-handling true, :nature true, :deception true, :intimidation true, :arcana
true, :athletics true, :insight true, :medicine true, :stealth true}}, :skill-
expertise-options {:choose 2, :options {:religion true, :persuasion true,
:investigation true, :acrobatics true, :performance true, :perception true,
:sleight-of-hand true, :survival true, :history true, :animal-handling true,
:nature true, :deception true, :intimidation true, :arcana true, :athletics
true, :insight true, :medicine true, :stealth true}}}, :hit-die 8, :traits [{:name
"Bonus Proficiencies", :description "The sidekick gains proficiency with two tools
of your choice. Enter these manually.\nAt 13th level, the sidekick gains
proficiency in one skill of your choice. If the sidekick is a humanoid, it also
gains proficiency with one tool of your choice. Enter these manually."} {:name
"Expertise", :description "At 1st level, choose two of the sidekick’s skill
proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it
makes that uses either of the chosen proficiencies.\nAt 6th level and again at 17th
level, choose two more of the sidekick’s skill proficiencies to gain this benefit.
Enter these manually."} {:name "Helpful", :description "The sidekick is adept at
giving well-timed assistance; the sidekick can take the Help action as a bonus
action."} {:name "Cunning Action", :description "Starting at 2nd level, the
sidekick’s agility or quick thinking allows it to act speedily. On its turn in
combat, it can take the Dash, Disengage, or Hide action as a bonus action.", :level
2} {:level 3, :name "Jack of Many Trades", :description "Beginning at 3rd level,
the sidekick can add half its proficiency bonus to any ability check it makes that
uses a skill but doesn’t already include its proficiency bonus."} {:description
"Starting at 5th level, the sidekick can attack twice, instead of once, whenever it
takes the Attack action on its turn.\n\nMultiattack vs. Extra Attack\nYour sidekick
might have the Multiattack action in its stat block. If it does and it gains the
Extra Attack class feature, remember that Extra Attack works with the Attack
action, not the Multiattack action. In short, you can’t use Extra Attack with
Multiattack.", :name "Extra Attack", :level 5} {:level 7, :description "Beginning
at 7th level, because of extraordinary good luck, the sidekick is skilled at
avoiding certain dangers. When the sidekick is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it failed. The
sidekick doesn’t benefit from this feature while incapacitated.", :name "Evasion"}
{:level 9, :name "Inspiring Help", :description "Starting at 9th level, the
sidekick’s assistance becomes especially inspiring. When the sidekick uses its
Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to
the d20 roll. If that roll is an attack roll, the creature can forgo adding the
bonus to it, and then if the attack hits, the creature can add the bonus to the
attack’s damage roll against one target.\nAt 18th level, the bonus increases to
2d6."} {:name "Reliable Talent", :description "By 11th level, the sidekick has
refined its skills to an exceptional degree. Whenever the sidekick makes an ability
check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or
lower as a 10.", :level 11} {:name "Sharp Mind", :description "At 15th level, the
sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your
choice). Enter this manually.", :level 15} {:level 20, :name "Stroke of Luck",
:description "At 20th level, the sidekick has an uncanny knack for turning failure
into success. If the sidekick’s attack misses a target within range, it can turn
the miss into a hit. Alternatively, if it fails an ability check, it can treat the
d20 roll as a 20.\nOnce it uses this feature, the sidekick can’t use it again until
it finishes a short or long rest."}]}, :spellcaster-sidekick-sorcerer-wis-saving-
throw-prof- {nil nil, :key :spellcaster-sidekick-sorcerer-wis-saving-throw-
prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof,
:value :simple}], :name "Spellcaster Sidekick (Sorcerer, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Sorcerer, WIS Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:shape-water
:dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :frostbite
:booming-blade :minor-illusion :thunderclap :fire-bolt :mending :shocking-grasp
:control-flames :friends :chill-touch :true-strike :create-bonfire :mold-earth
:poison-spray :sword-burst :light :blade-ward :prestidigitation :gust
:infestation :message :green-flame-blade}, 1 #{:thunderwave :ray-of-sickness
:detect-magic :earth-tremor :shield :feather-fall :ice-knife :magic-missile :witch-
bolt :fog-cloud :chaos-bolt :sudden-awakening :comprehend-languages :disguise-
self :false-life :expeditious-retreat :absorb-elements :charm-person :catapult
:mage-armor :burning-hands :sleep :color-spray :jump :silent-image :chromatic-orb},
2 #{:crown-of-madness :blindness-deafness :mind-spike :dust-devil :scorching-ray
:shadow-blade :enhance-ability :enlarge-reduce :shatter :darkvision :snilloc-s-
snowball-swarm :dragon-s-breath :alter-self :suggestion :see-invisibility :detect-
thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-force :blur
:pyrotechnics :maximilian-s-earthen-grasp :invisibility :earthbind
:warding-wind :aganazzar-s-scorcher :hold-person :gust-of-wind :spider-climb
:darkness :knock :web :misty-step}, 3 #{:daylight :counterspell :blink :sleet-storm
:water-breathing :melf-s-minute-meteors :stinking-cloud :clairvoyance :dispel-magic
:hypnotic-pattern :catnap :conjure-lesser-demon :haste :fly :tongues :major-
image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-
from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step
:gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :conjure-shadow-
demon :dominate-beast :banishment :polymorph :storm-sphere :sickening-radiance
:watery-sphere :wall-of-fire :charm-monster :conjure-barlgura :vitriolic-sphere
:greater-invisibility :stoneskin}, 5 #{:creation :seeming :cloudkill :animate-
objects :enervation :wall-of-light :conjure-vrock :dominate-person :control-
winds :insect-plague :synaptic-static :cone-of-cold :hold-monster :teleportation-
circle :wall-of-stone :telekinesis :immolation :far-step :skill-empowerment}, 6
#{:move-earth :globe-of-invulnerability :chain-lightning :mass-suggestion
:sunbeam :investiture-of-ice :scatter :arcane-gate :true-seeing :mental-prison
:disintegrate :investiture-of-wind :investiture-of-stone :eyebite :investiture-of-
flame :circle-of-death}, 7 #{:whirlwind :crown-of-stars :power-word-pain
:prismatic-spray :delayed-blast-fireball :plane-shift :conjure-hezrou :reverse-
gravity :etherealness :teleport :fire-storm :finger-of-death}, 8 #{:dominate-
monster :power-word-stun :abi-dalzims-horrid-wilting :earthquake :incendiary-
cloud :sunburst}, 9 #{:mass-polymorph :power-word-kill :psychic-scream :gate
:meteor-swarm :time-stop :wish}}}, :ability-increase-levels [4 8 12 16 19], :profs
{:save {:orcpub.dnd.e5.character/wis true}, :skill-options {:choose 3, :options
{:arcana true, :history true, :insight true, :investigation true, :medicine
true, :performance true, :persuasion true, :religion true}}}, :hit-die 6, :traits
[{:name "Spellcasting", :description "At 1st level, the sidekick gains the ability
to cast spells. (If the creature already has the Spellcasting trait, this feature
replaces that trait.)"} {:name "Spells Known", :description "The sidekick knows
three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses an arcane focus as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}, :spellcaster-
sidekick-cleric-int-saving-throw-prof- {nil nil, :key :spellcaster-sidekick-cleric-
int-saving-throw-prof-, :level-modifiers [{:type :armor-prof, :value :light} {:type
:weapon-prof, :value :simple}], :name "Spellcaster Sidekick (Cleric, INT Saving
Throw Prof)", :option-pack "UA - Sidekicks", :subclass-title "Spellcaster Sidekick
(Cleric, INT Saving Throw Prof)", :spellcasting {:level-factor 1, :known-mode
:schedule, :ability :orcpub.dnd.e5.character/wis, :spells-known {1 2, 2 1, 3 1, 4
1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :spell-list-kw nil,
:cantrips? true, :cantrips-known {1 3, 4 1, 10 1}, :spell-list {0 #{:toll-the-
dead :guidance :word-of-radiance :mending :sacred-flame :resistance :virtue :spare-
the-dying :light :thaumaturgy}, 1 #{:create-or-destroy-water :guiding-hand :detect-
magic :purify-food-and-drink :detect-evil-and-good :protection-from-evil-and-
good :command :bless :bane :shield-of-faith :inflict-wounds :healing-word :ceremony
:guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds}, 2 #{:augury
:calm-emotions :spiritual-weapon :gentle-repose :blindness-deafness :zone-of-
truth :silence :protection-from-poison :continual-flame :enhance-ability :lesser-
restoration :locate-object :warding-bond :find-traps :aid :hold-person}, 3
#{:animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-magic
:create-food-and-water :spirit-guardians :mass-healing-word :feign-death :meld-
into-stone :glyph-of-warding :life-transference :tongues :revivify :magic-circle
:protection-from-energy :bestow-curse :speak-with-dead :beacon-of-hope :water-
walk}, 4 #{:banishment :locate-creature :control-water :divination :freedom-of-
movement :guardian-of-faith :death-ward :stone-shape}, 5 #{:dawn :greater-
restoration :mass-cure-wounds :commune :dispel-evil-and-good :raise-dead :insect-
plague :planar-binding :flame-strike :legend-lore :hallow :holy-weapon
:contagion :scrying :geas}, 6 #{:planar-ally :mass-suggestion :forbiddance :harm
:blade-barrier :true-seeing :find-the-path :heroes-feast :heal :word-of-recall
:create-undead}, 7 #{:conjure-celestial :symbol :divine-word :temple-of-the-gods
:regenerate :plane-shift :etherealness :teleport :fire-storm :resurrection}, 8
#{:antimagic-field :control-weather :earthquake :holy-aura}, 9 #{:astral-projection
:gate :mass-heal :true-resurrection}}}, :ability-increase-levels [4 8 12 16 19],
:profs {:save {:orcpub.dnd.e5.character/int true}, :skill-options {:choose 3,
:options {:arcana true, :history true, :insight true, :investigation true,
:medicine true, :performance true, :persuasion true, :religion true}}}, :hit-die 6,
:traits [{:name "Spellcasting", :description "At 1st level, the sidekick gains the
ability to cast spells. (If the creature already has the Spellcasting trait, this
feature replaces that trait.)"} {:name "Spells Known", :description "The sidekick
knows three 1st-level spells of your choice from its spell list. Click the homebrew
button to choose the third spell.\nThe Spells Known column of the Spellcaster table
at https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf shows when the
sidekick learns more spells of your choice. Each of these spells must be of a level
for which the sidekick has spell slots, as shown on the table. For instance, when
the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or
2nd level.\nAdditionally, when the sidekick gains a level in this class, you can
choose one of the spells it knows form this class and replace it with another spell
from its spell list, which also must be of a level for which it has spell slots."}
{:description "The sidekick uses a holy symbol as a focus for its spells.", :name
"Spellcasting Focus"} {:description "Beginning at 2nd level, when the sidekick
finishes a short rest, it can recover expended spell slots. The spell slots can
have a combined level that is equal to or less than half its level in this class
(rounded up), and none of the spell slots can be 6th level or higher.\nOnce the
sidekick uses this feature, it can’t use the feature again until it finishes a long
rest.", :name "Magical Recovery", :level 2} {:description "Starting at 6th level,
the sidekick can add its spellcasting ability modifier to the damage it deals with
any can trip.", :level 6, :name "Potent Cantrips"} {:level 10, :description "At
10th level, choose one school of magic. Whenever the sidekick casts a spell of that
school by expending a spell slot, the sidekick can add its spellcasting ability
modifier to the spell’s damage roll or healing roll, if any.", :name "Empowered
Spells"} {:description "Starting at 14th level, the sidekick has advantage on any
Constitution saving throw it makes to maintain its concentration on a spell.",
:name "Focused Casting", :level 14} {:level 20, :description "At 20th level, choose
two spells that the sidekick knows from this class. Eligible spells are of 1st,
2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd
level without expending a spell slot. \nAfter the sidekick casts a spell in this
way, the sidekick regains the ability to cast that spell with this feature when it
finishes a short or long rest.", :name "Signature Spells"}]}},
:orcpub.dnd.e5/subclasses {:warrior-sidekick-str-saving-throw-prof- {:class
:warrior-sidekick-str-saving-throw-prof-,
:traits [], :level-modifiers [], :name "Warrior Sidekick (STR Saving Throw Prof)",
:option-pack "UA - Sidekicks", :key :warrior-sidekick-str-saving-throw-prof-},
:spellcaster-sidekick-warlock-int-saving-throw-prof- {:class :spellcaster-sidekick-
warlock-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster
Sidekick (Warlock, INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key
:spellcaster-sidekick-warlock-int-saving-throw-prof-}, :spellcaster-sidekick-
wizard-wis-saving-throw-prof- {:class :spellcaster-sidekick-wizard-wis-saving-
throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Wizard,
WIS Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
wizard-wis-saving-throw-prof-}, :spellcaster-sidekick-sorcerer-int-saving-throw-
prof- {:class :spellcaster-sidekick-sorcerer-int-saving-throw-prof-, :traits [],
:level-modifiers [], :name "Spellcaster Sidekick (Sorcerer, INT Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-int-
saving-throw-prof-}, :spellcaster-sidekick-wizard-cha-saving-throw-prof- {:class
:spellcaster-sidekick-wizard-cha-saving-throw-prof-, :traits [], :level-modifiers
[], :name "Spellcaster Sidekick (Wizard, CHA Saving Throw Prof)", :option-pack "UA
- Sidekicks", :key :spellcaster-sidekick-wizard-cha-saving-throw-prof-},
:spellcaster-sidekick-bard-int-saving-throw-prof- {:class :spellcaster-sidekick-
bard-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster
Sidekick (Bard, INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key
:spellcaster-sidekick-bard-int-saving-throw-prof-}, :expert-sidekick-dex-saving-
throw-prof- {:class :expert-sidekick-dex-saving-throw-prof-, :traits [], :level-
modifiers [], :option-pack "UA - Sidekicks", :name "Expert Sidekick (DEX Saving
Throw Prof)", :key :expert-sidekick-dex-saving-throw-prof-}, :spellcaster-sidekick-
sorcerer-cha-saving-throw-prof- {:class :spellcaster-sidekick-sorcerer-cha-saving-
throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick
(Sorcerer, CHA Saving Throw Prof)", :option-pack "UA - Sidekicks", :key
:spellcaster-sidekick-sorcerer-cha-saving-throw-prof-}, :expert-sidekick-int-
saving-throw-prof- {:class :expert-sidekick-int-saving-throw-prof-, :traits [],
:level-modifiers [], :name "Expert Sidekick (INT Saving Throw Prof)", :option-pack
"UA - Sidekicks", :key :expert-sidekick-int-saving-throw-prof-}, :spellcaster-
sidekick-bard-cha-saving-throw-prof- {:class :spellcaster-sidekick-bard-cha-saving-
throw-prof-, :traits [], :level-modifiers [{:type :spell}], :option-pack "UA -
Sidekicks", :name "Spellcaster Sidekick (Bard, CHA Saving Throw Prof)", :key
:spellcaster-sidekick-bard-cha-saving-throw-prof-}, :warrior-sidekick-dex-saving-
throw-prof- {:class :warrior-sidekick-dex-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Warrior Sidekick (DEX Saving Throw Prof)", :option-pack "UA -
Sidekicks", :key :warrior-sidekick-dex-saving-throw-prof-}, :spellcaster-sidekick-
warlock-wis-saving-throw-prof- {:class :spellcaster-sidekick-warlock-wis-saving-
throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Warlock,
WIS Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
warlock-wis-saving-throw-prof-}, :spellcaster-sidekick-cleric-cha-saving-throw-
prof- {:class :spellcaster-sidekick-cleric-cha-saving-throw-prof-, :traits [],
:level-modifiers [], :name "Spellcaster Sidekick (Cleric, CHA Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-cleric-cha-
saving-throw-prof-}, :spellcaster-sidekick-cleric-wis-saving-throw-prof- {:class
:spellcaster-sidekick-cleric-wis-saving-throw-prof-, :traits [], :level-modifiers
[], :option-pack "UA - Sidekicks", :name "Spellcaster Sidekick (Cleric, WIS Saving
Throw Prof)", :key :spellcaster-sidekick-cleric-wis-saving-throw-prof-},
:spellcaster-sidekick-wizard-int-saving-throw-prof- {:class :spellcaster-sidekick-
wizard-int-saving-throw-prof-, :traits [], :level-modifiers [], :name "Spellcaster
Sidekick (Wizard, INT Saving Throw Prof)", :option-pack "UA - Sidekicks", :key
:spellcaster-sidekick-wizard-int-saving-throw-prof-}, :spellcaster-sidekick-druid-
cha-saving-throw-prof- {:class :spellcaster-sidekick-druid-cha-saving-throw-
prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Druid, CHA
Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
druid-cha-saving-throw-prof-}, :spellcaster-sidekick-warlock-cha-saving-throw-prof-
{:class :spellcaster-sidekick-warlock-cha-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Warlock, CHA Saving Throw Prof)",
:option-pack "UA - Sidekicks", :key :spellcaster-sidekick-warlock-cha-saving-throw-
prof-}, :spellcaster-sidekick-bard-wis-saving-throw-prof- {:class :spellcaster-
sidekick-bard-wis-saving-throw-prof-, :traits [], :level-modifiers [], :option-pack
"UA - Sidekicks", :name "Spellcaster Sidekick (Bard, WIS Saving Throw Prof)",
:key :spellcaster-sidekick-bard-wis-saving-throw-prof-}, :spellcaster-sidekick-
druid-int-saving-throw-prof- {:class :spellcaster-sidekick-druid-int-saving-throw-
prof-, :traits [], :level-modifiers [], :name "Spellcaster Sidekick (Druid, INT
Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-
druid-int-saving-throw-prof-}, :warrior-sidekick-con-saving-throw-prof- {:class
:warrior-sidekick-con-saving-throw-prof-, :traits [], :level-modifiers [], :option-
pack "UA - Sidekicks", :name "Warrior Sidekick (CON Saving Throw Prof))", :key
:warrior-sidekick-con-saving-throw-prof-}, :spellcaster-sidekick-druid-wis-saving-
throw-prof- {:class :spellcaster-sidekick-druid-wis-saving-throw-prof-, :traits [],
:level-modifiers [], :name "Spellcaster Sidekick (Druid, WIS Saving Throw
Prof)", :option-pack "UA - Sidekicks", :key :spellcaster-sidekick-druid-wis-saving-
throw-prof-}, :expert-sidekick-cha-saving-throw-prof- {:class :expert-sidekick-cha-
saving-throw-prof-, :traits [], :level-modifiers [], :name "Expert Sidekick (CHA
Saving Throw Prof)", :option-pack "UA - Sidekicks", :key :expert-sidekick-cha-
saving-throw-prof-}, :spellcaster-sidekick-sorcerer-wis-saving-throw-prof-
{:class :spellcaster-sidekick-sorcerer-wis-saving-throw-prof-, :traits [], :level-
modifiers [], :name "Spellcaster Sidekick (Sorcerer, WIS Saving Throw Prof)",
:option-pack "UA - Sidekicks", :key :spellcaster-sidekick-sorcerer-wis-saving-
throw-prof-}, :spellcaster-sidekick-cleric-int-saving-throw-prof- {:class
:spellcaster-sidekick-cleric-int-saving-throw-prof-, :traits [], :level-modifiers
[], :name "Spellcaster Sidekick (Cleric, INT Saving Throw Prof)", :option-pack "UA
- Sidekicks", :key :spellcaster-sidekick-cleric-int-saving-throw-prof-}}}, "UA -
Dragonmarks" {:orcpub.dnd.e5/races {:half-elf-mark-of-detection- {:key :half-elf-
mark-of-detection-, :speed 30, :name "Half-Elf (Mark of Detection)", :darkvision
60, :spells [{:value {:level 1, :key :detect-magic, :ability
:orcpub.dnd.e5.character/int}} {:value {:level 1, :key :detect-poison-and-
disease, :ability :orcpub.dnd.e5.character/int}}], :abilities
{:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 1}, :size :medium,
:option-pack "UA - Dragonmarks", :languages #{"Common" "Elvish"}, :disabled?
true, :traits [{:description "You have advantage on saving throws against being
charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description
"When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can
roll one Intuition die, a d4, and add the number rolled to the ability check.",
:name "Deductive Intuition"} {:description "You can cast the detect magic and
detect poison and disease spells, but only as rituals. Intelligence is your
spellcasting ability for these spells.", :name "Sense Threats"}]}, :half-orc-mark-
of-finding- {:key :half-orc-mark-of-finding-, :speed 30, :name "Half-Orc (Mark of
Finding)", :darkvision 60, :spells [{:level 3, :value {:level 2, :key :locate-
animals-or-plants}}], :abilities {:orcpub.dnd.e5.character/str 1,
:orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Dragonmarks",
:languages #{"Common" "Orc"}, :disabled? true, :traits [{:description "Your mark
sharpens your senses and helps you find your prey. When you make a Wisdom
(Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and
add the number rolled to the ability check.", :name "Hunter’s Intuition"}
{:description "As a bonus action, choose one creature you can see within 30 feet of
you. The target is imprinted in your mind until it dies or you use this trait
again. Alternatively, you can imprint a creature as your quarry whenever you
succeed on a Wisdom (Survival) check to track it. When you are tracking your
quarry, double the result of your Intuition die. When your quarry is within 60 feet
of you, you have a general sense of its location. Your attacks against it ignore
half cover. If you can’t see the target when you attack it, your inability to see
it doesn’t impose disadvantage on the attack roll. Likewise, your quarry doesn’t
doesn’t gain advantage on attack rolls against you due to being hidden or
invisible. Once you use this trait, you cannot use it again until you finish a
short or long rest.", :name "Imprint Prey"} {:description "When you reach 3rd level
you gain the ability to cast locate animals or plants, but only as a ritual.",
:name "Nature’s Voice"}]}, :human-mark-of-handling- {:key :human-mark-of-handling-,
:speed 30, :name "Human (Mark of Handling)", :spells [{:value {:level 1, :key
:animal-friendship}}], :abilities {:orcpub.dnd.e5.character/dex 1,
:orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "UA - Dragonmarks",
:profs {:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish
true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon
true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages
#{"Common"}, :disabled? true, :traits [{:description "When you make a Wisdom
(Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a
d4, and add the number rolled to the ability check.", :name "Wild Intuition"}
{:description "You can use the Help action to aid an ally animal companion or mount
within 30 feet of you, rather than 5 feet of you.", :name "Expert Handling"}
{:description "You can cast animal friendship once with this trait and regain the
ability to do so when you finish a short or long rest. Wisdom is your spellcasting
ability for this spell.", :name "Primal Connection"} {:description "When you cast a
spell that affects only beasts, it also affects monstrosities with an Intelligence
score of 3 or lower.", :name "The Bigger They Are"}]}, :human-mark-of-making- {:key
:human-mark-of-making-, :speed 30, :name "Human (Mark of Making)", :spells [{:value
{:key :mending}}], :abilities {:orcpub.dnd.e5.character/int 1,
:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "UA - Dragonmarks",
:profs {:language-options {:options {:draconic true, :deep-speech true, :orc
true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true,
:infernal true, :celestial true, :common true, :undercommon true, :primordial true,
:giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :disabled?
true, :traits [{:description "When you make an ability check with artisan’s tools,
roll 1d4 and add it to the result.", :name "Artisan’s Intuition"} {:description
"You know the cantrip mending. You gain proficiency with one type of artisan’s
tools. Enter this manually.", :name "Maker’s Gift"} {:description "You can create a
temporary magic item out of common materials. Choose a cantrip from the wizard
spell list. Describe the item connected to it. As long as you possess the item, you
know that cantrip. At the end of a long rest, you can replace this with a new item
and select a new cantrip from the wizard spell list. Intelligence is your
spellcasting ability for these cantrips.", :name "Magecraft"} {:description "You
can spend one minute to weave a temporary enchantment into a nonmagical suit of
armor or weapon. For the next hour the object becomes a magic item, gaining a +1
bonus to AC if it’s armor or a +1 bonus to hit and damage if it’s a weapon. Once
you use this trait, you can’t use it again until you finish a long rest.", :name
"Spellsmith"}]}, :human-mark-of-passage- {:key :human-mark-of-passage-, :speed
40, :name "Human (Mark of Passage)", :abilities {:orcpub.dnd.e5.character/dex
2}, :size :medium, :option-pack "UA - Dragonmarks", :profs {:language-options
{:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish
true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial
true, :common true, :undercommon true, :primordial true, :giant true, :halfling
true, :goblin true}}}, :languages #{"Common"}, :disabled? true, :traits
[{:description "Your base walking speed increases to 40 ft.", :name "Courier’s
Speed"} {:description "When you make a Strength (Athletics) check or any ability
check to operate or maintain a land vehicle, you can roll one Intuition die, a d4,
and add the number rolled to the ability check.", :name "Intuitive Motion"}
{:description "During your turn, you can spend an amount of movement equal to half
your speed to activate this trait. Once you activate Orien’s Grace, you don’t
provoke opportunity attacks for the rest of the turn.", :name "Orien’s Grace"}
{:description "You can use your bonus action to teleport up to your speed to an
unoccupied space that you can see. You can bring one willing creature of your size
or smaller who is carrying gear up to its carrying capacity. The creature must be
within 5 feet of you. Once you use this trait, you can’t use it again until you
finish a long rest.", :name "Shared Passage"}]}, :human-mark-of-sentinel- {:key
:human-mark-of-sentinel-, :speed 30, :name "Human (Mark of Sentinel)", :spells
[{:value {:key :blade-ward}} {:value {:level 1, :key :shield}}], :abilities
{:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :size :medium,
:option-pack "UA - Dragonmarks", :profs {:language-options {:options {:draconic
true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true,
:elvish true, :abyssal true, :infernal true, :celestial true, :common true,
:undercommon true, :primordial true, :giant true, :halfling true, :goblin
true}}}, :languages #{"Common"}, :disabled? true, :traits [{:description "When you
roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can
roll one Intuition die, a d4, and add the number rolled to the ability check.",
:name "Sentinel’s Intuition"} {:description "You know the blade ward cantrip. You
can cast the shield spell once with this trait and you regain ability to do so
after you finish a short or long rest.", :name "Sentinel’s Shield"} {:description
"As an action, you can designate an ally you can see as your ward. You have
advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats
to your ward. In addition, when you are within 5 feet of your ward, and that
creature is the target of an attack that you can see, you can use your reaction to
swap places with your ward. When you do, you become the target of the attack.",
:name "Vigilant Guardian"}]}, :half-elf-mark-of-storm- {:key :half-elf-mark-of-
storm-, :speed 30, :name "Half-Elf (Mark of Storm)", :darkvision 60, :spells
[{:value {:key :gust}} {:level 3, :value {:level 2, :key :gust-of-wind}}],
:abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1},
:size :medium, :option-pack "UA - Dragonmarks", :languages #{"Common" "Elvish"},
:disabled? true, :props {:swimming-speed 30, :damage-resistance {:lightning true}},
:traits [{:description "You have advantage on saving throws against being charmed,
and magic can't put you to sleep.", :name "Fey Ancestry"} {:description "Your base
walking speed is 30 feet, and you have a swim speed of 30 feet.", :name "Sea
Monkey"} {:description "When you make a Dexterity (Acrobatics) check or any ability
check involving operating or maintaining a water or air vehicle, you can roll one
Intuition die, a d4, and add the number rolled to the ability check.", :name
"Windwright’s Intuition"} {:description "You have resistance to lightning damage.",
:name "Storm’s Blessing"} {:description "You know the gust cantrip. When you reach
3rd level, you can cast the gust of wind spell once with this trait and regain the
ability to do so when you finish a long rest.", :name "Headwinds"}]}},
:orcpub.dnd.e5/subraces {:charisma-detection-variant- {:race :half-elf-mark-of-
detection-, :traits [], :option-pack "UA - Dragonmarks", :name "Charisma (Detection
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/cha 1}, :key :charisma-
detection-variant-}, :mark-of-healing {:race :halfling, :traits [{:description
"When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and
add the number rolled to the ability check.", :name "Medical Intuition"}
{:description "As an action, you can draw power from your dragonmark to spend one
of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add
your Wisdom modifier, and the creature regains a number of hit points equal to the
total. Once you use this trait, you can’t use it again until you finish a short or
long rest.", :name "Healing Touch"} {:description "You know the cantrip spare the
dying. Charisma is your spellcasting ability for this.", :name "Jorasco’s
Blessing"}], :option-pack "UA - Dragonmarks", :name "Mark of Healing", :abilities
{:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:key :spare-the-dying, :ability
:orcpub.dnd.e5.character/cha}}], :key :mark-of-healing}, :mark-of-warding {:race
:dwarf, :traits [{:description "When you make an Intelligence (History),
Intelligence (Investigation), or Thieves' Tools check involving lock and trap
mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the
ability check.", :name "Master of Locks"} {:description "You can use your mark to
cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock
once with this trait and you regain the ability to do so when you finish a long
rest. Intelligence is your spellcasting ability for these spells.", :name "Wards
and Seals"}], :option-pack "UA - Dragonmarks", :name "Mark of Warding", :abilities
{:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :spells [{:value
{:level 1, :key :alarm, :ability :orcpub.dnd.e5.character/int}} {:level 3, :value
{:level 2, :key :arcane-lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-
of-warding}, :charisma-handling-variant- {:race :human-mark-of-handling-, :traits
[], :option-pack "UA - Dragonmarks", :name "Charisma (Handling Variant)",
:abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/cha 1}, :key :charisma-
handling-variant-}, :mark-of-scribing {:key :mark-of-scribing, :race :gnome, :name
"Mark of Scribing", :spells [{:value {:level 1, :key :comprehend-languages,
:ability :orcpub.dnd.e5.character/int}} {:value {:key :message, :ability
:orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/cha 1},
:option-pack "UA - Dragonmarks", :profs {:tool {:calligraphers-supplies true,
:forgery-kit true}}, :props {:language {:draconic false, :deep-speech false, :orc
false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan
false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial
false, :common false, :gith false, :undercommon false, :primordial false, :quori
false, :giant false, :auran false, :halfling false, :goblin false}}, :traits
[{:description "You are proficient with calligrapher’s supplies and forgery kits.
When you make an ability check using either one of these tools, you can roll one
Intuition die, a d4, and add the number rolled to the ability check.", :name
"Gifted Scribe"} {:description "You can cast comprehend languages once with this
trait, and you regain the ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for it.", :name "Scribe’s Insight"}
{:description "You know the message cantrip. Intelligence is your spellcasting
ability for it.", :name "Whispering Wind"} {:description "You can speak, read, and
write one extra language of your choice. Enter this manually.", :name "Extra
Language"}]}, :dexterity-handling-variant- {:race :human-mark-of-handling-, :traits
[], :option-pack "UA - Dragonmarks", :name "Dexterity (Handling Variant)",
:abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 1}, :key :dexterity-handling-variant-}, :wisdom-
passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 1}, :key :wisdom-passage-variant-}, :charisma-finding-
variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/cha 1}, :key :charisma-
finding-variant-}, :mark-of-hospitality {:race :halfling, :traits [{:description
"You know the cantrips friends and prestidigitation. Charisma is your spellcasting
ability for them.", :name "Innkeeper’s Charms"} {:description "When you make a
Charisma (Persuasion) check or an ability check involving brewer’s supplies or
cook’s utensils, you can roll one Intuition die (a d4) and add the number rolled to
the ability check.", :name "Ever Hospitable"}], :option-pack "UA - Dragonmarks",
:name "Mark of Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells
[{:value {:key :friends, :ability :orcpub.dnd.e5.character/cha}} {:value {:key
:prestidigitation, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-
hospitality}, :dexterity-making-variant- {:race :human-mark-of-making-, :traits [],
:option-pack "UA - Dragonmarks", :name "Dexterity (Making Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 1}, :key :dexterity-making-variant-}, :intelligence-
passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 1}, :key
:intelligence-passage-variant-}, :constitution-detection-variant- {:race :half-elf-
mark-of-detection-, :traits [], :option-pack "UA - Dragonmarks", :name
"Constitution (Detection Variant)", :abilities {:orcpub.dnd.e5.character/str 0,
:orcpub.dnd.e5.character/con 1}, :key :constitution-detection-variant-},
:constitution-handling-variant- {:race :human-mark-of-handling-, :traits [],
:option-pack "UA - Dragonmarks", :name "Constitution (Handling Variant)",
:abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 1},
:key :constitution-handling-variant-}, :dexterity-detection-variant- {:race :half-
elf-mark-of-detection-, :traits [], :option-pack "UA - Dragonmarks", :name
"Dexterity (Detection Variant)", :abilities {:orcpub.dnd.e5.character/str 0,
:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 1}, :key :dexterity-
detection-variant-}, :wisdom-sentinel-variant- {:race :human-mark-of-sentinel-,
:traits [], :option-pack "UA - Dragonmarks", :name "Wisdom (Sentinel Variant)",
:abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 1}, :key :wisdom-sentinel-variant-}, :wisdom-handling-
variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Wisdom (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 1}, :key :wisdom-handling-variant-}, :strength-storm-
variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Strength (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-storm-
variant-}, :strength-detection-variant- {:race :half-elf-mark-of-detection-,
:traits [], :option-pack "UA - Dragonmarks", :name "Strength (Detection
Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key
:strength-detection-variant-}, :dexterity-sentinel-variant- {:race :human-mark-of-
sentinel-, :traits [], :option-pack "UA - Dragonmarks", :name "Dexterity (Sentinel
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
0, :orcpub.dnd.e5.character/dex 1}, :key :dexterity-sentinel-variant-},
:constitution-finding-variant- {:race :half-orc-mark-of-finding-, :traits [],
:option-pack "UA - Dragonmarks", :name "Constitution (Finding Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 1}, :key
:constitution-finding-variant-}, :wisdom-detection-variant- {:race :half-elf-mark-
of-detection-, :traits [], :option-pack "UA - Dragonmarks", :name "Wisdom
(Detection Variant)", :abilities {:orcpub.dnd.e5.character/str 0,
:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 0,
:orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 1}, :key :wisdom-
detection-variant-}, :intelligence-making-variant- {:race :human-mark-of-
making-, :traits [], :option-pack "UA - Dragonmarks", :name "Intelligence (Making
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 1}, :key
:intelligence-making-variant-}, :wisdom-storm-variant- {:race :half-elf-mark-of-
storm-, :traits [], :option-pack "UA - Dragonmarks", :name "Wisdom (Storm
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 1}, :key :wisdom-storm-variant-}, :intelligence-
detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack
"UA - Dragonmarks", :name "Intelligence (Detection Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 1}, :key
:intelligence-detection-variant-}, :dexterity-passage-variant- {:race :human-mark-
of-passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Dexterity (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
0, :orcpub.dnd.e5.character/dex 1}, :key :dexterity-passage-variant-}, :strength-
passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "UA -
Dragonmarks", :name "Strength (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-passage-variant-},
:charisma-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-
pack "UA - Dragonmarks", :name "Charisma (Sentinel Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/cha 1}, :key :charisma-
sentinel-variant-}, :dexterity-storm-variant- {:race :half-elf-mark-of-storm-,
:traits [], :option-pack "UA - Dragonmarks", :name "Dexterity (Storm Variant)",
:abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 1}, :key :dexterity-storm-variant-}, :charisma-storm-
variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "UA -
Dragonmarks", :name "Charisma (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/cha 1}, :key :charisma-
storm-variant-}, :wisdom-finding-variant- {:race :half-orc-mark-of-finding-,
:traits [], :option-pack "UA - Dragonmarks", :name "Wisdom (Finding Variant)",
:abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 1}, :key :wisdom-finding-variant-}, :intelligence-
handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Intelligence (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 1}, :key
:intelligence-handling-variant-}, :intelligence-sentinel-variant- {:race :human-
mark-of-sentinel-, :traits [], :option-pack "UA - Dragonmarks", :name "Intelligence
(Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/str 0,
:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 0,
:orcpub.dnd.e5.character/int 1}, :key :intelligence-sentinel-variant-},
:constitution-sentinel-variant- {:race :human-mark-of-sentinel-,
:traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Sentinel
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
1}, :key :constitution-sentinel-variant-}, :intelligence-finding-variant- {:race
:half-orc-mark-of-finding-, :traits [], :option-pack "UA - Dragonmarks", :name
"Intelligence (Finding Variant)", :abilities {:orcpub.dnd.e5.character/str 0,
:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 0,
:orcpub.dnd.e5.character/int 1}, :key :intelligence-finding-variant-},
:intelligence-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-
pack "UA - Dragonmarks", :name "Intelligence (Storm Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 1}, :key
:intelligence-storm-variant-}, :strength-finding-variant- {:race :half-orc-mark-of-
finding-, :traits [], :option-pack "UA - Dragonmarks", :name "Strength (Finding
Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key
:strength-finding-variant-}, :mark-of-shadow {:race :elf, :traits [{:description
"You gain proficiency with one musical instrument or the Performance skill. Enter
this manually.", :name "Natural Talent"} {:description "When you make a Charisma
(Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4,
and add the number rolled to the ability check.", :name "Gift of the Shadows"}
{:description "You know the minor illusion cantrip. Charisma is your spellcasting
ability for this trait.", :name "Shape Shadows"} {:description "You can use the
Hide action as a bonus action, even if you have no cover or if you’re under
observation. Regardless of whether you succeed or fail, once you use this ability,
you can’t use it again until you finish a short or long rest.", :name "Slip Into
Shadow"}], :option-pack "UA - Dragonmarks", :name "Mark of Shadow", :abilities
{:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:key :minor-illusion,
:ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-shadow}, :strength-
handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "UA -
Dragonmarks", :name "Strength (Handling Variant)", :abilities
{:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-handling-
variant-}, :charisma-passage-variant- {:race :human-mark-of-passage-, :traits
[], :option-pack "UA - Dragonmarks", :name "Charisma (Passage Variant)", :abilities
{:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con 0,
:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0,
:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/cha 1}, :key :charisma-
passage-variant-}, :constitution-passage-variant- {:race :human-mark-of-
passage-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Passage
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
1}, :key :constitution-passage-variant-}, :dexterity-finding-variant- {:race :half-
orc-mark-of-finding-, :traits [], :option-pack "UA - Dragonmarks", :name "Dexterity
(Finding Variant)", :abilities {:orcpub.dnd.e5.character/str 0,
:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 1}, :key :dexterity-
finding-variant-}, :strength-sentinel-variant- {:race :human-mark-of-sentinel-,
:traits [], :option-pack "UA - Dragonmarks", :name "Strength (Sentinel
Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key
:strength-sentinel-variant-}, :constitution-storm-variant- {:race :half-elf-mark-
of-storm-, :traits [], :option-pack "UA - Dragonmarks", :name "Constitution (Storm
Variant)", :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/con
1}, :key :constitution-storm-variant-}}, :orcpub.dnd.e5/feats {:greater-dragonmark-
passage {:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Passage", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making-
false, :human-mark-of-passage- true}}, :description "Prerequisite: 8th level\nYour
dragonmark has grown in size and power. This enhances your existing dragonmark, and
the benefits are based on the mark that you already possess. A greater dragonmark
provides the following benefits:\n• The die type of your dragonmarked Intuition Die
increases by one. \n• Increase your Dexterity or Constitution ability score by 1,
to a maximum of 20.\n• You learn the blink and teleportation circle spells, each of
which you can cast once without expending a spell slot or using a material
component. Constitution is your spellcasting ability for these spells. You must
complete a long rest in order to regain the use of these spells.", :props {:ritual-
casting false}, :key :greater-dragonmark-passage}, :greater-dragonmark-shadow
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Shadow", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making-
false, :human-mark-of-passage- false, :gnome false, :human-mark-of-sentinel- false,
:elf true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in
size and power. This enhances your existing dragonmark, and the benefits are based
on the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You
learn the nondetection and mislead spells, each of which you can cast once without
expending a spell slot or using a material component. Charisma is your spellcasting
ability for these spells. You must complete a long rest in order to regain the use
of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-
shadow}, :greater-dragonmark-detection {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{},
:option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Detection", :path-
prereqs {:race {:half-elf-mark-of-detection- true}}, :description "Prerequisite:
8th level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Charisma or
Intelligence ability score by 1, to a maximum of 20.\n• You learn the see
invisibility and true seeing spells, each of which you can cast once without
expending a spell slot or using a material component. Intelligence is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-detection}, :greater-dragonmark-healing {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{},
:option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Healing", :path-prereqs
{:race {:half-elf-mark-of-detection- false, :halfling true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the mass
healing word and greater restoration spells, each of which you can cast once
without expending a spell slot or using a material component. Wisdom is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-healing}, :greater-dragonmark-storm {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{},
:option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Storm", :path-prereqs
{:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-making-
false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm- true, :gnome false,
:human-mark-of-passage- false, :human-mark-of-handling- false, :halfling
false}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You
learn the control water and control wind spells, each of which you can cast once
without expending a spell slot or using a material component. Charisma is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-storm}, :greater-dragonmark-warding {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex}, :prereqs #{},
:option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Warding", :path-prereqs
{:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-making-
false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm- false, :gnome
false, :dwarf true, :human-mark-of-passage- false, :human-mark-of-handling-
false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark
has grown in size and power. This enhances your existing dragonmark, and the
benefits are based on the mark that you already
possess. A greater dragonmark provides the following benefits:\n• The die type of
your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or
Intelligence ability score by 1, to a maximum of 20.\n• You learn the knock, glyph
of warding, and leomund’s secret chest spells, each of which you can cast once
without expending a spell slot or using a material component. To cast Leomund's
secret chest using this feat and the Mark of Warding, you must have a Siberys
dragonshard with a value of at least 100 gp. While you have this dragonshard in
hand, it serves as the spell's focus, and you can use it to summon and dismiss the
chest. Intelligence is your spellcasting ability for these spells. You must
complete a long rest in order to regain the use of these spells.", :props {:ritual-
casting false}, :key :greater-dragonmark-warding}, :greater-dragonmark-handling
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Handling", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :human-mark-of-handling- true}}, :description "Prerequisite: 8th level\nYour
dragonmark has grown in size and power. This enhances your existing dragonmark, and
the benefits are based on the mark that you already possess. A greater dragonmark
provides the following benefits:\n• The die type of your dragonmarked Intuition Die
increases by one. \n• Increase your Dexterity or Wisdom ability score by 1, to a
maximum of 20.\n• You learn the beast sense and dominate beast spells, each of
which you can cast once without expending a spell slot or using a material
component. Wisdom is your spellcasting ability for these spells. You must complete
a long rest in order to regain the use of these spells.", :props {:ritual-casting
false}, :key :greater-dragonmark-handling}, :greater-dragonmark-finding {:ability-
increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Finding", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :half-orc-mark-of-finding- true}}, :description "Prerequisite: 8th
level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Dexterity, Strength
or Wisdom ability score by 1, to a maximum of 20.\n• You learn the locate creature
and find the path spells, each of which you can cast once without expending a spell
slot or using a material component. Wisdom is your spellcasting ability for these
spells. You must complete a long rest in order to regain the use of these spells.",
:props {:ritual-casting false}, :key :greater-dragonmark-finding}, :greater-
dragonmark-sentinel {:ability-increases #{:orcpub.dnd.e5.character/wis
:orcpub.dnd.e5.character/str}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Sentinel", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making-
false, :human-mark-of-passage- false, :gnome false, :human-mark-of-sentinel-
true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size
and power. This enhances your existing dragonmark, and the benefits are based on
the mark that you already possess. A greater dragonmark provides the following
benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n•
Increase your Strength or Wisdom ability score by 1, to a maximum of 20.\n• You
learn the compelled duel and warding bond spells, each of which you can cast once
without expending a spell slot or using a material component. Wisdom is your
spellcasting ability for these spells. You must complete a short or long rest in
order to regain the use of these spells.", :props {:ritual-casting false}, :key
:greater-dragonmark-sentinel}, :aberrant-dragonmark {:ability-increases
#{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant Dragonmark",
:option-pack "UA - Dragonmarks", :description "Prerequisite: No existing
Dragonmark.\nYou have manifested an aberrant dragonmark. Determine its appearance
and the flaw associated with it. You gain the following benefits:\n• Increase your
Constitution score by 1, to a maximum of 20.\n• You learn a cantrip from the
sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell
list. You learn that spell and can cast it at its lowest level. Once you cast it
you must finish a long rest before you can cast it again. Constitution is your
spellcasting ability for these spells.\n• You can increase the power of your
aberrant spells at the risk of your own vitality. When you cast a spell with your
aberrant mark, you can use one of your Hit Dice to increase the spell’s level by 1.
Immediately after you cast the spell, roll the Hit Die. You take damage equal to
the number rolled.", :key :aberrant-dragonmark}, :greater-dragonmark-hospitality
{:ability-increases #{:orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Hospitality", :path-prereqs {:race {:half-elf-mark-of-
detection- false, :human-mark-of-handling- false, :halfling true}}, :description
"Prerequisite: 8th level\nYour dragonmark has grown in size and power. This
enhances your existing dragonmark, and the benefits are based on the mark that you
already possess. A greater dragonmark provides the following benefits:\n• The die
type of your dragonmarked Intuition Die increases by one. \n• Increase your
Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the
sanctuary and mordenkainen’s magnificent mansion spells, each of which you can cast
once without expending a spell slot or using a material component. Charisma is your
spellcasting ability for these spells. You must complete a long rest in order to
regain the use of these spells.", :props {:ritual-casting false}, :key :greater-
dragonmark-hospitality}, :greater-dragonmark-making {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{},
:option-pack "UA - Dragonmarks", :name "Greater Dragonmark: Making", :path-prereqs
{:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false,
:halfling false, :human-mark-of-making- true}}, :description "Prerequisite: 8th
level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or
Intelligence ability score by 1, to a maximum of 20.\n• You learn the fabricate and
creation spells, each of which you can cast once without expending a spell slot or
using a material component. Intelligence is your spellcasting ability for these
spells. You must complete a long rest in order to regain the use of these spells.",
:props {:ritual-casting false}, :key :greater-dragonmark-making}, :greater-
dragonmark-scribing {:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "UA - Dragonmarks", :name
"Greater Dragonmark: Scribing", :path-prereqs {:race {:half-elf-mark-of-detection-
false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making-
false, :human-mark-of-passage- false, :gnome true}}, :description "Prerequisite:
8th level\nYour dragonmark has grown in size and power. This enhances your existing
dragonmark, and the benefits are based on the mark that you already possess. A
greater dragonmark provides the following benefits:\n• The die type of your
dragonmarked Intuition Die increases by one. \n• Increase your Intelligence or
Charisma ability score by 1, to a maximum of 20.\n• You learn the sending and
tongues spells, each of which you can cast once without expending a spell slot or
using a material component. Intelligence is your spellcasting ability for these
spells. You must complete a short or long rest in order to regain the use of these
spells.", :props {:ritual-casting false}, :key :greater-dragonmark-scribing}},
:disabled? false}, "Xanathars_Guide_to_Everything" {:orcpub.dnd.e5/subclasses
{:war-magic {:class :wizard, :traits [{:name "Arcane Deflection", :level 2,
:description "At 2nd level, you have learned to weave your magic to fortify
yourself against harm. When you are hit by an attack or you fail a saving throw,
you can use your reaction to gain a +2 bonus to your AC against that attack or a +4
bonus to that saving throw.\nWhen you use this feature, you can’t cast spells other
than cantrips until the end of your next turn. "} {:level 2, :name "Tactical
Wit", :description "Starting at 2nd level, your keen ability to assess tactical
situations allows you to act quickly in battle. You can give yourself a bonus to
your initiative rolls equal to your Intelligence modifier. "} {:level 6, :name
"Power Surge", :description "Starting at 6th level, you can store magical energy
within yourself to later empower your damaging spells. In its stored form, this
energy is called a power surge.\nYou can store a maximum number of power surges
equal to your Intelligence modifier (minimum of one). Whenever you finish a long
rest, your number of power surges resets to one. Whenever you successfully end a
spell with dispel magic or counterspell, you gain one power surge, as you steal
magic from the spell you foiled. If you end a short rest with no power surges, you
gain one power surge.\nOnce per turn when you deal damage to a creature or object
with a wizard spell, you can spend
one power surge to deal extra force damage to that target. The extra damage equals
half your wizard level."} {:level 10, :name "Durable Magic", :description
"Beginning at 10th level, the magic you channel helps ward off harm. While you
maintain concentration on a spell, you have a +2 bonus to AC and all saving
throws."} {:level 14, :name "Deflecting Shroud", :description "At 14th level, your
Arcane Deflection becomes infused with deadly magic. When you use your Arcane
Deflection feature, you can cause magical energy to arc from you. Up to three
creatures of your choice that you can see within 60 feet of you each take force
damage equal to half your wizard level. "}], :level-modifiers [], :option-pack
"Xanathar's Guide To Everything", :name "War Magic", :key :war-magic}, :way-of-the-
drunken-master {:class :monk, :traits [{:description "When you choose this
tradition at 3rd level, you gain proficiency in the Performance skill if you don’t
already have it. Your martial arts technique mixes combat training with the
precision of a dancer and the antics of a jester. You also gain proficiency with
brewer’s supplies if you don’t already have it. ", :level 3, :name "Bonus
Proficiencies "} {:name "Drunken Technique ", :level 3, :description "At 3rd level,
you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever
you use Flurry of Blows, you gain the benefit of the Disengage action, and your
walking speed increases by 10 feet until the end of the current turn. "} {:name
"Tipsy Sway", :level 6, :description "Starting at 6th level, you can move in
sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When
you’re prone, you can stand up by spending 5 feet of movement, rather than half
your speed.\n\nRedirect Attack: When a creature misses you with a melee attack
roll, you can spend 1 ki point as a reaction to cause that attack to hit one
creature of your choice, other than the attacker, that you can see within 5 feet of
you. "} {:level 11, :name "Drunkard’s Luck", :description "Starting at 11th level,
you always seem to get a lucky bounce at the right moment. When you make an ability
check, an attack roll, or a saving throw and have disadvantage on the roll, you can
spend 2 ki points to cancel the disadvantage for that roll."} {:level 17, :name
"Intoxicated Frenzy", :description "At 17th level, you gain the ability to make an
overwhelming number of attacks against a group of enemies. When you use your Flurry
of Blows, you can make up to three additional attacks with it (up to a total of
five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a
different creature this turn."}], :level-modifiers [{:type :skill-prof, :value
:performance, :level 3}], :option-pack "Xanathar's Guide To Everything", :name "Way
of the Drunken Master", :key :way-of-the-drunken-master}, :path-of-the-storm-herald
{:class :barbarian, :traits [{:name "Storm Aura", :level 3, :description "Starting
at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends
10 feet from you in every direction, but not through total cover.\nYour aura has an
effect that activates when you enter your rage, and you can activate the effect
again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your
aura’s effect depends on that chosen environment, as detailed below. You can change
your environment choice whenever you gain a level in this class.\nIf Your aura's
effects require a saving throw, the DC equals 8 + your proficiency bonus + your
Constitution modifier.\n\nDesert: When this effect is activated, all other
creatures in your aura take 2 fire damage each. The damage increases when you reach
certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at
15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can
choose one other creature you can see in your aura. The target must make a
Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or
half as much damage on a successful one. The damage increases when you reach
certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level,
and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of
your choice in your aura gains 2 temporary hit points, as icy spirits inure it to
suffering. The temporary hit points increase when you reach certain levels in this
class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at
20th level."} {:level 6, :name "Storm Soul", :description "At 6th level, the storm
grants you benefits even when your aura isn’t active. The benefits are based on the
environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire
damage, and you don’t suffer the effects of extreme heat, as described in the
Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object
that isn’t being worn or carried by anyone else and set it on fire.\n\nSea: You
gain resistance to lightning damage, and you can breathe underwater. You also gain
a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you
don’t suffer the effects of extreme cold, as described in the Dungeon Master’s
Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it
into ice, which melts after 1 minute. This action fails if a creature is in the
cube."} {:level 10, :name "Shielding Storm", :description "At 10th level, you learn
to use your mastery of the storm to protect others. Each creature of your choice
has the damage resistance you gained from the Storm Soul feature while the creature
is in your Storm Aura."} {:level 14, :name "Raging Storm", :description "At 14th
level, the power of the storm you channel grows mightier, lashing out at your foes.
The effect is based on the environment you chose for your Storm Aura.\n\nDesert:
Immediately after a creature in your aura hits you with an attack, you can use your
reaction to force that creature to make a Dexterity saving throw. On a failed save,
the creature takes fire damage equal to half your barbarian level.\n\nSea: When you
hit a creature in your aura with an attack, you can use your reaction to force that
creature to make a Strength saving throw. On a failed save, the creature is knocked
prone, as if struck by a wave.\n\nTundra: Whenever the effect of your Storm Aura is
activated, you can choose one creature you can see in the aura. That creature must
succeed on a Strength saving throw, or its speed is reduced to 0 until the start of
your next turn, as magical frost covers it."}], :level-modifiers [], :option-pack
"Xanathar's Guide To Everything", :name "Path of the Storm Herald", :key :path-of-
the-storm-herald}, :the-hexblade {:class :warlock, :traits [{:name "Hexblade’s
Curse", :description "Starting at 1st level, you gain the ability to place a
baleful curse on someone. As a bonus action, choose one creature you can see within
30 feet of you. The target is cursed for 1 minute. The curse ends early if the
target dies, you die, or you are incapacitated. Until the curse ends, you gain the
following benefits:\n-You gain a bonus to damage rolls against the cursed target.
The bonus equals your proficiency bonus.\n-Any attack roll you make against the
cursed target is a critical hit on a roll of 19 or 20 on the d20.\n-If the cursed
target dies, you regain hit points equal to your warlock level + your Charisma
modifier (minimum of 1 hit point).\nYou can’t use this feature again until you
finish a short or long rest."} {:name "Hex Warrior", :description "The influence of
your patron allows you to mystically channel your will through a particular weapon.
Whenever you finish a long rest, you can touch one weapon that you are proficient
with and that lacks the two-handed property. When you attack with that weapon, you
can use your Charisma modifier, instead of Strength or Dexterity, for the attack
and damage rolls. This benefit lasts until you finish a long rest. If you later
gain the Pact of the Blade feature, this benefit extends to every pact weapon you
conjure with that feature, no matter the weapon’s type."} {:name "Accursed
Specter", :level 6, :description "Starting at 6th level, you can curse the soul of
a person you slay, temporarily binding it to your service. When you slay a
humanoid, you can cause its spirit to rise from its corpse as a specter, the
statistics for which are in the Monster Manual. When the specter appears, it gains
temporary hit points equal to half your warlock level. Roll initiative for the
specter, which has its own turns. It obeys your verbal commands, and it gains a
special bonus to its attack rolls equal to your Charisma modifier (minimum of
+0).\nThe specter remains in your service until the end of your next long rest, at
which point it vanishes to the afterlife. \nOnce you bind a specter with this
feature, you can’t use the feature again until you finish a long rest. "} {:name
"Armor of Hexes", :level 10, :description "At 10th level, your hex grows more
powerful. If the target cursed by your Hexblade’s Curse hits you with an attack
roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead
misses you, regardless of its roll. "} {:level 14, :name "Master of Hexes",
:description "Starting at 14th level, you can spread your Hexblade’s Curse from a
slain creature to another creature. When the creature cursed by your Hexblade’s
Curse dies, you can apply the curse to a different creature you can see within 30
feet of you, provided you aren’t incapacitated. When you apply the curse in this
way, you don’t regain hit points from the death of the previously cursed creature.
"}], :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof,
:value :shields} {:type :armor-prof, :value :medium}], :option-pack "Xanathar's
Guide To Everything",
:name "The Hexblade", :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0
:blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-
killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}, :key :the-
hexblade}, :gloom-stalker {:class :ranger, :traits [{:name "Dread Ambusher", :level
3, :description "At 3rd level, you master the art of the ambush. You can give
yourself a bonus to your initiative rolls equal to your Wisdom modifier.\nAt the
start of your first turn of each combat, your walking speed increases by 10 feet,
which lasts until the end of that turn. If you take the Attack action on that turn,
you can make one additional weapon attack as part of that action. If that attack
hits, the target takes an extra 1d8 damage of the weapon’s damage type. "} {:name
"Umbral Sight ", :description "At 3rd level, you gain darkvision out to a range of
60 feet. If you already have darkvision from your race, its range increases by 30
feet.\nYou are also adept at evading creatures that rely on darkvision. While in
darkness, you are invisible to any creature that relies on darkvision to see you in
that darkness. ", :level 3} {:level 7, :name "Iron Mind", :description "By 7th
level, you have honed your ability to resist the mind-altering powers of your prey.
You gain proficiency in Wisdom saving throws. If you already have this proficiency,
you instead gain proficiency in Intelligence or Charisma saving throws (your
choice). "} {:name "Stalker’s Flurry", :description "At 11th level, you learn to
attack with such unexpected speed that you can turn a miss into another strike.
Once on each of your turns when you miss with a weapon attack, you can make another
weapon attack as part of the same action. ", :level 11} {:name "Shadowy Dodge",
:description "Starting at 15th level, you can dodge in unforeseen ways, with wisps
of supernatural shadow around you. Whenever a creature makes an attack roll against
you and doesn’t have advantage on the roll, you can use your reaction to impose
disadvantage on it. You must use this feature before you know the outcome of the
attack roll. ", :level 15}], :level-modifiers [{:type :spell, :level 3, :value
{:key :disguise-self, :level 1, :ability :wis}} {:type :spell, :level 5, :value
{:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value
{:level 3, :ability :wis, :key :fear}} {:type :spell, :level 13, :value {:level
4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level 17, :value
{:level 5, :ability :wis, :key :seeming}}], :option-pack "Xanathar's Guide To
Everything", :name "Gloom Stalker", :key :gloom-stalker}, :horizon-walker
{:class :ranger, :traits [{:name "Detect Portal", :level 3, :description "At 3rd
level, you gain the ability to magically sense the presence of a planar portal. As
an action, you detect the distance and direction to the closest planar portal
within 1 mile of you.\nOnce you use this feature, you can’t use it again until you
finish a short or long rest.\nSee the “Planar Travel” section in chapter 2 of the
Dungeon Master’s Guide for examples of planar portals."} {:name "Planar
Warrior", :description "At 3rd level, you learn to draw on the energy of the
multiverse to augment your attacks.\nAs a bonus action, choose one creature you can
see within 30 feet of you. The next time you hit that creature on this turn with a
weapon attack, all damage dealt by the attack becomes force damage, and the
creature takes an extra 1d8 force damage from the attack. When you reach 11th level
in this class, the extra damage increases to 2d8. ", :level 3} {:name "Ethereal
Step", :description "At 7th level, you learn to step through the Ethereal Plane. As
a bonus action, you can cast the etherealness spell with this feature, without
expending a spell slot, but the spell ends at the end of the current turn.\nOnce
you use this feature, you can’t use it again until you finish a short or long rest.
", :level 7} {:name "Distant Strike", :level 11, :description "At 11th level, you
gain the ability to pass between the planes in the blink of an eye. When you take
the Attack action, you can teleport up to 10 feet before each attack to an
unoccupied space you can see.\nIf you attack at least two different creatures with
the action, you can make one additional attack with it against a third creature. "}
{:name "Spectral Defense", :level 15, :description "At 15th level, your ability to
move between planes enables you to slip through the planar boundaries to lessen the
harm done to you during battle. When you take damage from an attack, you can use
your reaction to give yourself resistance to all of that attack’s damage on this
turn."}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key
:protection-from-evil-and-good, :ability :wis}} {:type :spell, :level 5, :value
{:key :misty-step, :level 2, :ability :wis}} {:type :spell, :level 9, :value
{:level 3, :ability :wis, :key :haste}} {:type :spell, :level 13, :value {:level 4,
:ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5,
:ability :wis, :key :teleportation-circle}}], :option-pack "Xanathar's Guide To
Everything", :name "Horizon Walker", :key :horizon-walker}, :storm-sorcery
{:class :sorcerer, :traits [{:name "Wind Speaker", :description "The arcane magic
you command is infused with elemental air. You can speak, read, and write
Primordial. Knowing this language allows you to understand and be understood by
those who speak its dialects: Aquan, Auran, Ignan, and Terran."} {:name
"Tempestuous Magic", :description "Starting at 1st level, you can use a bonus
action on your turn to cause whirling gusts of elemental air to briefly surround
you, immediately before or after you cast a spell of 1st level or higher. Doing so
allows you to fly up to 10 feet without provoking opportunity attacks. "} {:level
6, :name "Heart of the Storm", :description "At 6th level, you gain resistance to
lightning and thunder damage. In addition, whenever you start casting a spell of
1st level or higher that deals lightning or thunder damage, stormy magic erupts
from you. This eruption causes creatures of your choice that you can see within 10
feet of you to take lightning or thunder damage (choose each time this ability
activates) equal to half your sorcerer level."} {:level 6, :name "Storm Guide",
:description "At 6th level, you gain the ability to subtly control the weather
around you.\nIf it is raining, you can use an action to cause the rain to stop
falling in a 20-foot-radius sphere centered on you. You can end this effect as a
bonus action.\nIf it is windy, you can use a bonus action each round to choose the
direction that the wind blows in a 100-foot-radius sphere centered on you. The wind
blows in that direction until the end of your next turn. This feature doesn’t alter
the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "Starting
at 14th level, when you are hit by a melee attack, you can use your reaction to
deal lightning damage to the attacker. The damage equals your sorcerer level. The
attacker must also make a Strength saving throw against your sorcerer spell save
DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away
from you. "} {:level 18, :name "Wind Soul", :description "At 18th level, you gain
immunity to lightning and thunder damage.\nYou also gain a magical flying speed of
60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and
choose a number of creatures within 30 feet of you equal to 3 + your Charisma
modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour.
Once you reduce your flying speed in this way, you can’t do so again until you
finish a short or long rest. "}], :level-modifiers [{:type :damage-resistance,
:level 6, :value :thunder} {:type :damage-resistance, :level 6, :value
:lightning}], :option-pack "Xanathar's Guide To Everything", :name "Storm Sorcery",
:key :storm-sorcery}, :circle-of-the-shepherd {:class :druid, :traits [{:name
"Speech of the Woods", :level 2, :description "At 2nd level, you gain the ability
to converse with beasts and many fey.\nYou learn to speak, read, and write Sylvan.
In addition, beasts can understand your speech, and you gain the ability to
decipher their noises and motions. Most beasts lack the intelligence to convey or
understand sophisticated concepts, but a friendly beast could relay what it has
seen or heard in the recent past. This ability doesn’t grant you friendship with
beasts, though you can combine this ability with gifts to curry favor with them as
you would with any nonplayer character. "} {:name "Spirit Totem", :level 2,
:description "Starting at 2nd level, you can call forth nature spirits to influence
the world around you. As a bonus action, you can magically summon an incorporeal
spirit to a point you can see within 60 feet of you. The spirit creates an aura in
a 30-foot radius around that point. It counts as neither a creature nor an object,
though it has the spectral appearance of the creature it represents.\nAs a bonus
action, you can move the spirit up to 60 feet to a point you can see.\nThe spirit
persists for 1 minute or until you’re incapacitated. Once you use this feature, you
can’t\nuse it again until you finish a short or long rest.\nThe effect of the
spirit’s aura depends on the type of spirit you summon from the options
below.\n\nBear Spirit: The bear spirit grants you and your allies its might and
endurance. Each creature of your choice in the aura when the spirit appears gains
temporary hit points equal to 5 + your druid level. In addition, you and your
allies gain advantage on Strength checks and Strength saving throws while in the
aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your
allies with its keen sight. When a creature makes an attack roll against
a target in the spirit’s aura, you can use your reaction to grant advantage to
that attack roll. In addition, you and your allies have advantage on Wisdom
(Perception) checks while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends
its protection to those nearby. You and your allies gain advantage on all ability
checks made to detect creatures in the spirit’s aura. In addition, if you cast a
spell using a spell slot that restores hit points to any creature inside or outside
the aura, each creature of your choice in the aura also regains hit points equal to
your druid level."} {:name "Mighty Summoner", :level 6, :description "Starting at
6th level, beasts and fey that you conjure are more resilient than normal. Any
beast or fey summoned or created by a spell that you cast gains the following
benefits: \n-The creature appears with more hit points than normal: 2 extra hit
points per Hit Die it has.\n-The damage from its natural weapons is considered
magical for the purpose of overcoming immunity and resistance to nonmagical attacks
and damage."} {:name "Guardian Spirit", :level 10, :description "Beginning at 10th
level, your Spirit Totem safeguards the beasts and fey that you call forth with
your magic. When a beast or fey that you summoned or created with a spell ends its
turn in your Spirit Totem aura, that creature regains a number of hit points equal
to half your druid level. "} {:name "Faithful Summons ", :level 14, :description
"Starting at 14th level, the nature spirits you commune with protect you when you
are the most defenseless. If you are reduced to 0 hit points or are incapacitated
against your will, you can immediately gain the benefits of conjure animals as if
it were cast using a 9th-level spell slot. It summons four beasts of your choice
that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of
you. If they receive no commands from you, they protect you from harm and attack
your foes. The spell lasts for 1 hour, requiring no concentration, or until you
dismiss it (no action required).\nOnce you use this feature, you can’t use it again
until you finish a long rest. "}], :level-modifiers [], :option-pack "Xanathar's
Guide To Everything", :name "Circle of the Shepherd", :key :circle-of-the-
shepherd}, :inquisitive {:class :rogue, :traits [{:name "Ear for Deceit", :level 3,
:description "When you choose this archetype at 3rd level, you develop a talent for
picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a
creature is lying, treat a roll of 7 or lower on the d20 as an 8."} {:name " Eye
for Detail", :level 3, :description "Starting at 3rd level, you can use a bonus
action to make a Wisdom (Perception) check to spot a hidden creature or object or
to make an Intelligence (Investigation) check to uncover or decipher clues. "}
{:level 3, :name "Insightful Fighting", :description "At 3rd level, you gain the
ability to decipher an opponent’s tactics and develop a counter to them. As a bonus
action, you can make a Wisdom (Insight) check against a creature you can see that
isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you
succeed, you can use your Sneak Attack against that target even if you don’t have
advantage on the attack roll, but not if you have disadvantage on it.\nThis benefit
lasts for 1 minute or until you successfully use this feature against a different
target. "} {:name "Steady Eye", :level 9, :description "Starting at 9th level, you
have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if
you move no more than half your speed on the same turn."} {:level 13, :name
"Unerring Eye", :description "Beginning at 13th level, your senses are almost
impossible to foil. As an action, you sense the presence of illusions,
shapechangers not in their original form, and other magic designed to deceive the
senses within 30 feet of you, provided you aren’t blinded or deafened. You sense
that an effect is attempting to trick you, but you gain no insight into what is
hidden or into its true nature.\nYou can use this feature a number of times equal
to your Wisdom modifier (minimum of once), and you regain all expended uses of it
when you finish a long rest."} {:name "Eye for Weakness", :level 17, :description
"At 17th level, you learn to exploit a creature’s weaknesses by carefully studying
its tactics and movement. While your Insightful Fighting feature applies to a
creature, your Sneak Attack damage against that creature increases by 3d6. "}],
:level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name
"Inquisitive", :key :inquisitive}, :circle-of-dreams {:class :druid, :traits
[{:level 2, :name "Balm of the Summer Court", :description "At 2nd level, you
become imbued with the blessings of the Summer Court. You are a font of energy that
offers respite from injuries. You have a pool of fey energy represented by a number
of d6s equal to your druid level.\nAs a bonus action, you can choose one creature
you can see within 120 feet of you and spend a number of those dice equal to half
your druid level or less. Roll the spent dice and add them together. The target
regains a number of hit points equal to the total. The target also gains 1
temporary hit point per die spent.\nYou regain all expended dice when you finish a
long rest. "} {:name "Hearth of Moonlight and Shadow", :level 6, :description "At
6th level, home can be wherever you are. During a short or long rest, you can
invoke the shadowy power of the Gloaming Court to help guard your respite. At the
start of the rest, you touch a point in space, and an invisible, 30-foot-radius
sphere of magic appears, centered on that point. Total cover blocks the
sphere.\nWhile within the sphere, you and your allies gain a +5 bonus to Dexterity
(Stealth) and Wisdom (Perception) checks, and any light from open flames in the
sphere (a campfire, torches, or the like) isn’t visible outside it.\nThe sphere
vanishes at the end of the rest or when you leave the sphere."} {:name "Hidden
Paths", :level 10, :description "Starting at 10th level, you can use the hidden,
magical pathways that some fey use to traverse space in the blink of an eye. As a
bonus action on your turn, you can teleport up to 60 feet to an unoccupied space
you can see. Alternatively, you can use your action to teleport one willing
creature you touch up to 30 feet to an unoccupied space you can see.\nYou can use
this feature a number of times equal to your Wisdom modifier (minimum of once), and
you regain all expended uses of it when you finish a long rest."} {:level 14, :name
"Walker in Dreams", :description "At 14th level, the magic of the Feywild grants
you the ability to travel mentally or physically through dreamlands.\nWhen you
finish a short rest, you can cast one of the following spells, without expending a
spell slot or requiring material components: dream (with you as the messenger),
scrying, or teleportation circle.\nThis use of teleportation circle is special.
Rather than opening a portal to a permanent teleportation circle, it opens a portal
to the last location where you finished a long rest on your current plane of
existence. If you haven’t taken a long rest on your current plane, the spell fails
but isn’t wasted.\nOnce you use this feature, you can’t use it again until you
finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide To
Everything", :name "Circle of Dreams", :key :circle-of-dreams}, :path-of-the-
ancestral-guardian {:class :barbarian, :traits [{:name "Ancestral Protectors",
:level 3, :description "Starting when you choose this path at 3rd level, spectral
warriors appear when you enter your rage. While you’re raging, the first creature
you hit with an attack on your turn becomes the target of the warriors, which
hinder its attacks. Until the start of your next turn, that target has disadvantage
on any attack roll that isn’t against you, and when the target hits a creature
other than you with an attack, that creature has resistance to the damage dealt by
the attack. The effect on the target ends early if your rage ends."} {:level 6,
:name "Spirit Shield", :description "Beginning at 6th level, the guardian spirits
that aid you can provide supernatural protection to those you defend. If you are
raging and another creature you can see within 30 feet of you takes damage, you can
use your reaction to reduce that damage by 2d6.\nWhen you reach certain levels in
this class you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at
14th level."} {:level 10, :name "Consult the Spirits", :description "At 10th level,
you gain the ability to consult with your ancestral spirits. When you do so, you
cast the augury or clairvoyance spell, without using a spell slot or material
components. Rather than creating a spherical sensor, this use of clairvoyance
invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is
your spellcasting ability for these spells.\nAfter you cast either spell in this
way, you can’t use this feature again until you finish a short or long rest."}
{:level 14, :name "Vengeful Ancestors", :description "At 14th level, your ancestral
spirits grow powerful enough to retaliate. When you use your Spirit Shield to
reduce the damage of an attack, the attacker takes an amount of force damage equal
to the damage that your Spirit Shield prevents."}], :level-modifiers [{:type
:spell, :level 10, :value {:level 2, :key :augury, :ability :wis}} {:type
:spell, :level 10, :value {:level 3, :key :clairvoyance, :ability :wis}}], :name
"Path of the Ancestral Guardian", :option-pack "Xanathar's Guide to Everything",
:key :path-of-the-ancestral-guardian}, :college-of-swords {:class :bard, :traits
[{:name "Bonus Proficiencies", :level 3, :description "If you’re proficient with a
simple or martial melee weapon, you can use it as
a spellcasting focus\nfor your bard spells. "} {:level 3, :name "Fighting
Style", :description "At 3rd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You can’t take a Fighting Style
option more than once, even if something in the game lets you choose
again.\n\nDueling: When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon
Fighting: When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack. "} {:level 3, :name "Blade Flourish",
:description "At 3rd level, you learn to perform impressive displays of martial
prowess and speed.\nWhenever you take the Attack action on your turn, your walking
speed increases by 10 feet until the end of the turn, and if a weapon attack that
you make as part of this action hits a creature, you can use one of the following
Blade Flourish options of your choice. You can use only one Blade Flourish option
per turn.\n\nDefensive Flourish: You can expend one use of your Bardic Inspiration
to cause the weapon to deal extra damage to the target you hit. The damage equals
the number you roll on the Bardic Inspiration die. You also add the number rolled
to your AC until the start of your next turn.\n\nSlashing Flourish: You can expend
one use of your Bardic Inspiration to cause the weapon to deal extra damage to the
target you hit and to any other creature of your choice that you can see within 5
feet of you. The damage equals the number you roll on the Bardic Inspiration
die.\n\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause
the weapon to deal extra damage to the target you hit. The damage equals the number
you roll on the Bardic Inspiration die. You can also push the target up to 5 feet
away from you, plus a number of feet equal to the number you roll on that die. You
can then immediately use your reaction to move up to your walking speed to an
unoccupied space within 5 feet of the target. "} {:level 6, :name "Extra
Attack", :description "Starting at 14th level, whenever you use a Blade Flourish
option, you can roll a d6 and use it\ninstead of expending a Bardic Inspiration
die. "} {:level 14, :name "Master’s Flourish", :description "Most folk are happy to
welcome a bard into their midst. Bards of the College of Whispers use this to their
advantage. They appear to be like other bards, sharing news, singing songs, and
telling tales to the audiences they gather. In truth, the College of Whispers
teaches its students that they are wolves among sheep. These bards use their
knowledge and magic to uncover secrets and turn them against others through
extortion and threats.\nMany other bards hate the College of Whispers, viewing it
as a parasite that uses a bard’s reputation to acquire wealth and power. For this
reason, members of this college rarely reveal their true nature. They typically
claim to follow some other college, or they keep their actual calling secret in
order to infiltrate and exploit royal courts and other settings of power. "}],
:level-modifiers [{:type :weapon-prof, :level 3, :value :scimitar} {:type :armor-
prof, :level 3, :value :medium}], :option-pack "Xanathar's Guide To Everything",
:name "College of Swords", :key :college-of-swords}, :oath-of-conquest {:class
:paladin, :traits [{:description "You can use your Channel Divinity to exude a
terrifying presence. As an action, you force each creature of your choice that you
can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a
creature becomes frightened of you for 1 minute. The frightened creature can repeat
this saving throw at the end of each of its turns, ending the effect on itself on a
success.", :level 3, :name "Conquering Presence"} {:name "Guided Strike", :level 3,
:description "You can use your Channel Divinity to strike with supernatural
accuracy. When you make an attack roll, you can use your Channel Divinity to gain a
+10 bonus to the roll. You make this choice after you see the roll, but before the
DM says whether the attack hits or misses."} {:name "Aura of Conquest",
:description "Starting at 7th level, you constantly emanate a menacing aura while
you’re not incapacitated. The aura extends 10 feet from you in every direction, but
not through total cover.\nIf a creature is frightened of you, its speed is reduced
to 0 while in the aura, and that creature takes psychic damage equal to half your
paladin level if it starts its turn there.\nAt 18th level, the range of this aura
increases to 30 feet.", :level 7} {:name "Scornful Rebuke", :level 15, :description
"Starting at 15th level, those who dare to strike you are psychically punished for
their audacity. Whenever a creature hits you with an attack, that creature takes
psychic damage equal to your Charisma modifier (minimum of 1) if you’re not
incapacitated. "} {:level 20, :name "Invincible Conqueror", :description "At 20th
level, you gain the ability to harness extraordinary martial prowess. As an action,
you can magically become an avatar of conquest, gaining the following benefits for
1 minute:\n-You have resistance to all damage.\n-When you take the Attack action on
your turn, you can make one additional attack as part of that action.\n-Your melee
weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use
this feature, you can’t use it again until you finish a long rest. "}], :level-
modifiers [{:type :spell, :level 3, :value {:ability :cha, :key :armor-of-
agathys, :level 1}} {:type :spell, :value {:level 1, :key :command, :ability :cha},
:level 3} {:type :spell, :level 5, :value {:level 2, :ability :cha, :key :hold-
person}} {:type :spell, :level 5, :value {:level 2, :ability :cha, :key :spiritual-
weapon}} {:type :spell, :level 9, :value {:level 3, :ability :cha, :key :bestow-
curse}} {:type :spell, :level 9, :value {:level 3, :ability :cha, :key :fear}}
{:type :spell, :level 13, :value {:level 4, :ability :cha, :key :dominate-beast}}
{:type :spell, :level 13, :value {:level 4, :ability :cha, :key :stoneskin}} {:type
:spell, :level 17, :value {:level 5, :ability :cha, :key :cloudkill}} {:type
:spell, :level 17, :value {:level 5, :ability :cha, :key :dominate-person}}],
:option-pack "Xanathar's Guide To Everything", :name "Oath of Conquest", :key
:oath-of-conquest}, :divine-soul {:class :sorcerer, :traits [{:name "Divine Magic",
:description "Your link to the divine allows you to learn spells from the cleric
class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip
or a sorcerer spell of 1st level or higher, you can choose the new spell from the
cleric spell list or the sorcerer spell list. You must otherwise obey all the
restrictions for selecting the spell, and it becomes a sorcerer spell for you. \nIn
addition, choose an affinity for the source of your divine power: good, evil, law,
chaos, or neutrality. You learn an additional spell based on that affinity, as
shown below. It is a sorcerer spell for you, but it doesn’t count against your
number of sorcerer spells known. If you later replace this spell, you must replace
it with a spell from the cleric spell list."} {:name "Favored by the Gods",
:description "Starting at 1st level, divine power guards your destiny. If you fail
a saving throw or miss with an attack roll, you can roll 2d4 and add it to the
total, possibly changing the outcome. Once you use this feature, you can’t use it
again until you finish a short or long rest."} {:level 6, :name "Empowered
Healing", :description "Starting at 6th level, the divine energy coursing through
you can empower healing spells. Whenever you or an ally within 5 feet of you rolls
dice to determine the number of hit points a spell restores, you can spend 1
sorcery point to reroll any number of those dice once, provided you aren’t
incapacitated. You can use this feature only once per turn."} {:level 14, :name
"Otherworldly Wings", :description "Starting at 14th level, you can use a bonus
action to manifest a pair of spectral wings from your back. While the wings are
present, you have a flying speed of 30 feet. The wings last until you’re
incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you
chose for your Divine Magic feature determines the appearance of the spectral
wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly
wings for neutrality."} {:level 18, :name "Unearthly Recovery", :description "At
18th level, you gain the ability to overcome grievous injuries. As a bonus action
when you have fewer than half of your hit points remaining, you can regain a number
of hit points equal to half your hit point maximum.\nOnce you use this feature, you
can’t use it again until you finish a long rest."}], :level-modifiers [], :option-
pack "Xanathar's Guide To Everything", :name "Divine Soul", :key :divine-soul},
:monster-slayer {:class :ranger, :traits [{:level 3, :name " Hunter’s Sense",
:description "At 3rd level, you gain the ability to peer at a creature and
magically discern how best to hurt it. As an action, choose one creature you can
see within 60 feet of you. You immediately learn whether the creature has any
damage immunities, resistances, or vulnerabilities and what they are. If the
creature is hidden from divination magic, you sense that it has no damage
immunities, resistances, or vulnerabilities.\nYou can use this feature a number of
times equal to your Wisdom modifier (minimum of once). You regain all expended uses
of it when you finish a long rest. "} {:level 3, :name "Slayer’s Prey",
:description "Starting at 3rd level, you can focus your ire on one foe, increasing
the harm you inflict on it. As a bonus action, you designate one creature you can
see within 60 feet of you as the target of this feature. The first time each turn
that you hit
that target with a weapon attack, it takes an extra 1d6 damage from the
weapon.\nThis benefit lasts until you finish a short or long rest. It ends early if
you designate a different creature. "} {:level 7, :name "Supernatural Defense",
:description "At 7th level, you gain extra resilience against your prey’s assaults
on your mind and body. Whenever the target of your Slayer’s Prey forces you to make
a saving throw and whenever you make an ability check to escape that target’s
grapple, add 1d6 to your roll. "} {:level 11, :name "Magic-User’s Nemesis",
:description "At 11th level, you gain the ability to thwart someone else’s magic.
When you see a creature casting a spell or teleporting within 60 feet of you, you
can use your reaction to try to magically foil it. The creature must succeed on a
Wisdom saving throw against your spell save DC, or its spell or teleport fails and
is wasted.\nOnce you use this feature, you can’t use it again until you finish a
short or long rest."} {:level 15, :name "Slayer’s Counter", :description "At 15th
level, you gain the ability to counterattack when your prey tries to sabotage you.
If the target of your Slayer’s Prey forces you to make a saving throw, you can use
your reaction to make one weapon attack against the quarry. You make this attack
immediately before making the saving throw. If your attack hits, your save
automatically succeeds, in addition to the attack’s normal effects. "}], :level-
modifiers [{:type :spell, :level 3, :value {:level 1, :ability :wis, :key
:protection-from-evil-and-good}} {:type :spell, :level 5, :value {:level 2,
:ability :wis, :key :zone-of-truth}} {:type :spell, :level 9, :value {:level 3,
:ability :wis, :key :magic-circle}} {:type :spell, :level 13, :value {:level 4,
:ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5,
:ability :wis, :key :hold-monster}}], :option-pack "Xanathar's Guide To
Everything", :name "Monster Slayer", :key :monster-slayer}, :oath-of-redemption
{:class :paladin, :traits [{:level 3, :description "You can use your Channel
Divinity to augment your presence with divine power. As a bonus action, you grant
yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.",
:name "Emissary of Peace"} {:level 3, :description "You can use your Channel
Divinity to rebuke those who use violence. Immediately after an attacker within 30
feet of you deals damage with an attack against a creature other than you, you can
use your reaction to force the attacker to make a Wisdom saving throw. On a failed
save, the attacker takes radiant damage equal to the damage it just dealt. On a
successful save, it takes half as much damage.", :name "Rebuke the Violent"} {:name
"Aura of the Guardian", :level 7, :description "Starting at 7th level, you can
shield others from harm at the cost of your own health. When a creature within 10
feet of you takes damage, you can use your reaction to magically take that damage,
instead of that creature taking it. This feature doesn’t transfer any other effects
that might accompany the damage, and this damage can’t be reduced in any way.\nAt
18th level, the range of this aura increases to 30 feet."} {:name "Protective
Spirit", :level 15, :description "Starting at 15th level, a holy presence mends
your wounds in battle. You regain hit points equal to 1d6 + half your paladin level
if you end your turn in combat with fewer than half of your hit points remaining
and you aren’t incapacitated."} {:level 20, :name "Emissary of Redemption",
:description "At 20th level, you become an avatar of peace, which gives you two
benefits:\n-You have resistance to all damage dealt by other creatures (their
attacks, spells, and other effects).\n-Whenever a creature hits you with an attack,
it takes radiant damage equal to half the damage you take from the attack.\nIf you
attack a creature, cast a spell on it, or deal damage to it by any means but this
feature, neither benefit works against that creature until you finish a long rest.
"}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key
:sanctuary, :ability :cha}} {:type :spell, :level 3, :value {:level 1, :key :sleep,
:ability :cha}} {:type :spell, :level 5, :value {:level 2, :key :calm-emotions,
:ability :cha}} {:type :spell, :level 5, :value {:level 2, :key :hold-person,
:ability :cha}} {:type :spell, :level 9, :value {:level 3, :key :counterspell,
:ability :cha}} {:type :spell, :level 9, :value {:level 3, :key :hypnotic-
pattern, :ability :cha}} {:type :spell, :level 13, :value {:level 4, :key
:otilukes-resilient-sphere, :ability :cha}} {:type :spell, :level 13, :value
{:level 4, :key :stoneskin, :ability :cha}} {:type :spell, :level 17, :value
{:level 5, :key :hold-monster, :ability :cha}} {:type :spell, :level 17, :value
{:level 5, :key :wall-of-force, :ability :cha}}], :option-pack "Xanathar's Guide To
Everything", :name "Oath of Redemption", :key :oath-of-redemption}, :scout
{:class :rogue, :traits [{:name "Skirmisher", :level 3, :description "Starting at
3rd level, you are difficult to pin down during a fight. You can move up to half
your speed as a reaction when an enemy ends its turn within 5 feet of you. This
movement doesn’t provoke opportunity attacks."} {:level 3, :name "Survivalist",
:description "When you choose this archetype at 3rd level, you gain proficiency in
the Nature and Survival skills if you don’t already have it. Your proficiency bonus
is doubled for any ability check you make that uses either of those
proficiencies."} {:level 9, :name "Superior Mobility", :description "At 9th level,
your walking speed increases by 10 feet. If you have a climbing or swimming speed,
this increase applies to that speed as well."} {:level 13, :name "Ambush
Master", :description "Starting at 13th level, you excel at leading ambushes and
acting first in a fight. You have advantage on initiative rolls. In addition, the
first creature you hit during the first round of a combat becomes easier for you
and others to strike; attack rolls against that target have advantage until the
start of your next turn."} {:level 17, :name "Sudden Strike", :description
"Starting at 17th level, you can strike with deadly speed. If you take the Attack
action on your turn, you can make one additional attack as a bonus action. This
attack can benefit from your Sneak Attack even if you have already used it this
turn, but you can’t use your Sneak Attack against the same target more than once in
a turn."}], :level-modifiers [{:type :skill-prof, :level 3, :value :nature}
{:type :skill-prof, :level 3, :value :survival}], :option-pack "Xanathar's Guide To
Everything", :name "Scout", :key :scout}, :grave-domain {:class :cleric, :traits
[{:description "At 1st level, you gain the ability to manipulate the line between
life and death. When you would normally roll one or more dice to restore hit points
with a spell to a creature at 0 hit points, you instead use the highest number
possible for each die.\nIn addition, you learn the spare the dying cantrip, which
doesn’t count against the number of cleric cantrips you know. For you, it has a
range of 30 feet, and you can cast it as a bonus action.", :name "Circle of
Mortality"} {:name "Eyes of the Grave", :description "At 1st level, you gain the
ability to occasionally sense the presence of the undead, whose existence is an
insult to the natural cycle of life. As an action, you can open your awareness to
magically detect undead. Until the end of your next turn, you know the location of
any undead within 60 feet of you that isn’t behind total cover and that isn’t
protected from divination magic. This sense doesn’t tell you anything about a
creature’s capabilities or identity.\nYou can use this feature a number of times
equal to your Wisdom modifier (minimum of once). You regain all expended uses when
you finish a long rest."} {:level 2, :name "Channel Divinity: Path to the
Grave", :description "Starting at 2nd level, you can use your Channel Divinity to
mark another creature’s life force for termination.\nAs an action, you choose one
creature you can see within 30 feet of you, cursing it until the end of your next
turn. The next time you or an ally of yours hits the cursed creature with an
attack, the creature has vulnerability to all of that attack’s damage, and then the
curse ends. "} {:level 6, :name "Sentinel at Death’s Door", :description "At 6th
level, you gain the ability to impede death’s progress. As a reaction when you or a
creature you can see within 30 feet of you suffers a critical hit, you can turn
that hit into a normal hit. Any effects triggered by a critical hit are
canceled.\nYou can use this feature a number of times equal to your Wisdom modifier
(minimum of once). You regain all expended uses when you finish a long rest. "}
{:level 8, :name "Potent Spellcasting", :description "Starting at 8th level, you
add your Wisdom modifier to the damage you deal with any cleric cantrip. "} {:level
17, :name "Keeper of Souls ", :description "Starting at 17th level, you can seize a
trace of vitality from a parting soul and use it to heal the living. When an enemy
you can see dies within 60 feet of you, you or one creature of your choice that is
within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice.
You can use this feature only if you aren’t incapacitated. Once you use it, you
can’t do so again until the start of your next turn. "}], :level-modifiers
[{:type :spell, :value {:ability :wis, :key :spare-the-dying-grave-domain-}}],
:option-pack "Xanathar's Guide to Everything", :name "Grave Domain", :cleric-spells
{1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0
:revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell,
1 :raise-dead}}, :key :grave-domain}, :path-of-the-zealot {:class :barbarian,
:traits [{:level 3, :name "Divine Fury",
:description "Starting when you choose this path at 3rd level, you can channel
divine fury into your weapon strikes. While you’re raging, the first creature you
hit on each of your turns with a weapon attack takes extra damage equal to 1d6 +
half your barbarian level. The extra damage is necrotic or radiant; you choose the
type of damage when you gain this feature."} {:level 3, :name "Warrior ofthe Gods",
:description "At 3rd level, your soul is marked for endless battle. If a spell,
such as raise dead, has the sole effect of restoring you to life (but not undeath),
the caster doesn’t need material components to cast the spell on you."} {:level
6, :name "Fanatical Focus", :description "Starting at 6th level, the divine power
that fuels your rage can protect you. If you fail a saving throw while you’re
raging, you can reroll it, and you must use the new roll. You can use this ability
only once per rage."} {:level 10, :name "Zealous Presence", :description "At 10th
level, you learn to channel divine power to inspire zealotry in others. As a bonus
action, you unleash a battle cry infused with divine energy. Up to ten other
creatures of your choice within 60 feet of you that can hear you gain advantage on
attack rolls and saving throws until the start of your next turn.\nOnce you use
this feature, you can’t use it again until you finish a long rest."} {:level 14,
:name "Rage beyond Death", :description "Beginning at 14th level, the divine power
that fuels your rage allows you to shrug off fatal blows.\nWhile you’re raging,
having 0 hit points doesn’t knock you unconscious. You still must make death saving
throws, and you suffer the normal effects of taking damage while at 0 hit points.
However, if you would die due to failing death saving throws, you don\"t die until
your rage ends, and you die then only if you still have 0 hit points."}], :level-
modifiers [], :option-pack "Xanathar's Guide To Everything", :name "Path of the
Zealot", :key :path-of-the-zealot}, :arcane-archer {:class :fighter, :traits
[{:description "At 3rd level, you learn magical theory or some of the secrets of
nature — typical for practitioners of this elven martial tradition. You choose to
gain proficiency in either the Arcana or the Nature skill, and you choose to learn
either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane
Archer Lore"} {:level 3, :name "Arcane Shot", :description "At 3rd level, you learn
to unleash special magical effects with some of your shots. When you gain this
feature, you learn two Arcane Shot options of your choice (see “Arcane Shot
Options” below). \nOnce per turn when you fire an arrow from a shortbow or longbow
as part of the Attack action, you can apply one of your Arcane Shot options to that
arrow. You decide to use the option when the arrow hits a creature, unless the
option doesn’t involve an attack roll. You have two uses of this ability, and you
regain all expended uses of it when you finish a short or long rest.\nYou gain an
additional Arcane Shot option of your choice when you reach certain levels in this
class: 7th, 10th, 15th, and 18th level. Each option also improves when you become
an 18th-level fighter. \n\nArcane Shot Options\nThe Arcane Shot feature lets you
choose options for it at certain levels. They are all magical effects, and each one
is associated with one of the schools of magic.\nIf an option requires a saving
throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your
Intelligence modifier.\n\n"} {:name "Magic Arrow", :description "At 7th level, you
gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow
from a shortbow or longbow, you can make it magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage. The magic fades from the
arrow immediately after it hits or misses its target. ", :level 7} {:description
"At 7th level, you learn how to direct an errant arrow toward a new target. When
you make an attack roll with a magic arrow and miss, you can use a bonus action to
reroll the attack roll against a different target within 60 feet of the original
target. ", :level 7, :name "Curving Shot "} {:name "Ever-Ready Shot ", :level
15, :description "Starting at 15th level, your magical archery is available
whenever battle starts. If you roll initiative and have no uses of Arcane Shot
remaining, you regain one use of it."}], :level-modifiers [], :option-pack
"Xanathar's Guide to Everything", :name "Arcane Archer", :key :arcane-archer,
:level-selections [{:type :arcane-shot, :level 3, :num 2} {:type :arcane-shot,
:level 7, :num 3} {:type :arcane-shot, :level 10, :num 4} {:type :arcane-shot,
:level 15, :num 5} {:type :arcane-shot, :level 18, :num 6}]}, :shadow-magic {:class
:sorcerer, :traits [{:name "Eyes of the Dark", :description "Starting at 1st level,
you have darkvision with a range of 120 feet.\nWhen you reach 3rd level in this
class, you learn the darkness spell, which doesn’t count against your number of
sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or
by expending a spell slot. If you cast it with sorcery points, you can see through
the darkness created by the spell."} {:name "Strength of the Grave", :description
"Starting at 1st level, your existence in a twilight state between life and death
makes you difficult to defeat. When damage reduces you to 0 hit points, you can
make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead
drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points
by radiant damage or by a critical hit.\nAfter the saving throw succeeds, you can’t
use this feature again until you finish a long rest."} {:level 6, :name "Hound of
Ill Omen", :description "At 6th level, you gain the ability to call forth a howling
creature of darkness to harass your foes. As a bonus action, you can spend 3
sorcery points to magically summon a hound of ill omen to target one creature you
can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the
Monster Manual or appendix C in the Player’s Handbook), with the following
changes:\n-The hound is size Medium, not Large, and it counts as a monstrosity, not
a beast.\n-It appears with a number of temporary hit points equal to half your
sorcerer level.\n-It can move through other creatures and objects as if they were
difficult terrain. The hound takes 5 force damage if it ends its turn inside an
object.\n-At the start of its turn, the hound automatically knows its target’s
location. If the target was hidden, it is no longer hidden from the hound.\nThe
hound appears in an unoccupied space of your choice within 30 feet of the target.
Roll initiative for the hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action only to attack its target. The
hound can make opportunity attacks, but only against its target. Additionally,
while the hound is within 5 feet of the target, the target has disadvantage on
saving throws against any spell you cast. The hound disappears if it is reduced to
0 hit points, if its target is reduced to 0 hit points, or after 5 minutes."}
{:level 14, :name "Shadow Walk", :description "At 14th level, you gain the ability
to step from one shadow into another. When you are in dim light or darkness, as a
bonus action, you can magically teleport up to 120 feet to an unoccupied space you
can see that is also in dim light or darkness."} {:level 18, :name "Umbral
Form", :description "Starting at 18th level, you can spend 6 sorcery points as a
bonus action to magically transform yourself into a shadowy form. In this form, you
have resistance to all damage except force and radiant damage, and you can move
through other creatures and objects as if they were difficult terrain. You take 5
force damage if you end your turn inside an object.\nYou remain in this form for 1
minute. It ends early if you are incapacitated, if you die, or if you dismiss it as
a bonus action."}], :level-modifiers [], :option-pack "Xanathar's Guide To
Everything", :name "Shadow Magic", :key :shadow-magic}, :forge-domain {:class
:cleric, :traits [{:description "When you choose this domain at 1st level, you gain
proficiency with heavy armor and smith’s tools. ", :name "Bonus Proficiencies"}
{:description "At 1st level, you gain the ability to imbue magic into a weapon or
armor. At the end of a long rest, you can touch one nonmagical object that is a
suit of armor or a simple or martial weapon. Until the end of your next long rest
or until you die, the object becomes a magic item, granting a +1 bonus to AC if
it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.\nOnce you use
this feature, you can’t use it again until you finish a long rest. ", :name
"Blessing of the Forge"} {:name "Channel Divinity: Artisan’s Blessing ", :level
2, :description "Starting at 2nd level, you can use your Channel Divinity to create
simple items.\nYou conduct an hour-long ritual that crafts a nonmagical item that
must include some metal: a simple or martial weapon, a suit of armor, ten pieces of
ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in
the Player’s Handbook for examples of these items). The creation is completed at
the end of the hour, coalescing in an unoccupied space of your choice on a surface
within 5 feet of you.\nThe thing you create can be something that is worth no more
than 100 gp. As part of this ritual, you must lay out metal, which can include
coins, with a value equal to the creation. The metal irretrievably coalesces and
transforms into the creation at the ritual’s end, magically forming even nonmetal
parts of the creation.\nThe ritual can create a duplicate of a nonmagical item that
contains metal, such as a key, if you possess the original during the ritual."}
{:name
"Soul of the Forge", :level 6, :description "Starting at 6th level, your mastery
of the forge grants you special abilities:\n-You gain resistance to fire damage.\n-
While wearing heavy armor, you gain a +1 bonus to AC."} {:name "Divine Strike",
:description "At 8th level, you gain the ability to infuse your weapon strikes with
the fiery power of the forge. Once on each of your turns when you hit a creature
with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to
the target. When you reach 14th level, the extra damage increases to 2d8.", :level
8} {:name "Saint of Forge and Fire", :level 17, :description "At 17th level, your
blessed affinity with fire and metal becomes more powerful:\n-You gain immunity to
fire damage.\n-While wearing heavy armor, you have resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks. "}], :level-modifiers
[{:type :armor-prof, :value :heavy}], :option-pack "Xanathar's Guide To
Everything", :name "Forge Domain", :cleric-spells {1 {0 :identify, 1 :searing-
smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-
from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1
:creation}}, :key :forge-domain}, :college-of-glamour {:class :bard, :traits
[{:name "Mantle of Inspiration", :level 3, :description "When you join the College
of Glamour at 3rd level, you gain the ability to weave a song of fey magic that
imbues your allies with vigor and speed.\nAs a bonus action, you can expend one use
of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so,
choose a number of creatures you can see and that can see you within 60 feet of
you, up to a number equal to your Charisma modifier (minimum of one). Each of them
gains 5 temporary hit points. When a creature gains these temporary hit points, it
can immediately use its reaction to move up to its speed, without provoking
opportunity attacks. \nThe number of temporary hit points increases when you reach
certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and
14 at 15th level. "} {:level 3, :name "Enthralling Performance", :description
"Starting at 3rd level, you can charge your performance with seductive, fey
magic.\nIf you perform for at least 1 minute, you can attempt to inspire wonder in
your audience by singing, reciting a poem, or dancing. At the end of the
performance, choose a number of humanoids within 60 feet of you who watched and
listened to all of it, up to a number equal to your Charisma modifier (minimum of
one). Each target must succeed on a Wisdom saving throw against your spell save DC
or be charmed by you. While charmed in this way, the target idolizes you, it speaks
glowingly of you to anyone who talks to it, and it hinders anyone who opposes you,
although it avoids violence unless it was already inclined to fight on your behalf.
This effect ends on a target after 1 hour, if it takes any damage, if you attack
it, or if it witnesses you attacking or damaging any of its allies.\nIf a target
succeeds on its saving throw, the target has no hint that you tried to charm
it.\nOnce you use this feature, you can’t use it again until you finish a short or
long rest. "} {:level 6, :name "Mantle of Majesty", :description "At 6th level, you
gain the ability to cloak yourself in a fey magic that makes others want to serve
you. As a bonus action, you cast command, without expending a spell slot, and you
take on an appearance of unearthly beauty for 1 minute or until your concentration
ends (as if you were concentrating on a spell). During this time, you can cast
command as a bonus action on each of your turns, without expending a spell
slot.\nAny creature charmed by you automatically fails its saving throw against the
command you cast with this feature.\nOnce you use this feature, you can’t use it
again until you finish a long rest. "} {:level 14, :name "Unbreakable Majesty",
:description "At 14th level, your appearance permanently gains an otherworldly
aspect that makes you look more lovely and fierce.\nIn addition, as a bonus action,
you can assume a magically majestic presence for 1 minute or until you are
incapacitated. For the duration, whenever any creature tries to attack you for the
first time on a turn, the attacker must make a Charisma saving throw against your
spell save DC. On a failed save, it can’t attack you on this turn, and it must
choose a new target for its attack or the attack is wasted. On a successful save,
it can attack you on this turn, but it has disadvantage on any saving throw it
makes against your spells on your next turn. \nOnce you assume this majestic
presence, you can’t do so again until you finish a short or long rest."}], :level-
modifiers [], :option-pack "Xanathar's Guide To Everything", :name "College of
Glamour", :key :college-of-glamour}, :samurai- {:class :fighter, :traits
[{:description "When you choose this archetype at 3rd level, you gain proficiency
in one of the following skills\nof your choice: History, Insight, Performance, or
Persuasion. Alternatively, you learn one\nlanguage of your choice. ", :level 3,
:name "Bonus Proficiency"} {:name "Fighting Spirit", :level 3, :description
"Starting at 3rd level, your intensity in battle can shield you and help you strike
true. As a bonus action on your turn, you can give yourself advantage on weapon
attack rolls until the end of the current turn. When you do so, you also gain 5
temporary hit points. The number of temporary hit points increases when you reach
certain levels in this class, increasing to 10 at 10th level and 15 at 15th
level.\nYou can use this feature three times, and you regain all expended uses of
it when you finish a long rest. "} {:name "Elegant Courtier ", :description
"Starting at 7th level, your discipline and attention to detail allow you to excel
in social situations. Whenever you make a Charisma (Persuasion) check, you gain a
bonus to the check equal to your Wisdom modifier.\nYour self-control also causes
you to gain proficiency in Wisdom saving throws. If you already have this
proficiency, you instead gain proficiency in Intelligence or Charisma saving throws
(your choice)."} {:name "Tireless Spirit ", :description "Starting at 10th level,
when you roll initiative and have no uses of Fighting Spirit remaining, you regain
one use."} {:name "Rapid Strike ", :description "Starting at 15th level, you learn
to trade accuracy for swift strikes. If you take the Attack action on your turn and
have advantage on an attack roll against one of the targets, you can forgo the
advantage for that roll to make an additional weapon attack against that target, as
part of the same action. You can do so no more than once per turn. "} {:name
"Strength before Death ", :description "Starting at 18th level, your fighting
spirit can delay the grasp of death. If you take damage that reduces you to 0 hit
points and doesn’t kill you outright, you can use your reaction to delay falling
unconscious, and you can immediately take an extra turn, interrupting the current
turn. While you have 0 hit points during that extra turn, taking damage causes
death saving throw failures as normal, and three death saving throw failures can
still kill you. When the extra turn ends, you fall unconscious if you still have 0
hit points.\nOnce you use this feature, you can’t use it again until you finish a
long rest. "}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything",
:name "Samurai ", :key :samurai-}, :cavalier {:class :fighter, :traits
[{:description "When you choose this archetype at 3rd level, you gain proficiency
in one of the following skills of your choice: Animal Handling, History, Insight,
Performance, or Persuasion. Alternatively, you learn one language of your choice.
", :level 3, :name "Bonus Proficiency "} {:name "Born to the Saddle ", :level 3,
:description "Starting at 3rd level, your mastery as a rider becomes apparent. You
have advantage on saving throws made to avoid falling off your mount. If you fall
off your mount and descend no more than 10 feet, you can land on your feet if
you’re not incapacitated.\nFinally, mounting or dismounting a creature costs you
only 5 feet of movement, rather than half your speed."} {:level 3, :name
"Unwavering Mark", :description "Starting at 3rd level, you can menace your foes,
foiling their attacks and punishing them for harming others. When you hit a
creature with a melee weapon attack, you can mark the creature until the end of
your next turn. This effect ends early if you are incapacitated or you die, or if
someone else marks the creature.\nWhile it is within 5 feet of you, a creature
marked by you has disadvantage on any attack roll that doesn’t target you.\nIn
addition, if a creature marked by you deals damage to anyone other than you, you
can make a special melee weapon attack against the marked creature as a bonus
action on your next turn. You have advantage on the attack roll, and if it hits,
the attack’s weapon deals extra damage to the target equal to half your fighter
level.\nRegardless of the number of creatures you mark, you can make this special
attack a number of times equal to your Strength modifier (minimum of once), and you
regain all expended uses of it when you finish a long rest."} {:level 7,
:description "At 7th level, you learn to fend off strikes directed at you, your
mount, or other creatures nearby. If you or a creature you can see within 5 feet of
you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee
weapon or a shield. Roll the die, and add the number rolled to the target’s AC
against that attack. If the attack still hits, the target has resistance against
the attack’s damage.\nYou can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all expended uses of it
when you
finish a long rest. ", :name "Warding Maneuver"} {:level 10, :name "Hold the
Line", :description "At 10th level, you become a master of locking down your
enemies. Creatures provoke an opportunity attack from you when they move 5 feet or
more while within your reach, and if you hit a creature with an opportunity attack,
the target’s speed is reduced to 0 until the end of the current turn."} {:level 15,
:name "Ferocious Charger", :description "Starting at 15th level, you can run down
your foes, whether you’re mounted or not. If you move at least 10 feet in a
straight line right before attacking a creature and you hit it with the attack,
that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus
+ your Strength modifier) or be knocked prone. You can use this feature only once
on each of your turns. "} {:level 18, :name "Vigilant Defender", :description
"Starting at 18th level, you respond to danger with extraordinary vigilance. In
combat, you get a special reaction that you can take once on every creature’s turn,
except your turn. You can use this special reaction only to make an opportunity
attack, and you can’t use it on the same turn that you take your normal reaction.
"}], :level-modifiers [], :option-pack "Xanathar's Guide To Everything", :name
"Cavalier", :key :cavalier}, :way-of-the-kensei {:class :monk, :traits
[{:description "When you choose this tradition at 3rd level, your special martial
arts training leads you to master the use of certain weapons.\n\nKensei Weapons:
Choose two types of weapons to be your kensei weapons: one melee weapon and one
ranged weapon. Each of these weapons can be any simple or martial weapon that lacks
the heavy and special properties. The longbow is also a valid choice. You gain
proficiency with these weapons if you don’t already have it. Weapons of the chosen
types are monk weapons for you. Many of this tradition’s features work only with
your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you
can choose another type of weapon — either melee or ranged — to be a kensei weapon
for you, following the criteria above.", :level 3, :name "Path of the Kensei "}
{:name "Kensei’s Shot", :level 3, :description "You can use a bonus action on your
turn to make your ranged attacks with a kensei weapon more deadly. When you do so,
any target you hit with a ranged attack using a kensei weapon takes an extra 1d4
damage of the weapon’s type. You retain this benefit until the end of the current
turn."} {:name "Agile Parry", :description "If you make an unarmed strike as part
of the Attack action on your turn and are holding a kensei weapon, you can use it
to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the
start of your next turn, while the weapon is in your hand and you aren’t
incapacitated.", :level 3} {:name "Way of the Brush", :level 3, :description "You
gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
"} {:level 6, :name "Magic Kensei Weapons", :description "Your attacks with your
kensei weapons count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage."} {:level 6, :name "Deft Strike",
:description "When you hit a target with a kensei weapon, you can spend 1 ki point
to cause the weapon to deal extra damage to the target equal to your Martial Arts
die. You can use this feature only once on each of your turns."} {:name "Sharpen
the Blade", :level 11, :description "At 11th level, you gain the ability to augment
your weapons further with your ki. As a bonus action, you can expend up to 3 ki
points to grant one kensei weapon you touch a bonus to attack and damage rolls when
you attack with it. The bonus equals the number of ki points you spent. This bonus
lasts for 1 minute or until you use this feature again. This feature has no effect
on a magic weapon that already has a bonus to attack and damage rolls. "} {:name
"Unerring Accuracy", :level 17, :description "At 17th level, your mastery of
weapons grants you extraordinary accuracy. If you miss with an attack roll using a
monk weapon on your turn, you can reroll it. You can use this feature only once on
each of your turns."}], :level-modifiers [], :option-pack "Xanathar's Guide To
Everything", :name "Way of the Kensei", :key :way-of-the-kensei}, :college-of-
whispers {:class :bard, :traits [{:name "Psychic Blades", :level 3, :description
"When you join the College of Whispers at 3rd level, you gain the ability to make
your weapon attacks magically toxic to a creature’s mind.\nWhen you hit a creature
with a weapon attack, you can expend one use of your Bardic Inspiration to deal an
extra 2d6 psychic damage to that target. You can do so only once per round on your
turn.\nThe psychic damage increases when you reach certain levels in this class,
increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. "}
{:level 3, :name "Words of Terror", :description "At 3rd level, you learn to infuse
innocent-seeming words with an insidious magic that can inspire terror.\nIf you
speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia
in its mind. At the end of the conversation, the target must succeed on a Wisdom
saving throw against your spell save DC or be frightened of you or another creature
of your choice. The target is frightened in this way for 1 hour, until it is
attacked or damaged, or until it witnesses its allies being attacked or
damaged.\nIf the target succeeds on its saving throw, the target has no hint that
you tried to frighten it.\nOnce you use this feature, you can’t use it again until
you finish a short or long rest. "} {:level 6, :name "Mantle of Whispers",
:description "At 6th level, you gain the ability to adopt a humanoid’s persona.
When a humanoid dies within 30 feet of you, you can magically capture its shadow
using your reaction. You retain this shadow until you use it or you finish a long
rest.\nYou can use the shadow as an action. When you do so, it vanishes, magically
transforming into a disguise that appears on you. You now look like the dead
person, but healthy and alive. This disguise lasts for 1 hour or until you end it
as a bonus action. \nWhile you’re in the disguise, you gain access to all
information that the humanoid would freely share with a casual acquaintance. Such
information includes general details on its background and personal life, but
doesn’t include secrets. The information is enough that you can pass yourself off
as the person by drawing on its memories.\nAnother creature can see through this
disguise by succeeding on a Wisdom (Insight) check contested by your Charisma
(Deception) check. You gain a +5 bonus to your check.\nOnce you capture a shadow
with this feature, you can’t capture another one with it until you finish a short
or long rest. "} {:level 14, :name "Shadow Lore", :description "At 14th level, you
gain the ability to weave dark magic into your words and tap into a creature’s
deepest fears.\nAs an action, you magically whisper a phrase that only one creature
of your choice within 30 feet of you can hear. The target must make a Wisdom saving
throw against your spell save DC. It automatically succeeds if it doesn’t share a
language with you or if it can’t hear you. On a successful saving throw, your
whisper sounds like unintelligible mumbling and has no effect.\nOn a failed saving
throw, the target is charmed by you for the next 8 hours or until you or your
allies attack it, damage it, or force it to make a saving throw. It interprets the
whispers as a description of its most mortifying secret. You gain no knowledge of
this secret, but the target is convinced you know it.\nThe charmed creature obeys
your commands for fear that you will reveal its secret. It won’t risk its life for
you or fight for you, unless it was already inclined to do so. It grants you favors
and gifts it would offer to a close friend.\nWhen the effect ends, the creature has
no understanding of why it held you in such fear. Once you use this feature, you
can’t use it again until you finish a long rest."}], :level-modifiers [], :option-
pack "Xanathar's Guide To Everything", :name "College of Whispers", :key :college-
of-whispers}, :the-celestial {:class :warlock, :traits [{:description "At 1st
level, you gain the ability to channel celestial energy to heal wounds. You have a
pool of d6s that you spend to fuel this healing. The number of dice in the pool
equals 1 + your warlock level.\nAs a bonus action, you can heal one creature you
can see within 60 feet of you, spending dice from the pool. The maximum number of
dice you can spend at once equals your Charisma modifier (minimum of one die). Roll
the dice you spend, add them together, and restore a number of hit points equal to
the total.\nYour pool regains all expended dice when you finish a long rest.",
:name "Healing Light"} {:name "Radiant Soul", :description "Starting at 6th level,
your link to the Celestial allows you to serve as a conduit for radiant energy. You
have resistance to radiant damage, and when you cast a spell that deals radiant or
fire damage, you can add your Charisma modifier to one radiant or fire damage roll
of that spell against one of its targets.", :level 6} {:name "Celestial
Resilience", :level 10, :description "Starting at 10th level, you gain temporary
hit points whenever you finish a short or long rest. These temporary hit points
equal your warlock level + your Charisma modifier. Additionally, choose up to five
creatures you can see at the end of the rest. Those creatures each gain temporary
hit points equal to half your warlock level + your Charisma modifier. "} {:name
"Searing Vengeance", :level 14, :description "Starting at 14th level, the radiant
energy you channel allows you to resist death. When you have to make a death saving
throw at the start of
your turn, you can instead spring back to your feet with a burst of radiant
energy. You regain hit points equal to half your hit point maximum, and then you
stand up if you so choose. Each creature of your choice that is within 30 feet of
you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded
until the end of the current turn.\nOnce you use this feature, you can’t use it
again until you finish a long rest."}], :level-modifiers [{:type :spell, :value
{:key :light, :ability :cha}} {:type :spell, :value {:key :sacred-flame,
:ability :cha}}], :option-pack "Xanathar's Guide To Everything", :name "The
Celestial", :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-
sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-
faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}, :key :the-
celestial}}, :orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines
down on a location you specify within range. Until the spell ends, a 30-foot-
radius, 40-foot-high cylinder of bright light glimmers there. This light is
sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution
saving throw, taking 4d10 radiant damage on a failed save, or half as much damage
on a successful one. A creature must also make this saving throw whenever it ends
its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move
it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation",
:name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Xanathar's Guide To Everything", :components {:material-component "a sunburst
pendant worth at least 100 gp", :verbal true, :somatic true, :material true},
:casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "60
feet"}, :summon-greater-demon {:description "You utter foul words, summoning one
demon from the chaos of the Abyss. You choose the demon’s type, which must be one
of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon
appears in an unoccupied space you can see within range, and the demon disappears
when it drops to 0 hit points or when the spell ends.\nRoll initiative for the
demon, which has its own turns. When you summon it and on each of your turns
thereafter, you can issue a verbal command to it (requiring no action on your
part), telling it what it must do on its next turn. If you issue no command, it
spends its turn attacking any creature within reach that has attacked it.\nAt the
end of each of the demon’s turns, it makes a Charisma saving throw. The demon has
disadvantage on this saving throw if you say its true name. On a failed save, the
demon continues to obey you. On a successful save, your control of the demon ends
for the rest of the duration, and the demon spends its turns pursuing and attacking
the nearest non-demons to the best of its ability. If you stop concentrating on the
spell before it reaches its full duration, an uncontrolled demon doesn’t disappear
for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can
form a circle on the ground with the blood used as a material component. The circle
is large enough to encompass your space. While the spell lasts, the summoned demon
can’t cross the circle or harm it, and it can’t target anyone within it. Using the
material component in this manner consumes it when the spell ends.\nAt Higher
Levels. When you cast this spell using a spell slot of 5th level or higher, the
challenge rating increases by 1 for each slot level above 4th.", :key :summon-
greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration
"Concentration, up to 1 hour", :level 4, :option-pack "Xanathar's Guide To
Everything", :components {:verbal true, :material-component "a vial of blood from a
humanoid killed within the past 24 hours", :somatic true, :material true},
:casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60
feet"}, :steel-wind-strike {:description "You flourish the weapon used in the
casting and then vanish to strike like the wind. Choose up to five creatures you
can see within range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you
can see within 5 feet of one of the targets you hit or missed.", :key :steel-wind-
strike, :school "conjuration", :name "Steel Wind Strike", :duration
"Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything",
:components {:somatic true, :material true, :material-component "a melee weapon
worth at least 1 sp"}, :casting-time "1 action", :spell-lists {:sorcerer false,
:ranger true, :wizard true}, :range "30 feet"}, :tenser-s-transformation
{:description "You endow yourself with endurance and martial prowess fueled by
magic. Until the spell ends, you can’t cast spells, and you gain the following
benefits:\n-You gain 50 temporary hit points. If any of these remain when the spell
ends, they are lost.\n-You have advantage on attack rolls that you make with simple
and martial weapons.\n-When you hit a target with a weapon attack, that target
takes an extra 2d12 force damage.\n-You have proficiency with all armor, shields,
simple weapons, and martial weapons.\n-You have proficiency in Strength and
Constitution saving throws.\n-You can attack twice, instead of once, when you take
the Attack action on your turn. You ignore this benefit if you already have a
feature, like Extra Attack, that gives you extra attacks.\nImmediately after the
spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one
level of exhaustion.", :key :tenser-s-transformation, :school "transmutation",
:name "Tenser’s Transformation", :duration "Concentration, up to 10 minutes",
:level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-
component "a few hairs from a bull", :verbal true, :somatic true, :material
true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"},
:druid-grove {:description "You invoke the spirits of nature to protect an area
outdoors or underground. The area can be as small as a 30-foot cube or as large as
a 90-foot cube. Buildings and other structures are excluded from the affected area.
If you cast this spell in the same area every day for a year, the spell lasts until
dispelled.\nThe spell creates the following effects within the area. When you cast
this spell, you can specify creatures as friends who are immune to the effects. You
can also specify a password that, when spoken aloud, makes the speaker immune to
these effects.\nThe entire warded area radiates magic. A dispel magic cast on the
area, if successful, removes only one of the following effects, not the entire
area. That spell’s caster chooses which effect to end. Only when all its effects
are gone is this spell dispelled.\n\nSolid Fog: You can fill any number of 5-foot
squares on the ground with thick fog, making them heavily obscured. The fog reaches
10 feet high. In addition, every foot of movement through the fog costs 2 extra
feet. To a creature immune to this effect, the fog obscures nothing and looks like
soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth:
You can fill any number of 5-foot squares on the ground that aren’t filled with fog
with grasping weeds and vines, as if they were affected by an entangle spell. To a
creature immune to this effect, the weeds and vines feel soft and reshape
themselves to serve as temporary seats or beds.\n\nGrove Guardians: You can animate
up to four trees in the area, causing them to uproot themselves from the ground.
These trees have the same statistics as an awakened tree, which appears in the
Monster Manual, except they can’t speak, and their bark is covered with druidic
symbols. If any creature not immune to this effect enters the warded area, the
grove guardians fight until they have driven off or slain the intruders. The grove
guardians also obey your spoken commands (no action required by you) that you issue
while in the area. If you don’t give them commands and no intruders are present,
the grove guardians do nothing. The grove guardians can’t leave the warded area.
When the spell ends, the magic animating them disappears, and the trees take root
again if possible.\n\nAdditional Spell Effect: You can place your choice of one of
the following magical effects within the warded area:\n-A constant gust of wind in
two locations of your choice\n-Spike growth in one location of your choice\n-Wind
wall in two locations of your choice\nTo a creature immune to this effect, the
winds are a fragrant, gentle breeze, and the area of spike growth is harmless.",
:key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours",
:level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true,
:somatic true, :material true, :material-component "mistletoe, which the spell
consumes, that was harvested with a golden sickle under the light of a full moon"},
:casting-time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :crown-of-
stars {:description "Seven star-like motes of light appear and orbit your head
until the spell ends. You can use a bonus action to send one of the motes streaking
toward one creature or object within 120 feet of you. When you do so, make a ranged
spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or
miss, the mote is expended. The spell ends early if you expend the last mote.\nIf
you have four or more motes remaining, they shed bright light in a 30-foot radius
and dim light for an additional 30 feet. If you have one to three motes remaining,
they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this
spell using a spell slot of 8th level or higher, the number of motes
created increases by two for each slot level above 7th.", :key :crown-of-stars,
:school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-
pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true,
:wizard true}, :range "Self"}, :toll-the-dead {:description "You point at one
creature you can see within range, and the sound of a dolorous bell fills the air
around it for a moment. The target must succeed on a Wisdom saving throw or take
1d8 necrotic damage. If the target is missing any of its hit points, it instead
takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach
5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or
4d12).", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead",
:duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain
{:description "You speak a word of power that causes waves of intense pain to
assail one creature you can see within range. If the target has 100 hit points or
fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A
target is also unaffected if it is immune to being charmed.\nWhile the target is
affected by crippling pain, any speed it has can be no higher than 10 feet. The
target also has disadvantage on attack rolls, ability checks, and saving throws,
other than Constitution saving throws. Finally, if the target tries to cast a
spell, it must first succeed on a Constitution saving throw, or the casting fails
and the spell is wasted.\nA target suffering this pain can make a Constitution
saving throw at the end of each of its turns. On a successful save, the pain
ends.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain",
:duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide To Everything",
:components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true,
:warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A
tendril of inky darkness reaches out from you, touching a creature you can see
within range to drain life from it. The target must make a Dexterity saving throw.
On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On
a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you
can use your action on each of your turns to automatically deal 4d8 necrotic damage
to the target. The spell ends if you use your action to do anything else, if the
target is ever outside the spell’s range, or if the target has total cover from
you.\nWhenever the spell deals damage to a target, you regain hit points equal to
half the amount of necrotic damage the target takes.\nAt Higher Levels. When you
cast this spell using a spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.", :key :enervation, :school "necromancy", :name
"Enervation", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard
true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one
creature you can see within range. The target must make a Wisdom saving throw,
taking 3d8 psychic damage on a failed save, or half as much damage on a successful
one. On a failed save, you also always know the target’s location until the spell
ends, but only while the two of you are on the same plane of existence. While you
have this knowledge, the target can’t become hidden from you, and if it’s
invisible, it gains no benefit from that condition against you.\nAt Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.", :key :mind-spike, :school
"divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level
2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true},
:casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard
true}, :range "60 feet"}, :wrath-of-nature {:description "You call out to the
spirits of nature to rouse them against your enemies. Choose a point you can see
within range. The spirits cause trees, rocks, and grasses in a 60-foot cube
centered on that point to become animated until the spell ends.\n\nGrasses and
Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth
is difficult terrain for your enemies.\n\nTrees: At the start of each of your
turns, each of your enemies within 10 feet of any tree in the cube must succeed on
a Dexterity saving throw or take 4d6 slashing damage from whipping
branches.\n\nRoots and Vines: At the end of each of your turns, one creature of
your choice that is on the ground in the cube must succeed on a Strength saving
throw or become restrained until the spell ends. A restrained creature can use an
action to make a Strength (Athletics) check against your spell save DC, ending the
effect on itself on a success.\n\nRocks: As a bonus action on your turn, you can
cause a loose rock in the cube to launch at a creature you can see in the cube.
Make a ranged spell attack against the target. On a hit, the target takes 3d8
nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or
fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of
Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120
feet"}, :tiny-servant {:description "You touch one Tiny, nonmagical object that
isn’t attached to another object or a surface and isn’t being carried by another
creature. The target animates and sprouts little arms and legs, becoming a creature
under your control until the spell ends or the creature drops to 0 hit points. See
the stat block for its statistics.\nAs a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control multiple creatures with
this spell, you can command any or all of them at the same time, issuing the same
command to each one.) You decide what action the creature will take and where it
will move during its next turn, or you can issue a simple, general command, such as
to fetch a key, stand watch, or stack some books. If you issue no commands, the
servant does nothing other than defend itself against hostile creatures. Once given
an order, the servant continues to follow that order until its task is
complete.\nWhen the creature drops to 0 hit points, it reverts to its original
form, and any remaining damage carries over to that form.\nAt Higher Levels. When
you cast this spell using a spell slot of 4th level or higher, you can animate two
additional objects for each slot level above 3rd.", :key :tiny-servant, :school
"transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true, :somatic true},
:casting-time "1 minute", :spell-lists {:wizard true}, :range "Touch"},
:invulnerability {:description "You are immune to all damage until the spell
ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability",
:duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's
Guide To Everything", :components {:verbal true, :somatic true, :material true,
:material-component "a small piece of adamantine worth at least 500 gp, which the
spell consumes"}, :casting-time "1 action", :spell-lists {:wizard true}, :range
"Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square
area of ground of your choice that you can see within range. The area is 120 feet
on each side, and it must not have any buildings or other structures on it. Any
creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress
has four turrets with square bases, each one 20 feet on a side and 30 feet tall,
with one turret on each corner. The turrets are connected to each other by stone
walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot
thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel
is contiguous with two other panels or one other panel and a turret. You can place
up to four stone doors in the fortress’s outer wall.\nA small keep stands inside
the enclosed area. The keep has a square base that is 50 feet on each side, and it
has three floors with 10-foot-high ceilings. Each of the floors can be divided into
as many rooms as you like, provided each room is at least 5 feet on each side. The
floors of the keep are connected by stone staircases, its walls are 6 inches thick,
and interior rooms can have stone doors or open archways as you choose. The keep is
furnished and decorated however you like, and it contains sufficient food to serve
a nine-course banquet for up to 100 people each day. Furnishings, food, and other
objects created by this spell crumble to dust if removed from the fortress.\nA
staff of one hundred invisible servants obeys any command given to them by
creatures you designate when you cast the spell. Each servant functions as if
created by the unseen servant spell.\nThe walls, turrets, and keep are all made of
stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and
30 hit points per inch of thickness. It is immune to poison and psychic damage.
Reducing a section of stone to 0 hit points destroys it and might cause connected
sections to
buckle and collapse at the DM’s discretion.\nAfter 7 days or when you cast this
spell somewhere else, the fortress harmlessly crumbles and sinks back into the
ground, leaving any creatures that were inside it safely on the ground.\nCasting
this spell on the same spot once every 7 days for a year makes the fortress
permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress",
:duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything",
:components {:verbal true, :material-component "a diamond worth at least 500 gp,
which the spell consumes", :somatic true, :material true}, :casting-time "1
minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed
{:description "You summon a spirit that assumes the form of a loyal, majestic
mount. Appearing in an unoccupied space within range, the spirit takes on a form
you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-
toothed tiger. The creature has the statistics provided in the Monster Manual for
the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
of its normal creature type. Additionally, if it has an Intelligence score of 5 or
lower, its Intelligence becomes 6, and it gains the ability to understand one
language of your choice that you speak.\nYou control the mount in combat. While the
mount is within 1 mile of you, you can communicate with it telepathically. While
mounted on it, you can make any spell you cast that targets only you also target
the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when
you dismiss it as an action. Casting this spell again re-summons the bonded mount,
with all its hit points restored and any conditions removed.\nYou can’t have more
than one mount bonded by this spell or find steed at the same time. As an action,
you can release a mount from its bond, causing it to disappear
permanently.\nWhenever the mount disappears, it leaves behind any objects it was
wearing or carrying.", :key :find-greater-steed, :school "conjuration", :name "Find
Greater Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide
To Everything", :components {:verbal true, :somatic true}, :casting-time "10
minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade
{:description "You weave together threads of shadow to create a sword of solidified
gloom in your hand. This magic sword lasts until the spell ends. It counts as a
simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a
hit and has the finesse, light, and thrown properties (range 20/60). In addition,
when you use the sword to attack a target that is in dim light or darkness, you
make the attack roll with advantage.\nIf you drop the weapon or throw it, it
dissipates at the end of the turn. Thereafter, while the spell persists, you can
use a bonus action to cause the sword to reappear in your hand.\nAt Higher Levels.
When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases
to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases
to 4d8. When you cast it using a spell slot of 7th level or higher, the damage
increases to 5d8.", :key :shadow-blade, :school "illusion", :name "Shadow
Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true, :somatic true},
:casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true,
:wizard true}, :range "Self"}, :summon-lesser-demons {:description "You utter foul
words, summoning demons from the chaos of the Abyss. Roll on the following table to
determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons of challenge rating
1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\n(5–6) Eight demons
of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or
dretches, and you choose the unoccupied spaces you can see within range where they
appear. A summoned demon disappears when it drops to 0 hit points or when the spell
ends.\nThe demons are hostile to all creatures, including you. Roll initiative for
the summoned demons as a group, which has its own turns. The demons pursue and
attack the nearest non-demons to the best of their ability.\nAs part of casting the
spell, you can form a circle on the ground with the blood used as a material
component. The circle is large enough to encompass your space. While the spell
lasts, the summoned demons can’t cross the circle or harm it, and they can’t target
anyone within it. Using the material component in this manner consumes it when the
spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th
or 7th level, you summon twice as many demons. If you cast it using a spell slot of
8th or 9th level, you summon three times as many demons.", :key :summon-lesser-
demons, :school "conjuration", :name "Summon Lesser Demons", :duration
"Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To
Everything", :components {:material-component "a vial of blood from a humanoid
killed within the past 24 hours", :verbal true, :somatic true, :material true},
:casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60
feet"}, :illusory-dragon {:description "By gathering threads of shadow material
from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that
you can see within range. The illusion lasts for the spell’s duration and occupies
its space, as if it were a creature.\nWhen the illusion appears, any of your
enemies that can see it must succeed on a Wisdom saving throw or become frightened
of it for 1 minute. If a frightened creature ends its turn in a location where it
doesn’t have line of sight to the illusion, it can repeat the saving throw, ending
the effect on itself on a success.\nAs a bonus action on your turn, you can move
the illusion up to 60 feet. At any point during its movement, you can cause it to
exhale a blast of energy in a 60-foot cone originating from its space. When you
create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
poison. Each creature in the cone must make an Intelligence saving throw, taking
7d6 damage of the chosen damage type on a failed save, or half as much damage on a
successful one.\nThe illusion is tangible because of the shadow stuff used to
create it, but attacks miss it automatically, it succeeds on all saving throws, and
it is immune to all damage and conditions. A creature that uses an action to
examine the dragon can determine that it is an illusion by succeeding on an
Intelligence (Investigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see through it and has
advantage on saving throws against its breath.", :key :illusory-dragon, :school
"illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute",
:level 8, :option-pack "Xanathar's Guide To Everything", :components {:somatic
true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120
feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the
wounded. The intangible spirit appears in a space that is a 5-foot cube you can see
within range. The spirit looks like a transparent beast or fey (your
choice).\nUntil the spell ends, whenever you or a creature you can see moves into
the spirit’s space for the first time on a turn or starts its turn there, you can
cause the spirit to restore 1d6 hit points to that creature (no action required).
The spirit can’t heal constructs or undead.\nAs a bonus action on your turn, you
can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels. When
you cast this spell using a spell slot of 3rd level or higher, the healing
increases by 1d6 for each slot level above 2nd.", :key :healing-spirit, :school
"conjuration", :name "Healing Spirit", :duration "Concentration, up to 1
minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components
{:verbal true, :somatic true}, :casting-time "1 bonus action ", :spell-lists
{:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A
shimmering wall of bright light appears at a point you choose within range. The
wall appears in any orientation you choose: horizontally, vertically, or
diagonally. It can be free floating, or it can rest on a solid surface. The wall
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of
sight, but creatures and objects can pass through it. It emits bright light out to
120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each
creature in its area must make a Constitution saving throw. On a failed save, a
creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful
save, it takes half as much damage and isn’t blinded. A blinded creature can make a
Constitution saving throw at the end of each of its turns, ending the effect on
itself on a success.\nA creature that ends its turn in the wall’s area takes 4d8
radiant damage.\nUntil the spell ends, you can use an action to launch a beam of
radiance from the wall at one creature you can see within 60 feet of it. Make a
ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit
or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0
feet, the spell ends.\nAt Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for each slot level above
5th.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration
"Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide To
Everything", :components {:material-component "a hand mirror", :verbal true,
:somatic true, :material true},
:casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard
true}, :range "120 feet"}, :temple-of-the-gods {:description "You cause a temple to
shimmer into existence on ground you can see within range. The temple must fit
within an unoccupied cube of space, up to 120 feet on each side. The temple remains
until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is
represented by the holy symbol used in the casting.\nYou make all decisions about
the temple’s appearance. The interior is enclosed by a floor, walls, and a roof,
with one door granting access to the interior and as many windows as you wish. Only
you and any creatures you designate when you cast the spell can open or close the
door.\nThe temple’s interior is an open space with an idol or altar at one end. You
decide whether the temple is illuminated and whether that illumination is bright
light or dim light. The smell of burning incense fills the air within, and the
temperature is mild.\nThe temple opposes types of creatures you choose when you
cast this spell. Choose one or more of the following: celestials, elementals, fey,
fiends, or undead. If a creature of the chosen type attempts to enter the temple,
that creature must make a Charisma saving throw. On a failed save, it can’t enter
the temple for 24 hours. Even if the creature can enter the temple, the magic there
hinders it; whenever it makes an attack roll, an ability check, or a saving throw
inside the temple, it must roll a d4 and subtract the number rolled from the d20
roll.\nIn addition, the sensors created by divination spells can’t appear inside
the temple, and creatures within can’t be targeted by divination spells.\nFinally,
whenever any creature in the temple regains hit points from a spell of 1st level or
higher, the creature regains additional hit points equal to your Wisdom modifier
(minimum 1 hit point).\nThe temple is made from opaque magical force that extends
into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior.
Nothing can physically pass through the temple’s exterior. It can’t be dispelled by
dispel magic, and antimagic field has no effect on it. A disintegrate spell
destroys the temple instantly.\nCasting this spell on the same spot every day for a
year makes this effect permanent.", :key :temple-of-the-gods, :school
"conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-
pack "Xanathar's Guide To Everything", :components {:material-component "a holy
symbol worth at least 5 gp", :verbal true, :somatic true, :material true},
:casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-
strike {:description "You move like the wind. Until the spell ends, your movement
doesn’t provoke opportunity attacks.\nOnce before the spell ends, you can give
yourself advantage on one weapon attack roll on your turn. That attack deals an
extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed
increases by 30 feet until the end of that turn.", :key :zephyr-strike, :school
"transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1
minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components
{:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range
"Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue
it with the power to spew magical energy from its mouth, provided it has one.
Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature
can use an action to exhale energy of the chosen type in a 15-foot cone. Each
creature in that area must make a Dexterity saving throw, taking 3d6 damage of the
chosen type on a failed save, or half as much damage on a successful one.\nAt
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
the damage increases by 1d6 for each slot level above 2nd.", :key :dragon-s-breath,
:school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1
minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components
{:verbal true, :somatic true, :material true, :material-component "a hot
pepper"}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard
true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up
to three willing creatures of your choice that you can see within range fall
unconscious for the spell’s duration. The spell ends on a target early if it takes
damage or someone uses an action to shake or slap it awake. If a target remains
unconscious for the full duration, that target gains the benefit of a short rest,
and it can’t be affected by this spell again until it finishes a long rest.\nAt
Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
you can target one additional willing creature for each slot level above 3rd.",
:key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level
3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true,
:material true, :material-component "a pinch of sand"}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30
feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-
foot-radius sphere centered on a point you choose within range. The light spreads
around corners, and it lasts until the spell ends.\nWhen a creature moves into the
spell’s area for the first time on a turn or starts its turn there, that creature
must succeed on a Constitution saving throw or take 4d10 radiant damage, and it
suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit from being invisible.
The light and any levels of exhaustion caused by this spell go away when the spell
ends.", :key :sickening-radiance, :school "evocation", :name "Sickening
Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard
true}, :range "120 feet"}, :synaptic-static {:description "You choose a point
within range and cause psychic energy to explode there. Each creature in a 20-foot-
radius sphere centered on that point must make an Intelligence saving throw. A
creature with an Intelligence score of 2 or lower can’t be affected by this spell.
A target takes 8d6 psychic damage on a failed save, or half as much damage on a
successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute.
During that time, it rolls a d6 and subtracts the number rolled from all its attack
rolls and ability checks, as well as its Constitution saving throws to maintain
concentration. The target can make an Intelligence saving throw at the end of each
of its turns, ending the effect on itself on a success.", :key :synaptic-static,
:school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level
5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true,
:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true,
:warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description
"You utter a divine word, and burning radiance erupts from you. Each creature of
your choice that you can see within range must succeed on a Constitution saving
throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-
radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous",
:level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true,
:material true, :material-component "a holy symbol"}, :casting-time "1 action",
:spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The air
quivers around up to five creatures of your choice that you can see within range.
An unwilling creature must succeed on a Wisdom saving throw to resist this spell.
You teleport each affected target to an unoccupied space that you can see within
120 feet of you. That space must be on the ground or on a floor.", :key
:scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level
6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true},
:casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard
true}, :range "30 feet"}, :shadow-of-moil {:description "Flame-like shadows wreathe
your body until the spell ends, causing you to become heavily obscured to others.
The shadows turn dim light within 10 feet of you into darkness, and bright light in
the same area to dim light.\nUntil the spell ends, you have resistance to radiant
damage. In addition, whenever a creature within 10 feet of you hits you with an
attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.",
:key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration
"Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "an undead eyeball encased in a gem worth at least 150 gp"}, :casting-
time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt
{:description "You hurl an undulating, warbling mass of chaotic energy at one
creature in range. Make a ranged spell attack against the target. On a hit, the
target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die
determines the attack’s damage type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4
Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on
both d8s, the chaotic energy leaps from the target to a different
creature of your choice within 30 feet of it. Make a new attack roll against the
new target, and make a new damage roll, which could cause the chaotic energy to
leap again.\nA creature can be targeted only once by each casting of this
spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level
or higher, each target takes 1d6 extra damage of the type rolled for each slot
level above 1st.", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt",
:duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:sorcerer true}, :range "120 feet"}, :cause-fear {:description "You awaken the
sense of mortality in one creature you can see within range. A construct or an
undead is immune to this effect. The target must succeed on a Wisdom saving throw
or become frightened of you until the spell ends. The frightened target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level above
1st. The creatures must be within 30 feet of each other when you target them.",
:key :cause-fear, :school "necromancy", :name "Cause Fear", :duration
"Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To
Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists
{:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description
"Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
the devil’s type, which must be one of challenge rating 6 or lower, such as a
barbed devil or a bearded devil. The devil appears in an unoccupied space that you
can see within range. The devil disappears when it drops to 0 hit points or when
the spell ends.\nThe devil is unfriendly toward you and your companions. Roll
initiative for the devil, which has its own turns. It is under the Dungeon Master’s
control and acts according to its nature on each of its turns, which might result
in its attacking you if it thinks it can prevail, or trying to tempt you to
undertake an evil act in exchange for limited service. The DM has the creature’s
statistics.\nOn each of your turns, you can try to issue a verbal command to the
devil (no action required by you). It obeys the command if the likely outcome is in
accordance with its desires, especially if the result would draw you toward evil.
Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check
contested by its Wisdom (Insight) check. You make the check with advantage if you
say the devil’s true name. If your check fails, the devil becomes immune to your
verbal commands for the duration of the spell, though it can still carry out your
commands if it chooses. If your check succeeds, the devil carries out your command
— such as “attack my enemies,” “explore the room ahead,” or “bear this message to
the queen” — until it completes the activity, at which point it returns to you to
report having done so.\nIf your concentration ends before the spell reaches its
full duration, the devil doesn’t disappear if it has become immune to your verbal
commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then
it disappears.\nIf you possess an individual devil’s talisman, you can summon that
devil if it is of the appropriate challenge rating plus 1, and it obeys all your
commands, with no Charisma checks required.\nAt Higher Levels. When you cast this
spell using a spell slot of 6th level or higher, the challenge rating increases by
1 for each slot level above 5th.", :key :infernal-calling, :school
"conjuration", :name "Infernal Calling", :duration "Concentration, up to 1
hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components
{:material-component "a ruby worth at least 999 gp", :verbal true, :somatic
true, :material true}, :casting-time "1 minute", :spell-lists {:warlock true,
:wizard true}, :range "90 feet"}, :abi-dalzims-horrid-wilting {:description "You
draw the moisture from every creature in a 30-foot cube centered on a point you
choose within range. Each creature in that area must make a Constitution saving
throw. Constructs and undead aren't affected, and plants and water elementals make
this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a
failed save, or half as much damage on a successful one.\nNonmagical plants in the
area that are n't creatures, such as trees and shrubs, wither and die
instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-
Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack
"Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:verbal
true, :somatic true, :material true, :material-component "a bit of sponge"},
:casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150
feet"}, :charm-monster {:description "You attempt to charm a creature you can see
within range. It must make a Wisdom saving throw, and it does so with advantage if
you or your companions are fighting it. If it fails the saving throw, it is charmed
by you until the spell ends or until you or your companions do anything harmful to
it. The charmed creature is friendly to you. When the spell ends, the creature
knows it was charmed by you.\nAt Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can target one additional creature for each
slot level above 4th. The creatures must be within 30 feet of each other when you
target them.", :key :charm-monster, :school "enchantment", :name "Charm
Monster", :duration "1 hour", :level 4, :option-pack "Xanathar's Guide To
Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true,
:wizard true}, :range "30 feet"}, :life-transference {:description "You sacrifice
some of your health to mend another creature’s injuries. You take 4d8 necrotic
damage, and one creature of your choice that you can see within range regains a
number of hit points equal to twice the necrotic damage you take.\nAt Higher
Levels. When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level above 3rd.", :key :life-
transference, :school "necromancy", :name "Life Transference", :duration
"Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything",
:components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists
{:bard true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A
nature spirit answers your call and transforms you into a powerful guardian. The
transformation lasts until the spell ends. You choose one of the following forms to
assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body,
your facial features become feral, and you gain the following benefits:\n-Your
walking speed increases by 10 feet.\n-You gain darkvision with a range of 120
feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon
attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears
barky, leaves sprout from your hair, and you gain the following benefits:\n-You
gain 10 temporary hit points.\n-You make Constitution saving throws with
advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-
While you are on the ground, the ground within 15 feet of you is difficult terrain
for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name
"Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-
pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1
bonus action", :spell-lists {:druid true, :paladin true}, :range "Self"}, :mental-
prison {:description "You attempt to bind a creature within an illusory cell that
only it perceives. One creature you can see within range must make an Intelligence
saving throw. The target succeeds automatically if it is immune to being charmed.
On a successful save, the target takes 5d10 psychic damage, and the spell ends. On
a failed save, the target takes 5d10 psychic damage, and you make the area
immediately around the target’s space appear dangerous to it in some way. You might
cause the target to perceive itself as being surrounded by fire, floating razors,
or hideous maws filled with dripping teeth. Whatever form the illusion takes, the
target can’t see or hear anything beyond it and is restrained for the spell’s
duration. If the target is moved out of the illusion, makes a melee attack through
it, or reaches any part of its body through it, the target takes 10d10 psychic
damage, and the spell ends.", :key :mental-prison, :school "illusion", :name
"Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack
"Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1
action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60
feet"}, :psychic-scream {:description "You unleash the power of your mind to blast
the intellect of up to ten creatures of your choice that you can see within range.
Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach
target must make an Intelligence saving throw. On a failed save, a target takes
14d6 psychic damage and is stunned. On a successful save, a target takes half as
much damage and isn’t stunned. If a target is killed by this damage, its head
explodes, assuming it has one.\nA stunned target can make an Intelligence saving
throw at the end of each of its turns. On a successful save, the stunning effect
ends.", :key :psychic-scream, :school "enchantment",
:name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack
"Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true},
:range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from
your fingers to pierce up to five Small or Medium corpses you can see within range.
Each corpse immediately stands up and becomes undead. You decide whether it is a
zombie or a skeleton (the statistics for zombies and skeletons are in the Monster
Manual), and it gains a bonus to its attack and damage rolls equal to your
spellcasting ability modifier.\nYou can use a bonus action to mentally command the
creatures you make with this spell, issuing the same command to all of them. To
receive the command, a creature must be within 60 feet of you. You decide what
action the creatures will take and where they will move during their next turn, or
you can issue a general command, such as to guard a chamber or passageway against
your foes. If you issue no commands, the creatures do nothing except defend
themselves against hostile creatures. Once given an order, the creatures continue
to follow it until their task is complete.\nThe creatures are under your control
until the spell ends, after which they become inanimate once more.\nAt Higher
Levels. When you cast this spell using a spell slot of 6th level or higher, you
animate up to two additional corpses for each slot level above 5th.", :key :danse-
macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up
to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components
{:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:warlock
true, :wizard true}, :range "60 feet"}, :create-homunculus {:description "While
speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger,
taking 2d4 piercing damage that can’t be reduced in any way. You then drip your
blood on the spell’s other components and touch them, transforming them into a
special construct called a homunculus.\nThe statistics of the homunculus are in the
Monster Manual. It is your faithful companion, and it dies if you die. Whenever you
finish a long rest, you can spend up to half your Hit Dice if the homunculus is on
the same plane of existence as you. When you do so, roll each die and add your
Constitution modifier to it. Your hit point maximum is reduced by the total, and
the homunculus’s hit point maximum and current hit points are both increased by it.
This process can reduce you to no lower than 1 hit point, and the change to your
and the homunculus’s hit points ends when you finish your next long rest. The
reduction to your hit point maximum can’t be removed by any means before then,
except by the homunculus’s death.\nYou can have only one homunculus at a time. If
you cast this spell while your homunculus lives, the spell fails.", :key :create-
homunculus, :school "transmutation", :name "Create Homunculus", :duration
"Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything",
:components {:verbal true, :somatic true, :material true, :material-component
"clay, ash, and mandrake root, all of which the spell consumes, and a jewel-
encrusted dagger worth at least 1,000 gp"}, :casting-time "1 hour", :spell-lists
{:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the
mind of one creature you can see and force it to make an Intelligence saving throw.
A creature automatically succeeds if it is immune to being frightened. On a failed
save, the target loses the ability to distinguish friend from foe, regarding all
creatures it can see as enemies until the spell ends. Each time the target takes
damage, it can repeat the saving throw, ending the effect on itself on a
success.\nWhenever the affected creature chooses another creature as a target, it
must choose the target at random from among the creatures it can see within range
of the attack, spell, or other ability it’s using. If an enemy provokes an
opportunity attack from the affected creature, the creature must make that attack
if it is able to.", :key :enemies-abound, :school "enchantment", :name "Enemies
Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock
true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a
special religious ceremony that is infused with magic. When you cast the spell,
choose one of the following rites, the target of which must be within 10 feet of
you throughout the casting.\n\nAtonement: You touch one willing creature whose
alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful
check, you restore the target to its original alignment.\n\nBless Water: You touch
one vial of water and cause it to become holy water.\n\nComing of Age: You touch
one humanoid who is a young adult. For the next 24 hours, whenever the target makes
an ability check, it can roll a d4 and add the number rolled to the ability check.
A creature can benefit from this rite only once.\n\nDedication: You touch one
humanoid who wishes to be dedicated to your god’s service. For the next 24 hours,
whenever the target makes a saving throw, it can roll a d4 and add the number
rolled to the save. A creature can benefit from this rite only once.\n\nFuneral
Rite: You touch one corpse, and for the next 7 days, the target can’t become undead
by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing
to be bonded together in marriage. For the next 7 days, each target gains a +2
bonus to AC while they are within 30 feet of each other. A creature can benefit
from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name
"Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To
Everything", :components {:material-component "25 gp worth of powdered silver,
which the spell consumes", :verbal true, :somatic true, :material true}, :casting-
time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"},
:maddening-darkness {:description "Magical darkness spreads from a point you choose
within range to fill a 60-foot-radius sphere until the spell ends. The darkness
spreads around corners. A creature with darkvision can’t see through this darkness.
Nonmagical light, as well as light created by spells of 8th level or lower, can’t
illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the
sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom
saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on
a successful one.", :key :maddening-darkness, :school "evocation", :name "Maddening
Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack
"Xanathar's Guide To Everything", :components {:material-component "a drop of pitch
mixed with a drop of mercury", :verbal true, :material true}, :casting-time "1
action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :holy-
weapon {:description "You imbue a weapon you touch with holy power. Until the spell
ends, the weapon emits bright light in a 30-foot radius and dim light for an
additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8
radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one
for the duration.\nAs a bonus action on your turn, you can dismiss this spell and
cause the weapon to emit a burst of radiance. Each creature of your choice that you
can see within 30 feet of you must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, a creature takes half as much damage and isn’t blinded. At the end
of each of its turns, a blinded creature can make a Constitution saving throw,
ending the effect on itself on a success.", :key :holy-weapon, :school "evocation",
:name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-
pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic
true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin
true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to
cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack.
Make a melee spell attack against one creature within 5 feet of you. On a hit, the
target takes 1d10 acid damage. After you make the attack, your teeth or fingernails
return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school
"transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0,
:option-pack "Xanathar's Guide To Everything", :components {:somatic true},
:casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :spare-the-
dying-grave-domain- {:description "You target a living creature within range that
has 0 hit points. The creature becomes stable. This spell has no effect on undead
or constructs.", :key :spare-the-dying-grave-domain-, :school "necromancy", :name
"Spare the Dying (Grave Domain)", :duration "Instantaneous", :level 0, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic true},
:casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard
false}, :range "30 ft."}, :negative-energy-flood {:description "You send ribbons of
negative energy at one creature you can see within range. Unless the target is
undead, it must make a Constitution saving throw, taking 5d12
necrotic damage on a failed save, or half as much damage on a successful one. A
target killed by this damage rises up as a zombie at the start of your next turn.
The zombie pursues whatever creature it can see that is closest to it. Statistics
for the zombie are in the Monster Manual.\nIf you target an undead with this spell,
the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half
the total as temporary hit points.", :key :negative-energy-flood, :school
"necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level
5, :option-pack "Xanathar's Guide To Everything", :components {:material-component
"a broken bone and a square of black silk", :verbal true, :material true},
:casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60
feet"}, :mass-polymorph {:description "You transform up to ten creatures of your
choice that you can see within range. An unwilling target must succeed on a Wisdom
saving throw to resist the transformation. An unwilling shapechanger automatically
succeeds on the save.\nEach target assumes a beast form of your choice, and you can
choose the same form or different ones for each target. The new form can be any
beast you have seen whose challenge rating is equal to or less than the target’s
(or half the target’s level, if the target doesn’t have a challenge rating). The
target’s game statistics, including mental ability scores, are replaced by the
statistics of the chosen beast, but the target retains its hit points, alignment,
and personality.\nEach target gains a number of temporary hit points equal to the
hit points of its new form. These temporary hit points can’t be replaced by
temporary hit points from another source. A target reverts to its normal form when
it has no more temporary hit points or it dies. If the spell ends before then, the
creature loses all its temporary hit points and reverts to its normal form.\nThe
creature is limited in the actions it can perform by the nature of its new form. It
can’t speak, cast spells, or do anything else that requires hands or speech.\nThe
target’s gear melds into the new form. The target can’t activate, use, wield, or
otherwise benefit from any of its equipment.", :key :mass-polymorph, :school
"transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1
hour", :level 9, :option-pack "Xanathar's Guide To Everything", :components
{:verbal true, :somatic true, :material true, :material-component "a caterpillar
cocoon"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true,
:wizard true}, :range "120 feet"}, :thunder-step {:description "You teleport
yourself to an unoccupied space you can see within range. Immediately after you
disappear, a thunderous boom sounds, and each creature within 10 feet of the space
you left must make a Constitution saving throw, taking 3d10 thunder damage on a
failed save, or half as much damage on a successful one. The thunder can be heard
from up to 300 feet away.\nYou can bring along objects as long as their weight
doesn’t exceed what you can carry. You can also teleport one willing creature of
your size or smaller who is carrying gear up to its carrying capacity. The creature
must be within 5 feet of you when you cast this spell, and there must be an
unoccupied space within 5 feet of your destination space for the creature to appear
in; otherwise, the creature is left behind.\nAt Higher Levels. When you cast this
spell using a spell slot of 4th level or higher, the damage increases by 1d10 for
each slot level above 3rd.", :key :thunder-step, :school "conjuration", :name
"Thunder Step", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide
To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare
{:description "As you cast this spell, you use the rope to create a circle with a
5-foot radius on the ground or the floor. When you finish casting, the rope
disappears and the circle becomes a magic trap.\nThis trap is nearly invisible,
requiring a successful Intelligence (Investigation) check against your spell save
DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature
moves onto the ground or the floor in the spell’s radius. That creature must
succeed on a Dexterity saving throw or be magically hoisted into the air, leaving
it hanging upside down 3 feet above the ground or the floor. The creature is
restrained there until the spell ends.\nA restrained creature can make a Dexterity
saving throw at the end of each of its turns, ending the effect on itself on a
success. Alternatively, the creature or someone else who can reach it can use an
action to make an Intelligence (Arcana) check against your spell save DC. On a
success, the restrained effect ends.\nAfter the trap is triggered, the spell ends
when no creature is restrained by it.", :key :snare, :school "abjuration", :name
"Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide To
Everything", :components {:material-component "25 feet of rope, which the spell
consumes", :verbal false, :somatic true, :material true}, :casting-time "1 minute",
:spell-lists {:druid true, :paladin true, :wizard true}, :range "Touch"},
:infestation {:description "You cause a cloud of mites, fleas, and other parasites
to appear momentarily on one creature you can see within range. The target must
succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5
feet in a random direction if it can move and its speed is at least 5 feet. Roll a
d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement
doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the
target doesn’t move.\nThe spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school
"conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-
pack "Xanathar's Guide To Everything", :components {:material-component "a living
flea", :verbal true, :somatic true, :material true}, :casting-time "1 action",
:spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30
feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space
you can see. On each of your turns before the spell ends, you can use a bonus
action to teleport in this way again.", :key :far-step, :school "conjuration",
:name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1
bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range
"Self"}, :skill-empowerment {:description "Your magic deepens a creature’s
understanding of its own talent. You touch one willing creature and give it
expertise in one skill of your choice; until the spell ends, the creature doubles
its proficiency bonus for ability checks it makes that use the chosen skill.\nYou
must choose a skill in which the target is proficient and that isn’t already
benefiting from an effect, such as Expertise, that doubles its proficiency bonus.",
:key :skill-empowerment, :school "transmutation", :name "Skill Empowerment",
:duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide
To Everything", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range
"Touch"}, :soul-cage {:description "This spell snatches the soul of a humanoid as
it dies and traps it inside the tiny cage you use for the material component. A
stolen soul remains inside the cage until the spell ends or until you destroy the
cage, which ends the spell. While you have a soul inside the cage, you can exploit
it in any of the ways described below. You can use a trapped soul up to six times.
Once you exploit a soul for the sixth time, it is released, and the spell ends.
While a soul is trapped, the dead humanoid it came from can’t be revived.\n\nSteal
Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit
points.\n\nQuery Soul: You ask the soul a question (no action required) and receive
a brief telepathic answer, which you can understand regardless of the language
used. The soul knows only what it knew in life, but it must answer you truthfully
and to the best of its ability. The answer is no more than a sentence or two and
might be cryptic.\n\nBorrow Experience: You can use a bonus action to bolster
yourself with the soul’s life experience, making your next attack roll, ability
check, or saving throw with advantage. If you don’t use this benefit before the
start of your next turn, it is lost.\n\nEyes of the Dead: You can use an action to
name a place the humanoid saw in life, which creates an invisible sensor somewhere
in that place if it is on the plane of existence you’re currently on. The sensor
remains for as long as you concentrate, up to 10 minutes (as if you were
concentrating on a spell). You receive visual and auditory information from the
sensor as if you were in its space using your senses.\nA creature that can see the
sensor (such as one using see invisibility or truesight) sees a translucent image
of the tormented humanoid whose soul you caged.", :key :soul-cage, :school
"necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack
"Xanathar's Guide To Everything", :components {:material-component "a tiny silver
cage worth 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1
reaction, which you take when a humanoid you can see within 60 feet of you
dies", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}},
:orcpub.dnd.e5/feats {:orcish-fury {:ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs
#{}, :option-pack "Xanathar's Guide to Everything", :name "Orcish Fury",
:description "Prerequisite: Half-Orc\n- When you hit with an attack using a simple
or martial weapon, you can roll one of the weapon’s damage dice an additional time
and add it as extra damage of the weapon’s damage type. Once you use this ability,
you can’t use it again until you finish a short or long rest.\n- Immediately after
you use your Relentless Endurance trait, you can use your reaction to make one
weapon attack.", :key :orcish-fury, :path-prereqs {:race {:half-orc true}}},
:bountiful-luck {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's
Guide to Everything", :name "Bountiful Luck", :description "Prerequisite:
Halfling\nYour people have extraordinary luck, which you have learned to mystically
lend to your companions when you see them falter. You’re not sure how you do it;
you just wish it, and it happens. Surely a sign of fortune’s favor!\nWhen an ally
you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an
ability check, or a saving throw, you can use your reaction to let the ally reroll
the die. The ally must use the new roll.\nWhen you use this ability, you can’t use
your Lucky racial trait before the end of your next turn.", :key :bountiful-
luck, :path-prereqs {:race {:halfling true}}}, :drow-high-magic {:ability-increases
#{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Drow High
Magic", :description "Prerequisite: Elf (drow)\nYou learn more of the magic typical
of dark elves. You learn the detect magic spell and can cast it at will, without
expending a spell slot. You also learn levitate and dispel magic, each of which you
can cast once without expending a spell slot. You regain the ability to cast those
two spells in this way when you finish a long rest. Charisma is your spellcasting
ability for all three spells.", :key :drow-high-magic, :path-prereqs {:race {:elf
true}}}, :wood-elf-magic {:ability-increases #{}, :prereqs #{}, :option-pack
"Xanathar's Guide to Everything", :name "Wood Elf Magic", :description
"Prerequisite: Elf (wood)\nYou learn the magic of the primeval woods, which are
revered and protected by your people. You learn one druid cantrip of your choice.
You also learn the long strider and pass Without trace spells, each of which you
can cast once without expending a spell slot. You regain the ability to cast these
two spells in this way when you finish a long rest. Wisdom is your spellcasting
ability for all three spells.", :key :wood-elf-magic, :path-prereqs {:race {:elf
true}}}, :prodigy {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's
Guide to Everything", :name "Prodigy", :description "You have a knack for learning
new things. You gain the following benefits:\n• You gain one skill proficiency of
your choice, one tool proficiency of your choice, and fluency in one language of
your choice.\n• Choose one skill in which you have proficiency. You gain expertise
with that skill , which means your proficiency bonus is doubled for any ability
check you make with it. The skill you choose must be one that isn't already
benefiting from a feature, such as Expertise, that doubles your proficiency
bonus.", :props {:language-choice 1, :skill-tool-choice 2}, :key :prodigy, :path-
prereqs {:race {:half-elf true, :half-orc true, :human true}}}, :dragon-fear
{:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Dragon Fear", :description "Prerequisite: Dragonborn\nInstead
of exhaling destructive energy, you can expend a use of your Breath Weapon trait to
roar, forcing each creature of your choice within 30 feet of you to make a Wisdom
saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target
automatically succeeds on the save if it can’t hear or see you. On a failed save, a
target becomes frightened of you for 1 minute. If the frightened target takes any
damage, it can repeat the saving throw, ending the effect on itself on a success.",
:key :dragon-fear, :path-prereqs {:race {:dragonborn true}}}, :second-chance
{:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Second Chance", :description "Prerequisite: Halfling\n- When a
creature you can see hits you with an attack roll, you can use your reaction to
force that creature to reroll. Once you use this ability, you can’t use it again
until you roll initiative at the start of combat or until you finish a short or
long rest.", :key :second-chance, :path-prereqs {:race {:halfling true}}}, :squat-
nimbleness {:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Squat Nimbleness", :description "Prerequisite: Dwarf or a Small
race\nYou gain proficiency in the Acrobatics or Athletics skill (your choice). -
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you
make to escape from being grappled.", :props {:speed 5, :skill-prof-or-expertise
{:acrobatics false, :athletics false}}, :key :squat-nimbleness, :path-prereqs
{:race {:dwarf true, :gnome true, :goblin true, :halfling true, :kobold true}}},
:fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Fey Teleportation", :description "Prerequisite: Elf (high)\n.
You learn to speak, read, and write Sylvan.\n. You learn the misty step spell and
can cast it once without expending a spell slot. You regain the ability to cast it
in this way when you finish a short or long rest. Intelligence is your spellcasting
ability for this spell.", :key :fey-teleportation, :path-prereqs {:race {:elf
true}}}, :flames-of-phlegethos {:ability-increases
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{},
:option-pack "Xanathar's Guide to Everything", :name "Flames of Phlegethos",
:description "Prerequisite: Tiefling\n- When you roll fire damage for a spell you
cast, you can reroll any roll of 1 on the fire damage dice, but you must use the
new roll, even if it is another 1.\n- Whenever you cast a spell that deals fire
damage, you can cause flames to wreathe you until the end of your next turn. The
flames don’t harm you or your possessions, and they shed bright light out to 30
feet and dim light for an additional 30 feet. While the flames are present, any
creature within 5 feet of you that hits you with a melee attack takes 1d4 fire
damage.", :key :flames-of-phlegethos, :path-prereqs {:race {:tiefling true,
:tiefling-scag- true, :tiefling-tobm-variant- true, :tiefling-ua- true, :tiefling-
winged- true}}}, :infernal-constitution {:ability-increases
#{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Infernal Constitution", :description "Prerequisite:
Tiefling\nYou have advantage on saving throws against being poisoned.", :props
{:damage-resistance {:cold true, :poison true}}, :key :infernal-constitution,
:path-prereqs {:race {:tiefling true, :tiefling-scag- true, :tiefling-winged- true,
:tiefling-ua- true, :tiefling-tobm-variant- true}}}, :dwarven-fortitude {:ability-
increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's
Guide to Everything", :name "Dwarven Fortitude", :description "Prerequisite:
Dwarf\nWhenever you take the Dodge action in combat, you can spend one Hit Die to
heal yourself. Roll the die, add your Constitution modifier, and regain a number of
hit points equal to the total (minimum of 1).", :key :dwarven-fortitude, :path-
prereqs {:race {:dwarf true}}}, :elven-accuracy {:ability-increases
#{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-
pack "Xanathar's Guide to Everything", :name "Elven Accuracy", :description
"Prerequisite: Elf or Half-Elf\nWhenever you have advantage on an attack roll using
Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once",
:key :elven-accuracy, :path-prereqs {:race {:elf true, :half-elf true}}}, :dragon-
hide {:ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-
pack "Xanathar's Guide to Everything", :name "Dragon Hide", :description
"Prerequisite: Dragonborn\nYou manifest scales and claws reminiscent of your
draconic ancestors. You gain the following benefits:\n- Your scales harden. While
you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity
modifier. You can use a shield and still gain this benefit.\n- You grow retractable
claws from the tips of your fingers. Extending or retracting the claws requires no
action. The claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key
:dragon-hide, :path-prereqs {:race {:dragonborn true}}}, :fade-away {:ability-
increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs
#{}, :option-pack "Xanathar's Guide to Everything", :name "Fade Away", :description
"Prerequisite: Gnome\nImmediately after you take damage, you can use a reaction to
magically become invisible until the end of your next turn or until you attack,
deal damage, or force someone to make a saving throw. Once you use this ability,
you can’t do so again until you finish a short or long rest.", :key :fade-away,
:path-prereqs {:race {:gnome true}}}}, :orcpub.dnd.e5/selections {:arcane-shot
{:options [{:name "Banishing Arrow", :description "You
use abjuration magic to try to temporarily banish your target to a harmless
location in the Feywild. If the arrow hits a creature, the target must also succeed
on a Charisma saving throw or be banished. While banished in this way, its speed is
0, and it is incapacitated. At the end of its next turn, the target reappears in
the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when
the arrow hits it.\n"} {:name "Brute Bane Arrow", :description "You weave
necromantic magic into your arrow. If the arrow hits a creature, the target takes
an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a
failed save, the damage of the target’s attacks is halved until the start of your
next turn. The necrotic damage increases to 4d6 when you reach 18th level in this
class"} {:name "Bursting Arrow", :description "You imbue your arrow with a blast of
force energy drawn from the school of evocation. If the arrow hits a creature, the
target and each creature within 10 feet of it also take 2d6 force damage each. The
force damage increases to 4d6 when you reach 18th level in this class."} {:name
"Grasping\tArrow", :description "When this arrow strikes its target, conjuration
magic creates grasping, poisonous brambles, which wrap around the target. If the
arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is
reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it
moves 1 foot or more without teleporting. The target or any creature that can reach
it can use its action to remove the brambles with a successful Strength (Athletics)
check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute
or until you use this option again. The poison and slashing damage both increase to
4d6 when you reach 18th level in this class."} {:name "Mind-Scrambling Arrow",
:description "Your enchantment magic causes this arrow to temporarily beguile its
target. Choose one of your allies within 30 feet of the target. If the arrow hits a
creature, the target takes an extra 2d6 psychic damage, and it must succeed on a
Wisdom saving throw or it can’t attack the chosen ally or include that ally in a
harmful area of effect until the start of your next turn. This effect ends early if
the chosen ally deals any damage to the target. The psychic damage increases to 4d6
when you reach 18th level in this class."} {:name "Piercing Arrow", :description
"You use transmutation magic to give your arrow an ethereal quality. When you use
this option, you don’t make an attack roll for the attack. Instead, the arrow fires
forward in a line that is 1 foot wide and 30 feet long, before disappearing. The
arrow passes harmlessly through objects, ignoring cover. Each creature in that line
must make a Dexterity saving throw. On a failed save, a target takes damage as if
it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save,
a target takes half as much damage. The piercing damage increases to 2d6 when you
reach 18th level in this class."} {:name "Seeking Arrow", :description "Using
divination magic, you grant your arrow the ability to seek out your target,
allowing the arrow to curve and twist its path in search of its prey. When you use
this option, you don’t make an attack roll for the attack. Instead, choose one
creature you have seen in the past minute. The arrow flies toward that creature,
moving around corners if necessary and ignoring three-quarters cover and half
cover. If the target is within the weapon’s range and there is a path large enough
for the arrow to travel to the target, the target must make a Dexterity saving
throw. On a failed save, it takes damage as if it were hit by the arrow, plus an
extra 1d6 force damage, and you learn the target’s current location. On a
successful save, the target takes half as much damage, and you don’t learn its
location. The force damage increases to 2d6 when you reach 18th level in this
class."} {:name "Shadow Arrow", :description "You weave illusion magic into your
arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a
creature, the target takes an extra 2d6 psychic damage, and it must succeed on a
Wisdom saving throw or be unable to see anything farther than 5 feet away until the
start of your next turn. The psychic damage increases to 4d6 when you reach 18th
level in this class"}], :option-pack "Xanathar's Guide to Everything", :name
"Arcane Shot", :key :arcane-shot}}, :orcpub.dnd.e5/invocations {:trickster-s-escape
{:option-pack "Xanathar's Guide to Everything", :description "Prerequisite: 7th
level\n\nYou can cast freedom of movement once on yourself without expending a
spell slot. You regain the ability to do so when you finish a long rest.", :name
"Trickster’s Escape", :key :trickster-s-escape}, :shroud-of-shadow {:option-pack
"Xanathar's Guide to Everything", :description "Prerequisite: 15th level\n\nYou can
cast invisibility at will, without expending a spell slot.", :name "Shroud of
Shadow", :key :shroud-of-shadow}, :gift-of-the-depths {:option-pack "Xanathar's
Guide to Everything", :name "Gift of the Depths", :description "Prerequisite: 5th
level\n\nYou can breathe underwater, and you gain a swimming speed equal to your
walking speed. You can also cast water breathing once without expending a spell
slot. \n\nYou regain the ability to do so when you finish a long rest.", :key
:gift-of-the-depths}, :eldritch-smite {:option-pack "Xanathar's Guide to
Everything", :name "Eldritch Smite", :description "Prerequisite: 5th level, Pact of
the Blade feature\n\nOnce per turn when you hit a creature with your pact weapon,
you can expend a warlock spell slot to deal an extra 1d8 force damage to the
target, plus another 1d8 per level of the spell slot, and you can knock the target
prone if it is Huge or smaller.", :key :eldritch-smite}, :relentless-hex {:option-
pack "Xanathar's Guide to Everything", :description "Prerequisite: 7th level, hex
spell or a warlock feature that curses\n\nYour curse creates a temporary bond
between you and your target. As a bonus action, you can magically teleport up to 30
feet to an unoccupied space you can see within 5 feet of the target cursed by your
hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill
Omen. To teleport in this way, you must be able to see the cursed target.", :name
"Relentless Hex", :key :relentless-hex}, :grasp-of-hadar {:option-pack "Xanathar's
Guide to Everything", :name "Grasp of Hadar", :description "Prerequisite: eldritch
blast cantrip\n\nOnce on each of your turns when you hit a creature with your
eldritch blast, you can move that creature in a straight line 10 feet closer to
you.", :key :grasp-of-hadar}, :cloak-of-flies {:option-pack "Xanathar's Guide to
Everything", :name "Cloak of Flies", :description "Prerequisite: 5th level\n\nAs a
bonus action, you can surround yourself with a magical aura that looks like buzzing
flies. The aura extends 5 feet from you in every direction, but not through\ntotal
cover. It lasts until you’re incapacitated or you dismiss it as a bonus
action.\n\nThe aura grants you advantage on Charisma (Intimidation) checks but
disadvantage on all other Charisma checks. Any other creature that starts its turn
in the aura takes poison damage equal to your Charisma modifier (minimum of O
damage).\n\nOnce you use this invocation, you can’t use it again until you finish a
short or long rest.", :key :cloak-of-flies}, :aspect-of-the-moon {:option-pack
"Xanathar's Guide to Everything", :description "You no longer need to sleep and
can’t be forced to sleepby any means. To gain the benefits of a long rest, youcan
spend all 8 hours doing light activity, such as reading your Book of Shadows and
keeping watch.", :name "Aspect of the Moon", :key :aspect-of-the-moon}, :ghostly-
gaze {:option-pack "Xanathar's Guide to Everything", :name "Ghostly Gaze",
:description "Prerequisite: 7th level\n\nAs an action, you gain the ability to see
through solid objects to a range of 30 feet. Within that range, you have darkvision
if you don’t already have it. This special sight lasts for 1 minute or until your
concentration ends (as if you were concentrating on a spell). During that time, you
perceive objects as ghostly, transparent images. \n\nOnce you use this invocation,
you can’t use it again until you finish a short or long rest.", :key :ghostly-
gaze}, :lance-of-lethargy- {:option-pack "Xanathar's Guide to Everything",
:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns
when you hit a creature with your eldritch blast, you can reduce that creature’s
speed by 10 feet until the end of your next turn.", :name "Lance of Lethargy ",
:key :lance-of-lethargy-}, :maddening-hex {:option-pack "Xanathar's Guide to
Everything", :description "Prerequisite: 5th level, hex spell or a warlock feature
that curses\n\nAs a bonus action, you cause a psychic disturbance around the target
cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse
or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target
and each creature of your choice that you can see within 5 feet of it. The psychic
damage equals your Charisma modifier (minimum of 1 damage). To use this invocation,
you must be able to see the cursed target, and it must be within 30 feet of
you.", :name "Maddening Hex", :key :maddening-hex}, :improved-pact-weapon {:option-
pack "Xanathar's Guide to Everything", :description "Prerequisite: Pact of the
Blade feature\n\nYou can use any weapon you summon with your Pact of\nthe Blade
feature as a spellcasting focus for your warlock spells.\n\nIn addition, the weapon
gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that
already
has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow,
longbow, light crossbow, or heavy crossbow.", :name "Improved Pact Weapon", :key
:improved-pact-weapon}, :gift-of-the-ever-living-ones {:option-pack "Xanathar's
Guide to Everything", :name "Gift of the Ever-Living Ones", :description
"Prerequisite: Pact of the Chain feature\n\nWhenever you regain hit points while
your familiar is within 100 feet of you, treat any dice rolled to determine the hit
points you regain as having rolled their maximum value for you.", :key :gift-of-
the-ever-living-ones}, :tomb-of-levistus {:option-pack "Xanathar's Guide to
Everything", :description "Prerequisite: 5th level\n\nAs a reaction when you take
damage, you can entomb yourself in ice, which melts away at the end of your next
turn. You gain 10 temporary hit points per warlock level, which take as much of the
triggering damage as possible. Immediately after you take the damage, you gain
vulnerability to fire damage, your speed is reduced to 0, and you are
incapacitated. These effects, including any remaining temporary hit points, all end
when the ice melts.\n\nOnce you use this invocation, you can’t use it again until
you finish a short or long rest.", :name "Tomb of Levistus", :key :tomb-of-
levistus}}}, "Volos_Guide_to_Monsters" {:orcpub.dnd.e5/races {:yuan-ti-pureblood
{:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60,
:abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 2},
:size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common"
"Abyssal" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:name
"Innate Spellcasting", :description "You know the poison spray cantrip. You can
cast animal friendship an unlimited number of times with this trait, but you can
target only snakes with it. Starting at 3rd level, you can also cast suggestion
with this trait. Once you cast it, you can't do so again until you finish a long
rest. Charisma is your spellcasting ability for these spells."} {:name "Magic
Resistance", :description "You have an advantage on saving throws against spells
and other magical effects."}]}, :tortle {:key :tortle, :speed 30, :name
"Tortle", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis
1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common"
"Aquan"}, :props {:tortle-ac true, :skill-prof {:survival true}}, :traits [{:name
"Claws", :description "Your claws are natural weapons, which you can use to make
unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike"}
{:name "Hold Breath", :description "You can hold your breath for up to 1 hour at a
time. Tortles aren't natural swimmers, but they can remain underwater for some time
before needing to come up for air"} {:name "Shell Defense", :description "You can
withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC,
and you have advantage on Strength and Constitution saving throws. While in your
shell, you are prone, your speed is 0 and can't increase, you have disadvantage on
Dexterity saving throws, you can't take reactions, and the only action you can take
is a bonus action to emerge from your shell"}]}, :bugbear {:key :bugbear, :speed
30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2,
:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Volo's Guide to
Monsters", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth
true}}, :traits [{:name "Long-Limbed", :description "When you make a melee attack
on your turn, your reach for it is 5 feet greater than normal."} {:name "Powerful
Build", :description "You count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift"} {:name "Surprise Attack",
:description "If you surprise a creature and hit it with an attack on your first
turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait
only once per combat."}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60,
:abilities {:orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/con 1,
:orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to
Monsters", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}},
:traits [{:name "Aggressive", :description "As a bonus action, you can move up to
your speed toward an enemy of your choice that you can see or hear. You must end
this move closer to the enemy than you started."} {:name "Powerful Build",
:description "You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift."}]}, :tabaxi {:key :tabaxi, :speed
30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to
Monsters", :languages #{"Common"}, :props {:skill-prof {:perception true, :stealth
true}}, :traits [{:name "Languages", :description "Common and a language of the
players choice"} {:name "Feline Agility", :description "Your reflexes and agility
allow you to move with a burst of speed. When you move on your turn in combat, you
can double your speed until the end of your turn. Once you use this trait, you
can't use it again until you move 0 feet on one of your turns"} {:name "Cat's
Claws", :description "Because of your claws, you have a climbing speed of 20 feet.
In addition, your claws are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d4 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed
strike"}]}, :kenku {:size :medium, :speed 30, :languages #{"Common"}, :traits
[{:name "Expert Forgery", :description "You can duplicate other creatures'
handwriting and craftwork. You have advantage on all checks made to produce
forgeries or duplicates of existing objects."} {:name "Kenku Training",
:description "You are proficient in your choice of two of the following skills:
Acrobatics, Deception, Stealth, and Sleight of Hand."} {:name "Mimicry",
:description "You can mimic sounds you have heard, including voices. A creature
that hears the sounds you make can tell they are imitations with a successful
Wisdom (Insight) check opposed by your Charisma (Deception) check."}], :option-pack
"Volo's Guide to Monsters", :name "Kenku", :abilities {:orcpub.dnd.e5.character/dex
2, :orcpub.dnd.e5.character/wis 1}, :key :kenku}, :kobold {:key :kobold, :speed 30,
:name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2,
:orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide to
Monsters", :languages #{"Common" "Draconic"}, :traits [{:name "Grovel, Cower, and
Beg", :description "As an action on your turn, you can cower pathetically to
distract nearby foes. Until the end of your next turn, your allies gain advantage
on attack rolls against enemies within 10 feet of you that can see you. Once you
use this trait, you can't use it again until you finish a short or long rest."}
{:name "Pack Tactics", :description "You have advantage on an attack roll against a
creature if at least one of your allies is within 5 feet of the creature and the
ally isn't incapacitated"} {:name "Sunlight Sensitivity", :description "You have
disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are trying to perceive is in
direct sunlight"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2,
:orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to
Monsters", :languages #{"Common" "Goblin"}, :props {:armor-prof {:light true}},
:traits [{:name "Martial Training", :description "You are proficient with two
martial weapons of your choice and with light armor"} {:name "Saving Face",
:description "Hobgoblins are careful not to show weakness in front of their allies,
for fear of losing status. If you miss with an attack roll or fail an ability check
or a saving throw, you can gain a bonus to the roll equal to the number of allies
you can see within 30 feet of you (maximum bonus of +5). Once you use this trait,
you can't use it again until you finish a short or long rest."}]}, :triton {:key
:triton, :speed 30, :name "Triton", :abilities {:orcpub.dnd.e5.character/con 1,
:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 1}, :size :medium,
:option-pack "Volo's Guide to Monsters", :languages #{"Common" "Primordial"},
:props {:swimming-speed 30, :damage-resistance {:cold true}}, :traits [{:name
"Amphibious", :description "You can breathe air and water"} {:name "Control Air and
Water", :description "A child of the sea, you can call on the magic of elemental
air and water. You can cast fog cloud with this trait. Starting at 3rd level, you
can cast gust of wind with it, and starting at 5th level, you can also cast wall of
water with it. Once you cast a spell with this trait, you can't do so again until
you finish a long rest. Charisma is your spellcasting ability for these spells"}
{:name "Emissary of the Sea", :description "Aquatic beasts have an extraordinary
affinity with your people. You can communicate simple ideas with beasts that can
breathe water. They can understand the meaning of your words, though you have no
special ability to understand them in return."} {:name "Guardians of the
Depths", :description "Adapted to even the most extreme ocean depths, you have
resistance to cold damage, and you ignore any of the drawbacks caused by a deep,
underwater environment"}]}, :firbolg {:size :medium, :speed 30, :languages
#{"Common" "Elvish" "Giant"}, :traits [{:name "Firbolg Magic",
:description "Once per short or long rest you can cast both the Detect Magic and
Disguise Self spells using Wisdom as your spellcasting ability. This version of
Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in
with humans and elves."} {:name "Hidden Step", :description "Once per short or long
rest, you can magically turn Invisible until the start of your next turn as a bonus
action. The ability ends early if you attack, deal any damage, or force anyone to
make a saving throw."} {:name "Powerful Build", :description "When determining your
carry, push, drag, or lift capacity, you count as one size larger."} {:name "Speech
of Beast and Leaf", :description "You can communicate with beasts and plants. You
also have advantage on Charisma checks to influence them. These creatures can
understand the meaning of your words, even though you cannot understand them in
return."}], :option-pack "Volo's Guide to Monsters", :name "Firbolg", :abilities
{:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :key
:firbolg}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60,
:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1},
:size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common"
"Goblin"}, :traits [{:name "Fury of the Small", :description "When you damage a
creature with an attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to the creature. The extra
damage equals your level. Once you finish this trait, you can't use it again until
you finish a short or long rest."} {:name "Nimble Escape", :description "You can
take the Disengage or Hide action as a bonus action on each of your turns"}]},
:lizardfolk {:key :lizardfolk, :speed 30, :name "Lizardfolk", :abilities
{:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium,
:option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :props
{:swimming-speed 30, :lizardfolk-ac true}, :traits [{:name "Bite Attack",
:description "Your fanged maw is a natural weapon, which you can use to make
unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed
strike."} {:name "Hold Breath", :description "You can hold your breath for 15
minutes."} {:name "Hunter's Lore", :description "You gain proficiency with two of
the following skills of your choice: Animal Handling, Nature, Perception, Stealth,
and Survival."} {:name "Hungry Jaws", :description "In battle, you can throw
yourself into a vicious feeding frenzy. As a bonus action, you can make a special
attack with your bite. If the attack hits, it deals its normal damage, and you gain
temporary hit points (minimum of 1) equal to your Constitution modifier, and you
can't use this trait again until you finish a short or long rest."}]}, :aasimar
{:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :spells [{:value
{:ability :cha, :key :light}}], :abilities {:orcpub.dnd.e5.character/cha 2},
:size :medium, :option-pack "Volos Guide to Monsters (arandomstringofnum#2919)",
:languages #{"Common" "Celestial"}, :traits [{:name "Light Bearer", :description
"You know the light cantrip. Charisma is your spellcasting ability for it."} {:name
"Healing Hands", :description "As an action, you can touch a creature and cause it
to regain a number of hit points equal to your level. Once you use this trait, you
can't use it again until you finish a long rest."}]}}, :orcpub.dnd.e5/subraces
{:protector-aasmiar {:race :aasimar, :traits [{:name "Radiant Soul", :description
"Starting at 3rd level, you can unleash the divine energy as an action. When you do
so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and
you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on
each of your turns you can deal extra radiant damage equal to your level, whenever
you damage a creature with an attack or spell. You can cancel Radiant Soul with a
bonus action, and cannot use it again until you take a long rest."}], :option-pack
"Volo's Guide to Monsters", :name "Protector Aasmiar", :abilities
{:orcpub.dnd.e5.character/wis 1}, :props {:damage-resistance {:necrotic true,
:radiant true}}, :key :protector-aasmiar}, :scourge-aasimar {:race :aasimar,
:traits [{:name "Radiant Consumption", :description "Starting at 3rd level, you can
unleash your divine energy as an action. When you do so, searing light pours out
your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet,
dim light for another 10 feet. At the end of each your turns, you and all creatures
within 10 feet take radiant damage equal to half your level (rounded up). In
addition, once on each of your turns, you can deal extra radiant damage to a single
creature equal to your level. You can cancel Radiant Consumption as a bonus action
and must finish a long rest before you can use this ability again."}], :option-pack
"Volo's Guide to Monsters", :name "Scourge Aasimar", :abilities
{:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:radiant true,
:necrotic true}}, :key :scourge-aasimar}, :fallen-aasimar {:race :aasimar, :traits
[{:name "Necrotic Shroud", :description "Starting at 3rd level, you can unleash
your divine energy as an action, causing your eyes to turn into pools of darkness
and two skeletal, ghost-like, flightless wings sprout from your back. The instant
you transform, all other creatures within 10 feet that can see you become
frightened until the end of your next turn if they fail a Charisma saving throw (DC
8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and
once on each of your turns you can deal extra necrotic damage equal to your level,
whenever you damage a creature with an attack or spell. You can cancel Necrotic
Shroud with a bonus action, and cannot use it again until you take a long rest."}],
:option-pack "Volo's Guide to Monsters", :name "Fallen Aasimar", :abilities
{:orcpub.dnd.e5.character/str 1}, :props {:damage-resistance {:necrotic true,
:radiant true}}, :key :fallen-aasimar}}, :orcpub.dnd.e5/languages {:aquan {:name
"Aquan", :option-pack "Volo's Guide to Monsters", :key :aquan}}}, "UA - Modern
Magic" {:orcpub.dnd.e5/spells {:on-off {:description "This cantrip allows you to
activate or deactivate any electronic device within range, as long as the device
has a clearly defined on or off function that can easily be accessed from the
outside of the device. Any device that requires a software-based shutdown sequence
to activate or deactivate cannot be affected by on/off", :key :on-off, :school
"transmutation", :name "On/Off", :duration "Instantaneous", :level 0, :option-pack
"UA - Modern Magic", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"},
:commune-with-city {:description "You briefly become one with the city and gain
knowledge of the surrounding area. Aboveground, this spell gives you knowledge of
the area within 1 mile of you. In sewers and other underground settings, you gain
knowledge of the area within 600 feet of you.\n\nYou instantly gain knowledge of up
to three facts of your choice about any of the following subjects as they relate to
the area:\n\n•Terrain and bodies of water\n•Prevalent buildings, plants, animals,
or intelligent creatures\n•Powerful (CR 1 or higher) celestials, fey, fiends,
elementals, or undead\n•Influences from other planes of existence\n•Electrical
currents, wireless signals, and active transit lines and tracks\n\nFor example, you
could determine the location of powerful undead in the area, the location of major
sources of electrical power or interference, and the location of any nearby parks",
:key :commune-with-city, :school "divination", :name "Commune with City", :duration
"Instantaneous", :level 5, :option-pack "UA - Modern Magic", :components {:verbal
true, :somatic true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :invisibility-to-cameras
{:description "Four creatures of your choice within range become undetectable to
electronic sensors and cameras for the duration of the spell. Anything a target is
wearing or carrying is likewise undetectable as long as it is on the target’s
person. The targets remain visible to vision.", :key :invisibility-to-cameras,
:school "illusion", :name "Invisibility to Cameras", :duration "Concentration, up
to 1 minute", :level 3, :option-pack "UA - Modern Magic", :components {:material-
component "a scrap of black paper", :verbal true, :somatic true, :material
true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "10 feet"}, :haywire {:description "This spell plays havoc with electronic
devices, making the use of such devices all but impossible. Each electronic device
in a 10[foot[radius sphere centered on a point you choose within range is subject
to random behavior while it remains within the area. A device not held by a
creature is automatically affected. If an electronic device is held by a creature,
that creature must succeed on a Wisdom saving throw or have the device affected by
the spell.\n\nAt the start of each of your turns, roll a d6 for each affected
device to determine its behavior. Except where otherwise indicated, that behavior
lasts until the start of your next turn while this spell is in effect.\n\n1: The
device shuts down and must be restarted. Do not roll again for this device
until it is restarted.\n\n2–4: The device does not function.\n\n5: The device
experiences a power surge, causing an electric shock to the wielder (if any) and
one random creature within 5 feet of the device. Each affected creature must make a
Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a
failed save, or half as much damage on a successful one.\n\n6: The device is usable
as normal.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the radius of the sphere affected by the spell increases by 5 feet
for each slot level above 3rd.", :key :haywire, :school "enchantment", :name
"Haywire", :duration "Concentration, up to 1 minute", :level 3, :option-pack "UA -
Modern Magic", :components {:verbal true, :somatic true}, :casting-time "1 action",
:spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"},
:infallible-relay {:description "With this spell, you can target any creature with
whom you have spoken previously, as long as the two of you are on the same plane of
existence. When you cast the spell, the nearest functioning telephone or similar
communications device within 100 feet of the target begins to ring. If there is no
suitable device close enough to the target, the spell fails.\n\nThe target must
make a successful Charisma saving throw or be compelled to answer your call. Once
the connection is established, the call is crystal clear and cannot be dropped
until the conversation has ended or the spell’s duration ends. You can end the
conversation at any time, but a target must succeed on a Charisma saving throw to
end the conversation. ", :key :infallible-relay, :school "divination", :name
"Infallible Relay", :duration "Concentration, up to 10 minutes", :level 1, :option-
pack "UA - Modern Magic", :components {:verbal true, :somatic true, :material true,
:material-component "a mobile phone"}, :casting-time "1 minute", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :system-backdoor {:description
"This spell allows you to bypass system security in order to create a secure login
on a foreign system. The login you create allows you administrator[level privileges
in any computer system not enhanced through technomagic. The login defeats any
technomagic spells of 3rd level or lower.\n\nOnce the duration of the spell
expires, the login and all privileges are wiped from the system. System logs still
show the activity of the user, but the user identification cannot be found or
traced.\n\nAt Higher Levels: When you cast this spell using a spell slot of 5th
level or higher, you are able to bypass technomagic spells if the spell’s level is
equal to or less than the level of the spell slot you used.", :key :system-
backdoor, :school "transmutation", :name "System Backdoor", :duration
"Concentration, up to 1 hour", :level 4, :option-pack "UA - Modern Magic",
:components {:verbal true, :somatic true, :material true, :material-component
"hacking tools"}, :casting-time "1 minute", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Personal"}, :find-vehicle {:description "You summon a
spirit that assumes the form of a nonmilitary land vehicle of your choice,
appearing in an unoccupied space within range. The vehicle has the statistics of a
normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice)
in origin. The physical characteristics of the vehicle reflect its origin to some
degree. For example, a fiendish SUV might be jet black in color, with tinted
windows and a sinister[looking front grille. You have a supernatural bond with the
conjured vehicle that allows you to drive beyond your normal ability. While driving
the conjured vehicle, you are considered proficient with vehicles of its type, and
you add double your proficiency bonus to ability checks related to driving the
vehicle. While driving the vehicle, you can make any spell you cast that targets
only you also target the vehicle. If the vehicle drops to 0 hit points, it
disappears, leaving behind no physical form. You can also dismiss the vehicle at
any time as an action, causing it to disappear. You can’t have more than one
vehicle bonded by this spell at a time. As an action, you can release the vehicle
from its bond at any time, causing it to disappear.\n\nAt Higher Levels. When you
cast this spell using a spell slot of 3rd level or higher, you can conjure a
nonmilitary water vehicle large enough to carry six Medium creatures. When you cast
this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary
air vehicle large enough to carry ten Medium creatures. When you cast this spell
using a spell slot of 7th level or higher, you can conjure any type of vehicle,
subject to the DM’s approval", :key :find-vehicle, :school "conjuration", :name
"Find Vehicle", :duration "8 hours", :level 2, :option-pack "UA - Modern Magic",
:components {:verbal true, :somatic true}, :attack-roll? false, :casting-time "10
minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin true,
:ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"},
:protection-from-ballistics {:description "This spell enchants the flesh of the
target against the impact of bullets. Until the spell ends, the target has
resistance to nonmagical ballistic damage.", :key :protection-from-ballistics,
:school "abjuration", :name "Protection from Ballistics", :duration "Concentration,
up to 10 minute", :level 3, :option-pack "UA - Modern Magic", :components {:verbal
true, :somatic true, :material true, :material-component "a shell casing"},
:casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Touch"}, :digital-phantom {:description "This spell works to actively hide
your presence within a computer system. For the spell’s duration, you and any other
users you choose on your local network gain a +10 bonus to Intelligence checks to
avoid detection by administrators, knowbots, tracking software, and the like.
Whenever you and your chosen users leave any computer system you are working in
while this spell is in effect, all trace of your previous presence in that system
is erased. ", :key :digital-phantom, :school "abjuration", :name "Digital Phantom",
:duration "Concentration, up to 1 hour", :level 2, :option-pack "UA - Modern
Magic", :components {:material true, :somatic true, :verbal true, :material-
component "a small piece of copper wire"}, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :arcane-hacking {:description
"You gain advantage on all Intelligence checks using hacking tools to break
software encryption or online security when using a foreign system. This spell also
allows you to break 2nd level and lower protective spells such as arcane lock or
glyph of warding by making an Intelligence check using hacking tools against the
spell save DC of the spell’s caster.\n\nAt Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, you can attempt to counteract a spell
set to secure the foreign system if the spell’s level is equal to or less than the
level of the spell slot you used", :key :arcane-hacking, :school
"transmutation", :name "Arcane Hacking", :duration " Concentration, up to 1
hour", :level 2, :option-pack "UA - Modern Magic", :components {:verbal true,
:somatic true, :material true, :material-component "hacking tools"}, :casting-time
"1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"},
:conjure-knowbot {:description "You touch a single computerized device or computer
system to conjure a knowbot — a partially sentient piece of software imprinted with
vestiges of your own skills and computer abilities. For the duration of the spell,
you can use a bonus action to have the knowbot execute a computer[related task that
would normally require an action. The knowbot makes Intelligence ability checks
using your ability score and proficiency bonuses (including your proficiency with
hacking tools, if applicable.\n\nYou have a limited telepathic bond with the
knowbot, out to a range of 500 feet from the device or system where the knowbot was
conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as
if the duration of the spell had expired. Moving within range again immediately
reestablishes the bond.\n\nThe knowbot is bound to the system in which it was
created, and it stays there until it is dismissed or the spell’s duration
expires.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the spell’s duration increases to 1 hour. Additionally, your
telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if
you leave the range of the bond, the knowbot continues performing its last directed
task until the spell expires.", :key :conjure-knowbot, :school "conjuration", :name
"Conjure Knowbot", :duration "10 minutes", :level 4, :option-pack "UA - Modern
Magic", :components {:verbal true, :somatic true}, :casting-time "1 action",
:spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :remote-
access {:description "You can use any electronic device within range as if it were
in your hands. This is not a telekinesis effect. Rather, this spell allows you to
simulate
a device’s mechanical functions electronically. You are able to access only
functions that a person using the device manually would be able to access. You can
use remote access with only one device at a time.", :key :remote-access, :school
"transmutation", :name "Remote Access", :duration "10 minutes", :level 1, :option-
pack "UA - Modern Magic", :components {:somatic true, :verbal true}, :casting-time
"1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"},
:shutdown {:description "This spell shuts down all electronic devices within range
that are not wielded by or under the direct control of a creature. If an electronic
device within range is used by a creature, that creature must succeed on a
Constitution saving throw to prevent the device from being shut down. While the
spell remains active, no electronic device within range can be started or
restarted.", :key :shutdown, :school "transmutation", :name "Shutdown", :duration
"Concentration, up to 1 minute", :level 5, :option-pack "UA - Modern Magic",
:components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "120 feet"}, :synchronicity
{:description "The creature you touch feels reality subtly shifted to its favor
while this spell is in effect. The target isn’t inconvenienced by mundane delays of
any sort. Traffic lights are always green, there’s always a waiting elevator, and a
taxi is always around the corner. The target can run at full speed through dense
crowds, and attacks of opportunity provoked by the target’s movement are made with
disadvantage.\n\nSynchronicity grants advantage to Dexterity (Stealth) checks,
since the target always finds a handy piece of cover available. Additionally, the
target has advantage on all ability checks made to drive a vehicle.\n\nIn the event
that two or more creatures under the effect of synchronicity are attempting to
avoid being inconvenienced by each other, the creatures engage in a contest of
Charisma each time the effects of the spells would oppose each other.", :key
:synchronicity, :school "enchantment", :name "Synchronicity", :duration
"Concentration, up to 1 hour", :level 4, :option-pack "UA - Modern Magic",
:components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists
{:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock true, :wizard true}, :range "Touch"}}, :orcpub.dnd.e5/subclasses
{:city-domain {:class :cleric, :traits [{:name "Heart of the City", :description
"From 1st level, you are able to tap into the spirit of community found in the
city. While you are within any city, you can gain advantage on a single Charisma
(Deception, Intimidation, or Persuasion) check, and you are considered proficient
in the appropriate skill. You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any expended uses when you finish a
long rest."} {:name "Channel Divinity: Spirits of the City", :level 2, :description
"Starting at 2nd level, you can use your Channel Divinity to call on the city for
aid. As an action, you present your holy symbol, and any city utility within 30
feet of you either works perfectly or shuts down entirely for 1 minute (your
choice.)\n\nAdditionally, each hostile creature within 30 feet of you must make a
Charisma saving throw. On a failed save, the creature is knocked prone or
restrained (your choice) by hazards such as entangling wires, high[pressure water
erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A
restrained creature can escape by making a successful Strength (Athletics) or
Dexterity (Acrobatics) check against your spell save DC.\n\nThis effect is entirely
local and affects only utilities within 30 feet of you. Determination of what
utilities are available within range and how the physical effects of those
utilities manifest are left to the DM"} {:name "Block Watch", :level 6,
:description "Starting at 6th level, your awareness while in the city extends
preternaturally. While in an urban environment, you are considered proficient in
the Insight and Perception skills, and you add double your proficiency bonus to
Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency
bonus"} {:level 8, :name "Divine Strike", :description "At 8th level, you gain the
ability to infuse your weapon strikes with psychic energy borrowed from the
citizens of your city. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the
target. When you reach 14th level, the extra psychic damage increases to 2d8."}
{:level 17, :description "At 17th level, you can use mass transit routes to
transport instantaneously to other points in the city. Starting from a bus stop,
train station, subway stop, or other suitable mass transit site within the city,
you can teleport to any other similar transit stop within the city, as if you had
cast a teleport spell whose destination is a permanent teleportation circle you
know. Once you use this feature, you must finish a short or long rest before using
it again.", :name "Express Transit"} {:name "Bonus Proficiencies", :description
"Starting at 1st level, you gain proficiency with sidearms and proficiency with
vehicles (land)."}], :level-modifiers [{:type :spell, :value {:ability
:orcpub.dnd.e5.character/wis, :key :on-off}} {:type :tool-prof, :value :land-
vehicles}], :name "City Domain", :option-pack "UA - Modern Magic", :cleric-spells
{1 {0 :comprehend-languages, 1 :remote-access}, 2 {0 :find-vehicle, 1 :heat-metal},
3 {0 :lightning-bolt, 1 :protection-from-ballistics}, 4 {0 :locate-creature, 1
:synchronicity}, 5 {0 :commune-with-city, 1 :shutdown}}, :key :city-domain},
:ghost-in-the-machine {:class :warlock, :traits [{:name "Information Surge",
:description "At 1st level, you gain the ability to temporarily render computerized
devices inoperable. As an action, you can target a computerized device within 30
feet of you. If the targeted device is held or otherwise actively used by a living
creature, that creature must make an Intelligence saving throw against your spell
save DC. On a failed save, the targeted device ceases to function until the end of
your next turn. If the targeted device is not held or used by a creature, the DM
makes a special saving throw for the device with disadvantage and a +0 modifier.
Certain shielded devices might negate the disadvantage, at the DM’s
determination.\n\nOnce you use this feature, you can’t use it again until you
finish a short or long rest."} {:level 6, :name "Wire Walk", :description "Starting
at 6th level, you gain the ability to travel short distances over electrical wires,
data lines, or telephone cables. As a bonus action, you can touch a device or
socket connected to a hardwired network and teleport along this network to another
device or socket within your line of sight. Once you use this feature, you can’t
use it again until you finish a short or long rest."} {:level 10, :name "Personal
Encryption", :description "Beginning at 10th level, you have learned to apply your
innate knowledge of encryption to your thoughts, memories, and presence. You have
advantage on saving throws against scrying, thought detection, or any other method
of magically learning your whereabouts or reading your thoughts. For any such
effect that does not grant you a saving throw but which requires the creature
targeting you to make an ability check, the check is made with disadvantage."}
{:level 14, :name "Technovirus", :description "At 14th level, you gain the ability
to infect a humanoid’s body with living circuitry. You can use an action to make a
melee attack against a humanoid creature using your spell attack modifier. The
target must make a Constitution saving throw against your spell save DC as a
techno-organic virus quickly spreads through its body. On a failed save, the target
takes 8d10 psychic damage, or half as much damage on a successful
one.\n\nAdditionally, if the target fails the saving throw, you can use an action
to issue it a single command, as if you were casting the command spell. The target
makes its saving throw against your command with disadvantage. You can issue this
command at any time while the target remains infected.\n\nOnce you use this
feature, you can’t use it again until you finish a long rest, at which point the
target is cured of the technovirus. The infection can also be removed with a lesser
restoration spell."} {:name "Bonus Proficiencies", :description "At 1st level, you
gain proficiency with hacking tools"}], :level-modifiers [{:type :spell, :value
{:ability :orcpub.dnd.e5.character/cha, :key :on-off}}], :warlock-spells {1 {0
:infallible-relay, 1 :remote-access}, 2 {0 :arcane-hacking, 1 :digital-phantom}, 3
{0 :haywire, 1 :invisibility-to-cameras}, 4 {0 :conjure-knowbot, 1 :system-
backdoor}, 5 {0 :shutdown}}, :name "Ghost in the Machine", :option-pack "UA -
Modern Magic", :key :ghost-in-the-machine}, :technomancy {:class :wizard, :traits
[{:name "Bonus Proficiencies", :level 2, :description "Beginning when you select
this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking
tools."} {:level 2, :name "Technological Savant", :description "Also at 2nd level,
you trade out your spellbook for a specially attuned storage device of your
choosing, capable of recording magical data. The computing power of this device
must be equal to or greater than a tablet computer. Only one storage device can be
attuned to you at any given time. Spells can be copied into this device at half the
cost of copying spells into a spellbook."}
{:level 6, :name "Program Spell", :description "At 6th level, you can insert a
spell within an electronic device of your choosing, so that by touching a key or
flicking a switch using an action, the spell activates. All variables of the spell
are set at the time of casting. The computing power of this device must be equal to
or greater than a mobile phone.\n\nA programmed spell remains placed in its device
for 48 hours, and is gone once it is discharged. You can use this feature to place
a programmed spell in only one device at a time, and a device can hold only one
programmed spell. Only you can activate the programmed spell in the device. If the
device is destroyed, the programmed spell is lost.\n\nA concentration spell placed
in a device cannot be activated while you are concentrating on another spell. Once
you use this feature, you can’t use it again until you finish a long rest"} {:level
10, :name "Online Casting", :description "At 10th level, you can cast spells
through networked electronic devices, including cameras, mobile phones, and
computers. For example, if a creature is under the observation of a security camera
and you can see the video feed from that camera on a computer, you can cast a spell
into the computer and out through the security camera to target that
creature.\n\nIf the spell requires the caster to be seen, the target must see you
or a live image of you. If the spell requires the caster to be heard, the target
must be able to hear you or a live audio transmission of you. The spell’s range is
determined using the distance from you to your device, and then from the target to
its device. You must be able to see or otherwise determine the location of the
target.This feature can be used to cast only spells that target specific creatures.
Spells that affect an area are not subject to online casting.\n\nThis feature can
be used a number of times per day equal to your Intelligence modifier (minimum of
once)."} {:level 14, :name "Chained Device", :description "By 14th level, you have
learned to imprint vestiges of your consciousness on electronic devices with
significant computing power. When you cast a concentration spell, you can use a
device whose computing power is equal to or greater than a tablet computer to
maintain concentration of the spell on your behalf. The device must be held or worn
by you to maintain this effect. If the device is destroyed, taken from you,
dropped, or turned off, the concentration ends. Once you use this feature, you
can’t use it again until you finish a long rest."}], :level-modifiers [], :option-
pack "UA - Modern Magic", :name "Technomancy", :key :technomancy}},
:orcpub.dnd.e5/invocations {:arcane-gunslinger {:name "Arcane Gunslinger", :option-
pack "UA - Modern Magic", :description "Prerequisite: Pact of the Blade
feature\n\nYou can create a pact weapon that is a sidearm or long arm, and you can
transform a magical sidearm or long arm into your pact weapon", :key :arcane-
gunslinger}}}, "UA_-_Three_Subclasses_-_NineArtsDragon3773"
{:orcpub.dnd.e5/subclasses {:circle-of-spores {:class :druid, :traits [{:name "Halo
of Spores", :level 2, :description "As a reaction, deal 3 poison to one target
within 10 ft. Damage increases by 3 at 6th, 10th, and 14th level."} {:name
"Symbiotic Entity", :level 2, :description "Instead of transforming, spend 1 use of
Wild Shape to gain 3 temp. hit points per druid lvl, double the damage of your Halo
of Spores feature, and deal 1d6 extra poison damage with melee attacks. Lasts for
10 min. or until you use Wild Shape again."} {:name "Fungal Infestation", :level 6,
:description "Humanoids you kill with your Halo of Spores feature rise as a zombie
with 1 HP at the end of your turn. It goes after you and obeys your commands, but
can only attack. It lasts for 1 hour."} {:level 10, :name "Spreading Spores",
:description "As a bonus action, you create a 10 ft cube within 30 ft. For 1
minute, any creature that starts its turn in the cube takes your Halo of Spores
damage. Using your Halo of Spores feature again causes the cube to vanish."}
{:level 14, :name "Fungal Body", :description "You're immune to the blinded,
deafened, frightened and poisoned conditions. Critical hits don't deal extra damage
to you."}], :level-modifiers [{:type :spell, :level 2, :value {:ability :wis,
:key :chill-touch}} {:type :spell, :level 3, :value {:level 2, :ability :wis,
:key :gentle-repose}} {:type :spell, :level 3, :value {:level 2, :ability :wis,
:key :ray-of-enfeeblement}} {:type :spell, :level 5, :value {:level 3, :ability
:wis, :key :animate-dead}} {:type :spell, :level 5, :value {:level 3, :ability
:wis, :key :gaseous-form}} {:type :spell, :level 7, :value {:ability :wis, :level
4, :key :blight}} {:type :spell, :level 7, :value {:ability :wis, :level 4, :key
:confusion}} {:type :spell, :level 9, :value {:level 5, :key :cloudkill,
:ability :wis}} {:type :spell, :level 9, :value {:level 5, :key :contagion,
:ability :wis}}], :option-pack "UA: Three Subclasses", :name "Circle of Spores",
:key :circle-of-spores}, :brute {:class :fighter, :traits [{:name "Brute Force",
:level 3, :description "1d4 extra damage with weapons you're proficient with. Bonus
damage increases to 1d6 at 10th lvl, 1d8 at 16th lvl, and 1d10 at 20th lvl."}
{:level 7, :name "Brutish Durability", :description "When you make a saving throw,
roll 1d6 and add it to the saving throw. If this bonus makes a death saving throw
20 or higher, you gain consciousness with 1 HP. "} {:level 15, :name "Devastating
Critical", :description "Critical hits deal extra damage equal to your fighter
lvl."} {:level 18, :name "Survivor", :description "While conscious, gain 5 + Con
modifier hit points at the start of each of your turns."}], :level-modifiers [],
:name "Brute", :option-pack "UA: Three Subclasses", :level-selections [{:type
:additional-fighting-style, :level 10}], :key :brute}, :school-of-invention {:class
:wizard, :traits [{:name "Arcanomechanical Armor", :description "You gain a suit of
Arcanomechancial Armor, which only you can attune to. The armor is a magical suit
of Studded Leather armor and weighs 8 lbs. During a long rest you can transform a
nonmagical suit of Studded Leather into Arcanomechanical Armor, rendering your old
suit nonmagical.", :level 2} {:name "Reckless Casting", :level 2, :description "As
an action, you can attempt to cast a spell you don't have prepared. Roll on the
Reckless Casting table found on pg.3-4
(https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf)"} {:name
"Alchemical Casting", :level 6, :description "When you cast a spell while wearing
Arcanomechanical Armor, you can expend a 1st or 2nd level spell slot to alter the
spell.\nA 1st level spell slot allows you to change a spell's damage type from
acid, cold, fire, lightning, or thunder to another listed damage type.\nA 2nd level
spell slot allows you to deal an extra 2d10 force damage to one target damaged by
your spell."} {:name "Prodigious Inspiration", :level 10, :description "As a bonus
action, you can replace one spell you have prepared with another spell from your
spellbook. (1/rest)"} {:level 14, :name "Controlled Chaos", :description "When you
roll on the Reckless Casting table for a spell that's not a cantrip, you can roll
on the table one level higher than the expended spell slot."} {:name "Tools of the
Inventor", :level 2, :description "Gain proficiency with 2 tools of your
choice."}], :level-modifiers [{:type :armor-prof, :value :light, :level 2}
{:type :damage-resistance, :value :force, :level 2}], :name "School of
Invention", :option-pack "UA: Three Subclasses", :key :school-of-invention}},
:orcpub.dnd.e5/selections {:additional-fighting-style {:options [{:name
"Archery", :description "+2 bonus to Attack rolls with Ranged Weapons"} {:name
"Defense", :description "+1 bonus to AC while wearing armor."} {:name "Dueling",
:description "+2 bonus to damage rolls when wielding a melee weapon in one hand and
no other weapons."} {:name "Great Weapon Fighting", :description "Re-roll 1s and 2s
on attack rolls with Two-handed or Versatile melee weapons."} {:name
"Protection", :description "When a creature you see attacks a creature within 5 ft
of you, use your reaction to impose disadvantage on the attack. Must be wielding a
shield."} {:name "Two-Weapon Fighting", :description "While you engage in two-
weapon fighting, add your ability modifier to the damage of your second attack."}],
:name "Additional Fighting Style", :option-pack "UA: Three Subclasses", :key
:additional-fighting-style}}}, "Players_Handbook" {:orcpub.dnd.e5/subclasses {:the-
archfey {:key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack
"Player Handbook", :class :warlock, :warlock-spells {1 {0 :faerie-fire, 1 :sleep},
2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0
:dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}},
:traits [{:description "Starting at 1st level, your patron bestows upon you the
ability to project the beguiling and fearsome presence of the fey. As an action,
you can cause each creature in a 10-foot cube originating from you to make a Wisdom
saving throw against your warlock spell save DC. The creatures that fail their
saving throw are all charmed or frightened by you (your choice) until the end of
your next turn.Once you use this feature, you can't use it again until you finish a
short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level,
you can vanish in a puff of mist in response to harm. When you take damage, you can
use your reaction to turn invisible and teleport up to 60 feet to an unoccupied
space you can see. You remain invisible until the start of your next turn or until
you attack or cast a spell. Once you use this feature, you can't use it again until
you finish a short or long rest.", :name "Misty Escape", :level
6} {:description "Beginning at 10th level, your patron teaches you how to turn the
mind-affecting magic of your enemies against them. You are immune to being charmed,
and when another creature attempts to charm you, you can use your reaction to
attempt to turn the charm back on that creature. The creature must succeed on a
Wisdom saving throw against your warlock spell save DC or be charmed by you for 1
minute or until the creature takes any damage.", :name "Beguiling Defenses", :level
10} {:description "Starting at 14th level, you can plunge a creature into an
illusory realm. As an action, choose a creature that you can see within 60 feet of
you. It must make a Wisdom saving throw against your warlock spell save DC. On a
failed save, it is charmed or frightened by you (your choice) for 1 minute or until
your concentration is broken (as if you are concentrating on a spell). This effect
ends early if the creature takes any damage. Until this illusion ends, the creature
thinks it is lost in a misty realm, the appearance of which you choose. The
creature can see and hear only itself, you, and the illusion. You must finish a
short or long rest before you can use this feature again.", :name "Dark
Delirium", :level 14}]}, :nature-domain {:key :nature-domain, :level-modifiers
[{:value :heavy, :type :armor-prof}], :name "Nature Domain", :option-pack "Players
Hand Book (arandomstringofnum#2919)", :cleric-spells {1 {0 :speak-with-animals,
1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1
:wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-
stride}}, :class :cleric, :traits [{:description "At 1st level, you learn one druid
cantrip of your choice. You also gain proficiency in one of the following skills of
your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"}
{:description "Starting at 2nd level, you can use your Channel Divinity to charm
animals and plants. As an action, you present your holy symbol and invoke the name
of your deity. Each beast or plant creature that can see you within 30 feet of you
must make a Wisdom saving throw. If the creature fails its saving throw, it is
charmed by you for 1 minute or until it takes damage. While it is charmed by you,
it is friendly to you and other creatures you designate.", :name "Channel Divinity:
Charm Animals and Plants", :level 2} {:description "Starting at 6th level, when you
or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder
damage, you can use your reaction to grant resistance to the creature against that
instance of the damage.", :name "Dampen Elements", :level 6} {:description "At 8th
level, you gain the ability to infuse your weapon strikes with divine energy. Once
on each of your turns when you hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to
the target. When you reach 14th level, the extra damage increases to 2d8.", :name
"Divine Strike", :level 8} {:description "At 17th level, you gain the ability to
command animals and plant creatures. While creatures are charmed by your Charm
Animals and Plants feature, you can take a bonus action on your turn to verbally
command what each of those creatures will do on its next turn.", :name "Master of
Nature", :level 17}], :profs {:skill-options {:options {:animal-handling true,
:nature true, :survival true}}}}, :oath-of-the-ancients {:key :oath-of-the-
ancients, :level-modifiers [{:value {:key :ensnaring-strike, :ability :cha, :level
1}, :type :spell, :level 3} {:value {:key :speak-with-animals, :ability :cha,
:level 1}, :type :spell, :level 3} {:value {:key :moonbeam, :ability :cha, :level
2}, :type :spell, :level 5} {:value {:key :misty-step, :ability :cha, :level 2},
:type :spell, :level 5} {:value {:key :plant-growth, :ability :cha, :level 3},
:type :spell, :level 9} {:value {:key :protection-from-energy, :ability :cha,
:level 3}, :type :spell, :level 9} {:value {:key :ice-storm, :ability :cha, :level
4}, :type :spell, :level 13} {:value {:key :stoneskin, :ability :cha, :level 4},
:type :spell, :level 13} {:value {:key :commune-with-nature, :ability :cha, :level
5}, :type :spell, :level 17} {:value {:key :tree-stride, :ability :cha, :level
5}, :type :spell, :level 17}], :name "Oath of the Ancients", :option-pack "Player
Handbook", :class :paladin, :traits [{:description "You can use your Channel
Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause
spectral vines to spring up and reach for a creature within 10 feet of you that you
can see. The creature must succeed on a Strength or Dexterity saving throw (its
choice) or be restrained. While restrained by the vines, the creature repeats the
saving throw at the end of each of its turns. On a success, it frees itself and the
vines vanish.", :name "Channel Divinity: Nature’s Wrath", :level 3} {:description
"You can use your Channel Divinity to utter ancient words that are painful for fey
and fiends to hear. As an action, you present your holy symbol, and each fey or
fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a
failed save, the creature is turned for 1 minute or until it takes damage. A turned
creature must spend its turns trying to move as far away from you as it can, and it
can’t willingly move to a space within 30 feet of you.\nIt also can’t take
reactions. For its action, it can use only the Dash action or try to escape from an
effect that prevents it from moving. If there’s nowhere to move, the creature can
use the Dodge action. If the creature’s true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while it is turned.", :name
"Channel Divinity: Turn the Faithless", :level 3} {:description "Beginning at 7th
level, ancient magic lies so heavily upon you that it forms an eldritch ward. You
and friendly creatures within 10 feet of you have resistance to damage from
spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :name
"Aura of Warding", :level 7} {:description "Starting at 15th level, when you are
reduced to 0 hit points and are not killed outright, you can choose to drop to 1
hit point instead. Once you use this ability, you can't use it again until you
finish a long rest.\nAdditionally, you suffer none of the drawbacks of old age, and
you can't be aged magically.", :name "Undying Sentinel", :level 15} {:description
"At 20th level, you can assume the form of an ancient force of nature, taking on an
appearance you choose. For example, your skin might turn green or take on a bark-
like texture, your hair might become leafy or mosslike, or you might sprout antlers
or a lion-like mane.\nUsing your action, you undergo a transformation. For 1
minute, you gain the following benefits:\n-At the start of each of your turns, you
regain 10 hit points.\n-Whenever you cast a paladin spell that has a casting time
of 1 action, you can cast it using a bonus action instead.\n-Enemy creatures within
10 feet of you have disadvantage on saving throws against your paladin spells and
Channel Divinity options.\nOnce you use this feature, you can't use it again until
you finish a long rest.", :name "Elder Champion", :level 20}]}, :arcane-trickster
{:key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-
pack "Player Handbook", :class :rogue, :spellcasting {:level-factor 3}, :traits
[{:description "Arcane Tricksters gain the ability to cast Wizard spells to enhance
their abilities, trick their foes, and defend themselves more
effectively.\nCantrips: You learn three cantrips: Mage Hand and two other cantrips
of your choice from the wizard spell list. At 10th level you learn another cantrip
from the wizard spell list.\nSpells Known: You know three 1st level wizard spells
of your choice, two of which you must choose from the enchantment and illusion
spells on the wizard spell list. The third can be from any school of
magic.\nThereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16,
19, and 20.\nThe spells you learn at 8th, 14th, and 20th level can come from any
school of magic.\nWhenever you gain a level in this class, you can replace one of
the wizard spells you know with another spell of your choice from the wizard spell
list (of a level you can cast).\nSpellcasting Ability: Intelligence is your
spellcasting ability for your wizard spells, since you learn your spells through
dedicated study and memorization. You use your Intelligence whenever a spell refers
to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency
bonus + your Intelligence modifier. Your spell attack bonus is your proficiency
bonus + your Intelligence modifier.\nSpell Slots: You start with two 1st level
spell slots at Rogue level 3, and gain more as you gain more Rogue
levels.\n\nLevel\tCantrips\tKnown\t1st\t2nd\t3rd\t4th\n3rd\t3\t\t3\t2\t-\t-\t-\n4th
\t3\t\t4\t3\t-\t-\t-\n7th\t3\t\t5\t4\t2\t-\t-\n8th\t3\t\t6\t4\t2\t\t\n10th\t4\t\t7\
t4\t3\t-\t-\n11th\t4\t\t8\t4\t3\t\t\n13th\t4\t\t9\t4\t3\t2\t-\n14th\t4\t\t10\t4\t3\
t2\t\n16th\t4\t\t11\t4\t3\t3\t-\n19th\t4\t\t12\t4\t3\t3\t1\n20th\t4\t\t13\t4\t3\t3\
t1", :name "Spellcasting", :level 3} {:description "Starting at 3rd level, when you
cast mage hand, you can make the spectral hand invisible, and you can perform the
following additional tasks with it:\n-You can stow one object the hand is holding
in a container worn or carried by another creature.\n-You can retrieve an object in
a container worn or carried by another creature.\n-You can use thieves’ tools to
pick locks and disarm traps at range.\nYou can perform one of these tasks without
being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check
contested by the creature’s Wisdom (Perception) check. In addition, you can use the
bonus action granted
by your Cunning Action to control the hand.", :name "Mage Hand Legerdemain",
:level 3} {:description "Starting at 9th level, if you are hidden from a creature
when you cast a spell on it, the creature has disadvantage on any saving throw it
makes against the spell this turn.", :name "Magical Ambush", :level 9}
{:description "At 13th level, you gain the ability to distract targets with your
Mage Hand. As a bonus action on your turn, you can designate a creature within 5
feet of the spectral hand created by the spell. Doing so gives you Advantage on
attack rolls against that creature until the end of the turn, and therefore
allowing you to Sneak Attack the creature when nobody else is within 5 feet.",
:name "Versatile Trickster", :level 13} {:description "At 17th level, you gain the
ability to magically steal the knowledge of how to cast a spell from another
spellcaster.\n-Immediately after a creature casts a spell that targets you or
includes you in its area of effect, you can use your Reaction to force the creature
to make a saving throw with its spellcasting ability modifier.\n-The DC equals your
spell save DC and on a failed save, you negate the spell’s effect against you, and
you steal the knowledge of the spell if it is at least 1st level and of a level you
can cast (it doesn’t need to be a wizard spell).\n-For the next 8 hours, you know
the spell, can cast it using your spell slots, and the creature can’t cast that
spell until the 8 hours have passed.\n-Once you use this feature, you can’t use it
again until you finish a long rest.", :name "Spell Thief", :level 17}]}, :way-of-
the-four-elements {:key :way-of-the-four-elements, :level-modifiers [], :name "Way
of the Four Elements", :option-pack "Player Handbook", :class :monk, :traits
[{:description "When you choose this tradition at 3rd level, you learn magical
disciplines that harness the power of the four elements. A discipline requires you
to spend ki points each time you use it.\nYou know the Elemental Attunement
discipline and one other elemental discipline of your choice, which are detailed in
the “Elemental Disciplines” section below. You learn one additional elemental
discipline of your choice at 6th, 11th, and 17th level.\nWhenever you learn a new
elemental discipline, you can also replace one elemental discipline that you
already know with a different discipline.\nSome elemental disciplines allow you to
cast spells. See chapter 10 for the general rules of spellcasting. To cast one of
these spells, you use its casting time and other rules, but you don’t need to
provide material components for it.\nOnce you reach 5th level in this class, you
can spend additional ki points to increase the level of an elemental discipline
spell that you cast, provided that the spell has an enhanced effect at a higher
level, as burning hands does. The spell's level increases by 1 for each additional
ki point you spend. For example, if you are a 5th-level monk and use Sweeping
Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-
level spell (the discipline’s base cost of 2 ki points plus 1)\nThe maximum number
of ki points you can spend to cast a spell in this way (including its base ki point
cost and any additional ki points you spend to increase its level) is determined by
your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax
Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6\n\nBreath of Winter (17th
Level Required): You can spend 6 ki points to cast cone of cold.\n\nClench of the
North Wind (6th Level Required): You can spend 3 ki points to cast hold
person.\n\nElemental Attunement: You can use your action to briefly control
elemental forces nearby, causing one of the following effects of your choice:\n-
Create a harmless, instantaneous sensory effect related to air, earth, fire, or
water, such as a shower of sparks, a puff of wind, a spray of light mist, or a
gentle rumbling of stone.\n-Instantaneously light or snuff out a candle, a torch,
or a small campfire.\n-Chill or warm up to 1 pound of nonliving material for up to
1 hour.\n-Cause earth, fire, water, or mist that can fit within a 1-foot cube to
shape itself into a crude form you designate for 1 minute.\n\nEternal Mountain
Defense (11th Level Required): You can spend 5 ki points to cast stoneskin,
targeting yourself.\n\nFangs of the Fire Snake: When you use the Attack action on
your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from
your fists and feet. Your reach with your unarmed strikes increases by 10 feet for
that action, as well as the rest of the turn. A hit with such an attack deals fire
damage instead of bludgeoning damage, and if you spend 1 ki point when the attack
hits, it also deals an extra 1d10 fire damage.\n\nFist of Four Thunders: You can
spend 2 ki points to cast thunderwave.\n\nFist of Unbroken Air: You can create a
blast of compressed air that strikes like a mighty fist. As an action, you can
spend 2 ki points and choose a creature within 30 feet of you. That creature must
make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning
damage, plus an extra 1d10 bludgeoning damage for each additional ki point you
spend, and you can push the creature up to 20 feet away from you and knock it
prone. On a successful save, the creature takes half as much damage, and you don’t
push it or knock it prone.\n\nFlames of the Phoenix (11th Level Required): You can
spend 4 ki points to cast fireball.\n\nGong of the Summit (6th Level Required): You
can spend 3 ki points to cast shatter.\n\nMist Stance (11th Level Required): You
can spend 4 ki points to cast gaseous form, targeting yourself.\n\nRide the Wind
(11th Level Required): You can spend 4 ki points to cast fly, targeting
yourself.\n\nRiver of Hungry Flame (17th Level Required): You can spend 5 ki points
to cast wall of fire.\n\nRush of the Gale Spirits: You can spend 2 ki points to
cast gust of wind.\n\nShape the Flowing River: As an action, you can spend 1 ki
point to choose an area of ice or water no larger than 30 feet on a side within 120
feet of you. You can change water to ice within the area and vice versa, and you
can reshape ice in the area in any manner you choose. You can raise or lower the
ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a
pillar. The extent of any such changes can’t exceed half the area’s largest
dimension. For example, if you affect a 30-foot square, you can create a pillar up
to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a
trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a
creature in the area.\n\nSweeping Cinder Strike: You can spend 2 ki points to cast
burning hands.\n\nWater Whip: You can spend 2 ki points as a bonus action to create
a whip of water that shoves and pulls a creature to unbalance it. A creature that
you can see that is within 30 feet of you must make a Dexterity saving throw. On a
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
bludgeoning damage for each additional ki point you spend, and you can either knock
it prone or pull it up to 25 feet closer to you. On a successful save, the creature
takes half as much damage, and you don’t pull it or knock it prone.\n\nWave of
Rolling Earth (17th Level Required): You can spend 6 ki points to cast wall of
stone. ", :name "Disciple of the Elements", :level 3}]}, :school-of-divination
{:key :school-of-divination, :level-modifiers [], :name "School of Divination",
:option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning
when you select this school at 2nd level, the gold and time you must spend to copy
a divination spell into your spellbook is halved.", :name "Divination Savant",
:level 2} {:description "Starting at 2nd level when you choose this school,
glimpses of the future begin to press in on your awareness. When you finish a long
rest, roll two d20 and record the numbers rolled. You can replace any attack roll,
saving throw, or ability check made by you or a creature that you can see with one
of these foretelling rolls. You must choose to do so before the roll, and you can
replace a roll in this way only once per turn. Each foretelling roll can be used
only once. When you finish a long rest, you lose any unused foretelling rolls.",
:name "Portent", :level 2} {:description "Beginning at 6th level, casting
divination spells comes so easily to you that it expends only a fraction of your
spellcasting efforts. When you cast a divination spell of 2nd level or higher using
a spell slot, you regain one expended spell slot. The slot you regain must be of a
level lower than the spell you cast and can’t be higher than 5th level.", :name
"Expert Divination ", :level 6} {:description "Starting at 10th level, you can use
your action to increase your powers of perception. When you do so, choose one of
the following benefits, which lasts until you are incapacitated or you take a short
or long rest. You can’t use the feature again until you finish a rest.\nDarkvision:
You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal
Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater
Comprehension: You can read any language.\nSee Invisibility: You can see invisible
creatures and objects within 10 feet of you that are within line of sight.", :name
"The Third Eye", :level 10} {:description "Starting at 14th level, the visions in
your dreams intensify and paint a more accurate picture in your mind of What is to
come. You roll three d20 for your Portent feature, rather than two.", :name
"Greater Portent", :level 14}]}, :school-of-enchantment {:key :school-of-
enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack
"Player Handbook", :class :wizard, :traits [{:description
"Beginning when you select this school at 2nd level, the gold and time you must
spend to copy an enchantment spell into your spellbook is halved.", :name
"Enchantment Savant", :level 2} {:description "Starting at 2nd level when you
choose this school, your soft words and enchanting gaze can magically enthrall
another creature. As an action, choose one creature that you can see within 5 feet
of you. If the target can see or hear you, it must succeed on a Wisdom saving throw
against your wizard spell save DC or be charmed by you until the end of your next
turn. The charmed creature’s speed drops to 0, and the creature is incapacitated
and visibly dazed.\nOn subsequent turns, you can use your action to maintain this
effect, extending its duration until the end of your next turn. However, the effect
ends if you move more than 5 feet away from the creature, if the creature can
neither see nor hear you, or if the creature takes damage. Once the effect ends, or
if the creature succeeds on its initial saving throw against this effect, you can’t
use this feature on that creature again until you finish a long rest.", :name
"Hypnotic Gaze", :level 2} {:description "Beginning at 6th level, when a creature
you can see within 30 feet of you makes an attack roll against you, you can use
your reaction to divert the attack, provided that another creature is within the
attack’s range. The attacker must make a Wisdom saving throw against your wizard
spell save DC. On a failed save, the attacker must target the creature that is
closest to it, not including you or itself. If multiple creatures are closest, the
attacker chooses which one to target. On a successful save, you can’t use this
feature on the attacker again until you finish a long rest.\nYou must choose to use
this feature before knowing whether the attack hits or misses. Creatures that can’t
be charmed are immune to this effect.", :name "Instinctive Charm", :level 6}
{:description "Starting at 10th level, when you cast an enchantment spell of 1st
level or higher that targets only one creature, you can have it target a second
creature", :name "Split Enchantment", :level 10} {:description "At 14th level, you
gain the ability to make a creature unaware of your magical influence on it. When
you cast an enchantment spell to charm one or more creatures, you can alter one
creature’s understanding so that it remains unaware of being
charmed.\nAdditionally, once before the spell expires, you can use your action to
try to make the chosen creature forget some of the time it spent charmed. The
creature must succeed on an Intelligence saving throw against your Wizard spell
save DC or lose a number of hours of its memories equal to 1 + your Charisma
modifier (minimum 1). You can make the creature forget less time, and the amount of
time can’t exceed the duration of your enchantment spell.", :name "Alter Memories",
:level 14}]}, :wild-magic {:key :wild-magic, :level-modifiers [], :name "Wild
Magic", :option-pack "Player Handbook", :class :sorcerer, :traits [{:description
"Starting when you choose this origin at 1st level, your spellcasting can unleash
surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or
higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic
Surge table to create a random magical effect.", :name "Wild Magic Surge"}
{:description "Starting at 1st level, you can manipulate the forces of chance and
chaos to gain advantage on one attack roll, ability check, or saving throw. Once
you do so, you must finish a long rest before you can use this feature again.
Anytime before you regain the use of this feature, the DM can have you roll on the
Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or
higher. You then regain the use of this feature.", :name "Tides of Chaos"}
{:description "Starting at 6th level, you have the ability to twist fate using your
wild magic. When another creature you can see makes an attack roll, an ability
check, or a saving throw, you can use your reaction and spend 2 sorcery points to
roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the
creature’s roll. You can do so after the creature rolls but before any effects of
the roll occur.", :name "Bend Luck", :level 6} {:description "At 14th level, you
gain a modicum of control over the surges of your wild magic. Whenever you roll on
the Wild Magic Surge table, you can roll twice and use either number.", :name
"Controlled Chaos", :level 14} {:description "Beginning at 18th level, the harmful
energy of your spells intensifies. When you roll damage for a spell and roll the
highest number possible on any of the dice, choose one of those dice, roll it again
and add that roll to the damage. You can use the feature only once per turn.",
:name "Spell Bombardment", :level 18}]}, :battle-master- {:key :battle-master-,
:level-modifiers [], :name "Battle Master ", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :class :fighter, :traits [{:description "Your study of
the art of war not only in battle but out of it grants you a proficiency in an
artisan tool of your choice.", :name "War Student", :level 3} {:description
"Beginning at 3rd level, when you take the Battle Master archetype, you learn three
special maneuvers from the list below. You may only use one maneuver every time you
take the attack action. You learn two additional maneuvers of your choice at 7th,
10th. and 15th level. Each time you learn new maneuvers, you can also replace one
maneuver you know with a different one. \nSuperiority Dice: You start with 4
superiority dice. They are d8 and you use one whenever you use a maneuver. You
regain them all when you finish a short or long rest. You gain another superiority
die at 7th level and one more at 15th level. \nSaving Throws: If a maneuver
requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or
Dexterity modifier (your choice). ", :name "Maneuvers", :level 3} {:description
"When you reach 7th level, you can spend 1 minute watching your enemy in or out of
combat. Doing so gives you information about their abilities. The DM can then tell
you if the following enemy abilities are your equal to, stronger, or weaker than
your own:\n-Strength ability score\n-Dexterity ability score\n-Constitution ability
score\n-AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :name
"Study Your Enemy ", :level 7} {:description "When you reach 10th level, your
superiority dice turn into d10. When you reach level 18, your dice turn into d12.",
:name "Improved Superior Combat ", :level 10} {:description "Starting at level 15,
whenever you roll for initiative and have zero superiority dice, you get 1
superiority die back.", :name "Relentless ", :level 15}], :level-selections [{:type
:manuevers, :level 3, :num 3} {:type :manuevers, :level 7, :num 2} {:type
:manuevers, :level 10, :num 2} {:type :manuevers, :level 15, :num 2}]}, :knowledge-
domain {:key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain",
:option-pack "Player Handbook", :cleric-spells {1 {0 :command, 1 :identify}, 2
{0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-
eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :class :cleric, :traits
[{:description "At 1st level, you learn two languages of your choice. You also
become proficient in your choice of two of the following skills: Arcana, History,
Nature, or Religion. Your proficiency bonus is doubled for any ability check you
make that uses either of those skills.", :name "Blessing of Knowledge"}
{:description "Starting at 2nd level, you can use your Channel Divinity to tap into
a divine well of knowledge. As an action, you choose one skill or tool. For 10
minutes, you have proficiency with the chosen skill or tool.", :name "Channel
Divinity: Knowledge of the Ages", :level 2} {:description "At 6th level, you can
use your Channel Divinity to read a creature’s thoughts. You can then use your
access to the creature’s mind to command it. As an action, choose one creature that
you can see within 60 feet of you. That creature must make a Wisdom saving throw.
If the creature succeeds on the saving throw, you can’t use this feature on it
again until you finish a long rest. If the creature fails its save, you can read
its surface thoughts (those foremost in its mind, reflecting its current emotions
and what it is actively thinking about) when it is within 60 feet of you. This
effect lasts for 1 minute. During that time, you can use your action to end this
effect and cast the suggestion spell on the creature without expending a spell
slot. The target automatically fails its saving throw against the spell.", :name
"Channel Divinity: Read Thoughts", :level 2} {:description "Starting at 8th level,
you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
:name "Potent Spellcasting", :level 8} {:description "Starting at 17th level, you
can call up visions of the past that relate to an object you hold or your immediate
surroundings. You spend at least 1 minute in meditation and prayer, then receive
dreamlike, shadowy glimpses of recent events. You can meditate in this way for a
number of minutes equal to your Wisdom score and must maintain concentration during
that time, as if you were casting a spell. Once you use this feature, you can’t use
it again until you finish a short or long rest.\n\n-Object Reading: Holding an
object as you meditate, you can see visions of the object’s previous owner. After
meditating for 1 minute, you learn how the owner acquired and lost the object, as
well as the most recent significant event involving the object and that owner. If
the object was owned by another creature in the recent past (within a number of
days equal to your Wisdom score), you can spend 1 additional minute for
each owner to learn the same information about that creature. Area\n\n-Reading: As
you meditate, you see visions of recent events in your immediate vicinity (a room,
street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number
of days equal to your Wisdom score. For each minute you meditate, you learn about
one significant event, beginning with the most recent. Significant events typically
involve powerful emotions, such as battles and betrayals, marriages and murders,
births and funerals. However, they might also include more mundane events that are
nevertheless important in your current situation.", :name "Visions of the Past",
:level 17}]}, :the-seeker {:key :the-seeker, :level-modifiers [{:value :fire, :type
:damage-resistance, :level 10} {:value :cold, :type :damage-resistance, :level
10}], :name "The Seeker", :option-pack "Player Handbook", :class :warlock,
:warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3
{0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-
lore, 1 :passwall}}, :traits [{:description "Starting at 1st level, you can invoke
the Seeker’s power to protect you from harm. As a bonus action, you create a
whirling aurora of brilliant energy that swirls around you. Until the end of your
next turn, you gain resistance to all damage, and if a hostile creature ends its
turn within 10 feet of you, it takes radiant damage equal to your warlock level +
your Charisma modifier. Once you use this feature, you can’t use it again until you
finish a short or long rest.", :name "Shielding Aurora"} {:description "At 3rd
level, a character dedicated to the Seeker can select this option instead of one of
the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from
starlight, decorated with seven gleaming motes of brightness. While the chain is on
your person, you know the augury spell and can cast it as a ritual. The spell
doesn’t count against your number of spells known. Additionally, you can invoke the
Seeker’s power to gain advantage on an Intelligence check while you carry this
item. Once you use this ability, you cannot use it again until you complete a short
or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to
receive a replacement from the Seeker. The ceremony can be performed during a short
or long rest, and it destroys the previous chain. The chain disappears in a flash
of light when you die. The exact form of this item might be different depending on
your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :name
"Pact Boon: Pact of the Star Chain", :level 3} {:description "At 6th level, you
gain the ability to step into an astral refuge. As an action, you disappear from
the world for a brief moment and enter the Astral Plane, taking advantage of its
timeless nature. While in your astral refuge, you can take two actions to cast
spells that target only you. After using those two actions, you return to the space
you occupied and your turn ends.", :name "Astral Refuge", :level 6} {:description
"At 10th level, you no longer need to breathe, and you gain resistance to fire
damage and cold damage.", :name "Far Wanderer", :level 10} {:description "Starting
at 14th level, you gain the ability to sequester yourself and your allies on the
Astral Plane. By performing a special ritual over the course of 5 minutes, you
shift yourself and up to ten willing creatures you can see to the Astral Plane. You
and those creatures gain the benefits of a short rest while sequestered on the
Astral Plane. You then return to the spaces you all occupied when you used this
ability, with no time having passed in the world. During this short rest, you and
the creatures you sequester can make use of any options available during a rest
that affect only you and the creatures you sequester. Once you use this ability,
you cannot use it again until you complete a long rest.", :name "Astral
Sequestration", :level 14}]}, :school-of-illusion {:key :school-of-illusion,
:level-modifiers [], :name "School of Illusion", :option-pack "Player Handbook",
:class :wizard, :traits [{:description "Beginning when you select this school at
2nd level, the gold and time you must spend to copy an illusion spell into your
spellbook is halved.", :name "Illusion Savant", :level 2} {:description "When you
choose this school at 2nd level, you learn the minor illusion cantrip. If you
already know this cantrip, you learn a different wizard cantrip of your choice. The
cantrip doesn’t count against your number of cantrips known. When you cast minor
illusion, you can create both a sound and an image with a single casting of the
spell.", :name "Improved Minor Illusion", :level 2} {:description "Starting at 6th
level, when you cast an illusion spell that has a duration of 1 minute or longer,
you can use your action to change the nature of that illusion (using the spell’s
normal parameters for the illusion), provided that you can see the illusion.",
:name "Malleable Illusions", :level 6} {:description "Beginning at 10th level, you
can create an illusory duplicate of yourself as an instant, almost instinctual
reaction to danger. When a creature makes an attack roll against you, you can use
your reaction to interpose the illusory duplicate between the attacker and
yourself. The attack automatically misses you, then the illusion dissipates. Once
you use this feature, you can’t use it again until you finish a short or long
rest.", :name "Illusory Self", :level 10} {:description "By 14th level, you have
learned the secret of weaving shadow magic into your illusions to give them a semi-
reality. When you cast an illusion spell of 1st level or higher, you can Choose one
inanimate, nonmagical object that is part of the illusion and make that object
real. You can do this on your turn as a bonus action while the spell is ongoing.
The object remains real for 1 minute. For example, you can create an illusion of a
bridge over a chasm and then make it real long enough for your allies to cross. The
object can’t deal damage or otherwise directly harm anyone.", :name "Illusory
Reality", :level 14}]}, :eldritch-knight {:key :eldritch-knight, :level-modifiers
[], :name "Eldritch Knight", :option-pack "Player Handbook", :class :fighter,
:spellcasting {:level-factor 3}, :traits [{:description "You can augment your
combat abilities with spell casting.\n-Cantrips: You start with 2 cantrips from the
wizard spell list. At level 10 you gain a 3rd cantrip.\n-Known Spells: You start
with three 1st level wizard spells, two must come from the evocation and abjuration
spell schools. The third spell can be from any Wizard school of magic.\n--
Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and
20.\n--The spells you learn at 8th, 14th, and 20th level can come from any school
of magic.\n--Whenever you gain a level in this class, you can replace one of the
wizard spells you know with another spell of your choice from the wizard spell list
(of a level you can cast).\n-Spellcasting Ability: Intelligence is what you use for
spellcasting. Your spell DC is equal to 8 + proficiency bonus + Intelligence bonus.
Your spell attack use proficiency + your Intelligence bonus.\n-Spell Slots: You
start with two 1st level spell slots at Fighter level 3, and gain more as you gain
more
levels.\n\nLevel\tCantrips\tSpells\nKnown\n\nLevel\tCantrips\tSpells\t1st\t2nd\t3rd
\t4th\n3rd\t2\t\t3\t2\t-\t-\t-\n4th\t2\t\t4\t3\t-\t-\t-\n7th\t2\t\t5\t4\t2\t-\t-\n8
th\t2\t\t6\t4\t2\t\t\n10th\t3\t\t7\t4\t3\t-\t-\n11th\t3\t\t8\t4\t3\t\t\n13th\t3\t\t
9\t4\t3\t2\t-\n14th\t3\t\t10\t4\t3\t2\t\n16th\t3\t\t11\t4\t3\t3\t-\n19th\t3\t\t12\t
4\t3\t3\t1\n20th\t3\t\t13\t4\t3\t3\t1", :name "Spellcasting", :level 3}
{:description "Over the course of 1 hour short rest, you can bond a weapon to you.
Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon
is on the same plane of existence, you can summon it to your hand as a bonus
action. You can bond up to two weapons at once.", :name "Weapon Bond", :level 3}
{:description "At level 7, you can use your action to cast a cantrip and make one
weapon attack as a bonus action.", :name "War Magic", :level 7} {:description "At
level 10, any creature you hit with a weapon attack has disadvantage on it's next
save it makes against a spell you cast before the end of your next turn.", :name
"Eldritch Strike", :level 10} {:description "At level 15, you can teleport up to 30
feet to a space you can see when using your Action Surge. The teleport can take
place before or after the Action Surge.", :name "Arcane Charge", :level 15}
{:description "At level 18, you can make one weapon attack as a bonus action
whenever you use your action to cast a spell.", :name "Improved War Magic", :level
18}]}, :trickery-domain {:key :trickery-domain, :level-modifiers [], :name
"Trickery Domain", :option-pack "Player Handbook", :cleric-spells {1 {0 :charm-
person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink,
1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1
:modify-memory}}, :class :cleric, :traits [{:description "Starting when you choose
this domain at 1st level, you can use your action to touch a willing creature other
than yourself to give it advantage on Dexterity (Stealth) checks. This blessing
lasts for 1 hour or until you use this feature again.", :name "Blessing of the
Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity
to create an illusory duplicate of yourself. As an action, you create a perfect
illusion of yourself that lasts for 1 minute, or until you lose your concentration
(as if you were concentrating on a spell). The illusion appears in an unoccupied
space that you can see within 30 feet of you. As a bonus action on your turn, you
can move the illusion up to 30 feet to a space you can see, but it must remain
within 120 feet of you.\nFor the duration, you can cast spells as though you were
in the illusion's space, but you must use your own senses. Additionally, when both
you and your illusion are within 5 feet of a creature that can see the illusion,
you have advantage on attack rolls against that creature, given how distracting the
illusion is to the target.", :name "Channel Divinity: Invoke Duplicity", :level 2}
{:description "Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become
visible if you attack or cast a spell.", :name "Channel Divinity: Cloak of
Shadows", :level 2} {:description "At 8th level, you gain the ability to infuse
your weapon strikes with poison—a gift from your deity. Once on each of your turns
when you hit a creature with a weapon attack, you can cause the attack to deal an
extra 1d8 poison damage to the target. When you reach 14th level, the extra damage
increases to 2d8.", :name "Divine Strike", :level 8} {:description "At 17th level,
you can create up to four duplicates of yourself, instead of one, when you use
Invoke Duplicity. As a bonus action on your turn, you can move any number of them
up to 30 feet, to a maximum range of 120 feet.", :name "Improved Duplicity", :level
17}]}, :the-great-old-one {:key :the-great-old-one, :level-modifiers [], :name "The
Great Old One", :option-pack "Player Handbook", :class :warlock, :warlock-spells {1
{0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1
:phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1
:evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}, :traits
[{:description "Starting at 1st level, your alien knowledge gives you the ability
to touch the minds of other creatures. You can communicate (one-way) telepathically
with any creature you can see within 30 feet of you. You don't need to share a
language with the creature for it to understand your telepathic utterances, but the
creature must be able to understand at least one language.", :name "Awakened Mind"}
{:description "At 6th level, you learn to magically ward yourself against attack
and to turn an enemy's failed strike into good luck for yourself. When a creature
makes an attack roll against you, you can use your reaction to impose disadvantage
on that roll. If the attack misses you, your next attack roll against the creature
has advantage if you make it before the end of your next turn. Once you use this
feature, you can't use it again until you finish a short or long rest.", :name
"Entropic Ward", :level 6} {:description "Starting at 10th level, your thoughts
can't be read by telepathy or other means unless you allow it. You have resistance
to psychic damage, and whenever a creature deals psychic damage to you, that
creature takes the same amount of damage that you do.", :name "Thought Shield",
:level 10} {:description "At 14th level, you gain the ability to infect a
humanoid's mind with the alien magic of your patron. You can use your action to
touch an incapacitated humanoid. That creature is charmed by you until a remove
curse spell is cast on it, the charm condition is removed from it, or you use this
feature again. You can communicate telepathically with the charmed creature as long
as the two of you are on the same plane of existence.", :name "Create Thrall",
:level 14}]}, :assassin {:key :assassin, :level-modifiers [], :name "Assassin",
:option-pack "Player Handbook", :class :rogue, :traits [{:description "You gain
proficiency with the disguise kit and the poisoner’s kit.", :name "Bonus
Proficiencies", :level 3} {:description "Starting at 3rd level, you are at your
deadliest when you get the drop on your enemies. You have Advantage on attack rolls
against any creature that hasn’t taken a turn in the combat yet. In addition, any
hit you score against a creature that is surprised is a critical hit.", :name
"Assassinate", :level 3} {:description "Starting at 9th level, you can unfailingly
create false identities for yourself. You must spend seven days and 25 gp to
establish the history, profession, and affiliations for an identity. You can't
establish an identity that belongs to someone else. For example, you might acquire
appropriate clothing, letters of introduction, and official-looking certificates to
establish yourself as a member of a trading house from a remote city so you can
insinuate yourself into the company of other wealthy merchants. Thereafter, if you
adopt the new identity as a disguise, other creatures believe you to be that person
until given an obvious reason not to.", :name "Infiltration Expertise", :level 9}
{:description "At the 13th level, you gain the ability to unerringly mimic another
person's speech, writing, and behavior. You must spend at least three hours
studying these three components of the person's behavior, listening to speech,
examining handwriting, and observing mannerisms. Your ruse is indiscernible to the
casual observer. If a wary creature suspects something is amiss, you have advantage
on any Charisma (deception) check you make to avoid detection.", :name
"Impostor", :level 13} {:description "Starting at the 17th level, you become a
master of instant death. When you attack and hit a creature that is surprised, it
must make a Constitution saving throw (DC 8 + your Dexterity modifier + your
proficiency bonus.) On a failed save, double the damage of your attack against the
creature.", :name "Death strike", :level 17}]}, :path-of-the-totem-warrior {:key
:path-of-the-totem-warrior, :level-modifiers [{:value {:key :speak-with-animals,
:level 1}, :type :spell, :level 3} {:value {:key :beast-sense, :level 2}, :type
:spell, :level 3} {:value {:key :commune-with-nature, :level 5}, :type :spell,
:level 10}], :name "Path of the Totem Warrior", :option-pack "Player's
Handbook", :class :barbarian, :traits [{:description "At 3rd level, when you adopt
this path, you choose a totem spirit and gain its feature. You must make or acquire
a physical totem object, an amulet or similar adornment, that incorporates fur or
feathers, claws, teeth, or bones of the totem animal. At your option, you also gain
minor physical attributes that are reminiscent of your totem spirit. For example,
if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or
if your totem is the eagle, your eyes turn bright yellow.\n\nYour totem animal
might be an animal related to those listed here but more appropriate to your
homeland. For example, you could choose a hawk or vulture in place of an
eagle.\n\n- Bear: While raging, you have resistance to all damage except psychic
damage. The spirit of the bear makes you tough enough to stand up to any
punishment.\n- Eagle: While you're raging and aren’t wearing heavy armor, other
creatures have disadvantage on opportunity attack rolls against you, and you can
use the Dash action as a bonus action on your turn. The spirit of the eagle makes
you into a predator who can weave through the fray with ease.\n- Wolf: While you're
raging, your friends have advantage on melee attack rolls against any creature
within 5 feet of you that is hostile to you. The spirit of the wolf makes you a
leader of hunters.\n- Elk: The speed of the elk makes you extraordinarily swift.
While you're raging and aren't wearing heavy armor, your walking speed increases by
15 feet.\n- Tiger: The spirit of the tiger empowers your leaps. While raging, you
can add 10 feet to your long jump distance and 3 feet to your high jump distance.",
:name "Totem Spirit", :level 3} {:description "At 3rd level when you adopt this
path, you gain the ability to cast the beast sense and speak with animals spells,
but only as rituals.", :name "Spirit Seeker", :level 3} {:description "At 6th
level, you gain a magical benefit based on the totem animal of your choice. You can
choose the same animal you selected at 3rd level or a different one.\n\n- Bear: You
gain the might of a bear. Your carrying capacity (including maximum load and
maximum lift) is doubled, and you have advantage on Strength checks made to push,
pull, lift, or break objects.\n- Eagle: You gain the eyesight of an eagle. You can
see up to 1 mile away with no difficulty, able to discern even fine details as
though looking at something no more than 100 feet away from you. Additionally, dim
light doesn't impose disadvantage on your Wisdom (Perception) checks.\n- Wolf: You
gain the hunting sensibilities of a wolf. You can track other creatures while
traveling at a fast pace, and you can move stealthily while traveling at a normal
pace (see chapter 8 for rules on travel pace).\n- Elk: The elk spirit helps you
roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is
the pace of up to ten companions while they're within 60 feet of you and your
aren't incapacitated.\n- Tiger: The cat spirit hones your survival instincts. You
gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth,
Survival.", :name "Aspect of the Beast", :level 6} {:description "At 10th level,
you can cast the commune with nature spell, but only as a ritual. When you do so, a
spiritual version of one of the animals you chose for Totem Spirit or Aspect of the
Beast appears to you to convey the information you seek.", :name "Spirit
Walker", :level 10} {:description "At 14th level, you gain a magical benefit based
on a totem animal of your choice. You can choose the same animal you selected
previously or a different one.\n\n- Bear: While you’re raging, any creature within
5 feet of you that’s hostile to you has disadvantage on attack rolls against
targets other than you or another character with this feature. An enemy is immune
to this effect if it can’t see or hear you or if it
can’t be frightened.\n- Eagle: While raging, you have a flying speed equal to your
current walking speed. This benefit works only in short bursts; you fall if you end
your turn in the air and nothing else is holding you aloft.\n- Wolf: While you’re
raging, you can use a bonus action on your turn to knock a Large or smaller
creature prone when you hit it with melee weapon attack.\n- Elk: While raging, you
can use a bonus action during your move to pass through the space of a Large of
smaller creature. That creature must succeed on a Strength saving throw (DC 8 +
your Strength bonus + your proficiency bonus) or be knocked prone and take
bludgeoning damage equal to 1d12 + your Strength modifier.\n- Tiger: While you're
raging, if you move at least 20 feet in a straight line toward a Large or smaller
target right before making a melee weapon attack against it, you can use a bonus
action to make an additional melee weapon attack against it.", :name "Totemic
Attunement", :level 14}]}, :oath-of-vengeance {:key :oath-of-vengeance, :level-
modifiers [{:value {:key :bane, :ability :cha, :level 1}, :type :spell, :level 3}
{:value {:key :hunters-mark, :ability :cha, :level 1}, :type :spell, :level 3}
{:value {:key :hold-person, :ability :cha, :level 2}, :type :spell, :level 5}
{:value {:key :misty-step, :ability :cha, :level 2}, :type :spell, :level 5}
{:value {:key :haste, :ability :cha, :level 3}, :type :spell, :level 9} {:value
{:key :protection-from-energy, :ability :cha, :level 3}, :type :spell, :level 9}
{:value {:key :banishment, :ability :cha, :level 4}, :type :spell, :level 13}
{:value {:key :dimension-door, :ability :cha, :level 4}, :type :spell, :level 13}
{:value {:key :hold-monster, :ability :cha, :level 5}, :type :spell, :level 17}
{:value {:key :scrying, :ability :cha, :level 5}, :type :spell, :level 17}], :name
"Oath of Vengeance", :option-pack "Player's Handbook", :class :paladin, :traits
[{:description "As an action, you present your holy symbol and speak a prayer of
denunciation, using your Channel Divinity. Choose one creature within 60 feet of
you that you can see. That creature must make a Wisdom saving throw, unless it is
immune to being frightened. Fiends and undead have disadvantage on this saving
throw. On a failed save, the creature is frightened for 1 minute or until it takes
any damage. While frightened, the creature’s speed is 0, and it can’t benefit from
any bonus to its speed. On a successful save, the creature’s speed is halved for 1
minute or until the creature takes any damage.", :name "Channel Divinity: Abjure
Enemy", :level 3} {:description "As a bonus action, you can utter a vow of enmity
against a creature you can see within 10 feet of you, using your Channel Divinity.
You gain advantage on attack rolls against the creature for 1 minute or until it
drops to 0 hit points or falls unconscious.", :name "Channel Divinity: Vow of
Enmity", :level 3} {:name "Relentless Avenger", :level 7, :description "By 7th
level, your supernatural focus helps you close off a foe's retreat. When you hit a
creature with an opportunity attack, you can move up to half your speed immediately
after the attack and as part of the same reaction. This movement doesn't provoke
opportunity attacks."} {:name "Soul of Vengeance", :description "Starting at 15th
level, the authority with which you speak your Vow of Enmity gives you greater
power over your foe. When a creature under the effect of your Vow of Enmity makes
an attack, you can use your reaction to make a melee weapon attack against that
creature if it is within range.", :level 15} {:name "Avenging Angel", :level 20,
:description "At 20th level, you can assume the form of an angelic avenger. Using
your action, you undergo a transformation. For 1 hour, you gain the following
benefits:\n• Wings sprout from your back and grant you a flying speed of 60
feet.\n• You emanate an aura of menace in a 30-foot radius. The first time any
enemy creature enters the aura or starts its turn there during a battle, the
creature must succeed on a Wisdom saving throw or become frightened of you for 1
minute or until it takes any damage. Attack rolls against the frightened creature
have advantage.\n\nOnce you use this feature, you can't use it again until you
finish a long rest."}], :paladin-spells {1 {0 :bane, 1 :hunters-mark}, 2 {0 :hold-
person, 1 :misty-step}, 3 {0 :haste, 1 :protection-from-energy}, 4 {0 :banishment,
1 :dimension-door}, 5 {0 :hold-monster, 1 :scrying}}}, :school-of-transmutation
{:key :school-of-transmutation, :level-modifiers [], :name "School of
Transmutation", :option-pack "Player Handbook", :class :wizard, :traits
[{:description "Beginning when you select this school at 2nd level, the gold and
time you must spend to copy a transmutation spell into your spellbook is
halved.", :name "Transmutation Savant", :level 2} {:description "Starting at 2nd
level when you select this school, you can temporarily alter the physical
properties of one nonmagical object, changing it from one substance into another.
You perform a special alchemical procedure on one object composed entirely of wood,
stone (but not a gemstone), iron, copper, or silver, transforming it into a
different one of those materials. For each 10 minutes you spend performing the
procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until
you lose your concentration (as if you were concentrating on a spell), the material
reverts to its original substance.", :name "Minor Alchemy", :level 2} {:description
"Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that
stores transmutation magic. You can benefit from the stone yourself or give it to
another creature. A creature gains a benefit of your choice as long as the stone is
in the creature’s possession. When you create the stone, choose the benefit from
the following options:\n-Darkvision out to a range of 60 feet, as described in
chapter 8\n-An increase to speed of 10 feet while the creature is unencumbered\n-
Proficiency in Constitution saving throws\n-Resistance to acid, cold, fire,
lightning, or thunder damage (your choice whenever you choose this benefit)\nEach
time you cast a transmutation spell of 1st level or higher, you can change the
effect of your stone if the stone is on your person. If you create a new
transmuter’s stone, the previous one ceases to function.", :name "Transmuter’s
Stone", :level 6} {:description "At 10th level. you add the polymorph spell to your
spellbook. if it is not there already. You can cast polymorph without expending a
spell slot. When you do so, you can target only yourself and transform into a beast
whose challenge rating is 1 or lower. Once you cast polymorph in this way, you
can’t do so again until you finish a short or long rest, though you can still cast
it normally using an available spell slot.", :name "Shapechanger", :level 10}
{:description "Starting at 14th level, you can use your action to consume the
reserve of transmutation magic stored within your transmuter’s stone in a single
burst. When you do so, choose one of the following effects. Your transmuter’s stone
is destroyed and can’t be remade until you finish a long rest.\n\nMajor
Transformation: You can transmute one nonmagical object—no larger than a 5—foot
cube into another nonmagical object of similar size and mass and of equal or lesser
value. You must spend 10 minutes handling the object to transform it.\n\nPanacea:
You remove all curses, diseases, and poisons affecting a creature that you touch
with the transmuter’s stone. The creature also regains all its hit
points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with
the transmuter’s stone, without expending a spell slot or needing to have the spell
in your spellbook.\n\nRestore Youth: You touch the transmuter’s stone to a willing
creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum
of 13 years. This effect doesn’t extend the creature’s lifespan.", :name "Master
Transmuter", :level 14}]}, :light-domain {:key :light-domain, :level-modifiers
[], :name "Light Domain", :option-pack "Player Handbook", :cleric-spells {1 {0
:burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0
:daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-
strike, 1 :scrying}}, :class :cleric, :traits [{:description "When you choose this
domain at 1st level, you gain the light cantrip if you don't already know it.
Otherwise choose another.", :name "Bonus Cantrip"} {:description "Also at 1st
level, you can interpose divine light between yourself and an attacking enemy. When
you are attacked by a creature within 30 feet of you that you can see, you can use
your reaction to impose disadvantage on the attack roll, causing light to flare
before the attacker before it hits or misses. An attacker that can't be blinded is
immune to this feature. You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all expended uses when you finish a
long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can
use your Channel Divinity to harness sunlight, banishing darkness and dealing
radiant damage to your foes. As an action, you present your holy symbol, and any
magical darkness within 30 feet of you is dispelled. Additionally, each hostile
creature within 30 feet of you must make a Constitution saving throw. A creature
takes radiant damage equal to 2d10 + your cleric level on a failed saving throw,
and half as much damage on a successful one. A creature that has total cover from
you is not affected.", :name "Channel Divinity: Radiance of the Dawn", :level 2}
{:description "Starting at 6th level, you can also use your Warding Flare feature
when a creature that you can see within 30 feet of you attacks a creature other
than you.", :name
"Improved Flare", :level 6} {:description "Starting at 8th level, you add your
Wisdom modifier to the damage you deal with any cleric cantrip.", :name "Potent
Spellcasting", :level 8} {:description "Starting at 17th level, you can use your
action to activate an aura of sunlight that lasts for 1 minute or until you dismiss
it using another action. You emit bright light in a 60-foot radius and dim light 30
feet beyond that. Your enemies in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant damage.", :name "Corona of
Light", :level 17}]}, :college-of-valor {:key :college-of-valor, :level-modifiers
[{:value :medium, :type :armor-prof, :level 3} {:value :shields, :type :armor-prof,
:level 3} {:value :martial, :type :weapon-prof, :level 3} {:value 2, :type :num-
attacks, :level 6}], :name "College of Valor", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :class :bard, :traits [{:description "Also at 3rd
level, you learn to inspire others in battle. 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. Alternatively, when an attack roll is made against the
creature, it can use its reaction to roll the Bardic Inspiration die and add the
number rolled to its AC against that attack, after seeing the roll but before
knowing whether it hits or misses.", :name "Combat Inspiration", :level 3}
{:description "At 14th level, you have mastered the art of weaving spellcasting and
weapon use into a single harmonious act. When you use your action to a cast a bard
spell, you can make one weapon attack as a bonus action.", :name "Battle Magic",
:level 14}]}, :circle-of-the-moon {:key :circle-of-the-moon, :level-modifiers
[{:type :spell, :level 14, :value {:level 2, :key :alter-self}}], :name "Circle of
the Moon", :option-pack "Player's Handbook", :class :druid, :traits [{:description
"When you choose this circle at 2nd level, you gain the ability to use Wild Shape
on your turn as a bonus action, rather than as an action.\nAdditionally, while you
are transformed by Wild Shape. You can use a bonus action to expend one spell slot
to regain 1d8 hit points per level of the spell slot expended.", :name "Combat Wild
Shape", :level 2} {:description "The rites of your circle grant you the ability to
transform into more dangerous animal forms. Starting at 2nd level, you can use your
Wild Shape to transform into a beast with a challenge rating as high as 1 (you
ignore the Max CR column of the Beast Shapes table, but must abide by the other
limitations there).", :name "Circle Forms", :level 2} {:description "Starting at
6th level, your attacks in beast form count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.", :name
"Primal Strike", :level 6} {:description "At 10th level, you can expend two uses of
Wild Shape at the same time to transform into an air elemental, an earth elemental,
a fire elemental, or a water elemental.", :name "Elemental Wild Shape", :level 10}
{:description "By 14th level, you have learned to use magic to alter your physical
form in more subtle ways. You can cast the alter self spell at will.", :name
"Thousand Forms", :level 14} {:description "Starting at 6th level, you can
transform into a beast with a challenge rating as high as your druid level divided
by 3, rounded down.", :name "Circle Forms", :level 6}]}, :beast-master {:key
:beast-master, :level-modifiers [], :name "Beast Master", :option-pack "Player
Handbook", :class :ranger, :traits [{:description "You gain a beast companion that
accompanies you on your adventures and is trained to fight alongside you. Choose a
beast that is no larger than Medium and that has a challenge rating of 1/4 or
lower.\nAdd your proficiency bonus to the beast’s AC, attack rolls, and damage
rolls, as well as to any saving throws and skills it is proficient in. Its hit
point maximum equals its normal maximum or four times your ranger level, whichever
is higher.\nThe beast obeys your commands as best as it can. It takes its turn on
your initiative, though it doesn’t take an action unless you command it to. On your
turn, you can verbally command the beast where to move (no action required by you).
You can use your action to verbally command it to take the Attack, Dash, Disengage,
Dodge, or Help action. Once you have the Extra Attack feature, you can make one
weapon attack yourself when you command the beast to take the Attack action.\nWhile
traveling through your favored terrain with only the beast, you can move stealthily
at a normal pace. If the beast dies, you can obtain another one by spending 8 hours
magically bonding with another beast that isn’t hostile to you, either the same
type of beast as before or a different one.", :name "Ranger's Companion", :level 3}
{:description "On any of your turns when your beast companion doesn't attack, you
can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or
Help action on its turn.", :name "Exceptional Training", :level 7} {:description
"When you command your beast companion to take the Attack action, the beast can
make two attacks, or it can take the Multiattack action if it has that action.",
:name "Bestial Fury", :level 11} {:description "When you cast a spell targeting
yourself, you can also affect your beast companion with the spell if the beast is
within 30 feet of you.", :name "Share Spells", :level 15}]}, :school-of-necromancy
{:key :school-of-necromancy, :level-modifiers [], :name "School of Necromancy",
:option-pack "Player Handbook", :class :wizard, :traits [{:description "Beginning
when you select this school at 2nd level, the gold and time you must spend to copy
a necromancy spell into your spellbook is halved.", :name "Necromancy Savant",
:level 2} {:description "At 2nd level, you gain the ability to reap life energy
from creatures you kill with your spells. Once per turn when you kill one or more
creatures with a spell of 1st level or higher, you regain hit points equal to twice
the spell’s level, or three times its level if the spell belongs to the School of
Necromancy. You don’t gain this benefit for killing constructs or undead.", :name
"Grim Harvest", :level 2} {:description "At 6th level, you add the animate dead
spell to your spellbook if it is not there already. When you cast animate dead, you
can target one additional corpse or pile of bones, creating another zombie or
skeleton, as appropriate. Whenever you create an undead using a necromancy spell,
it has additional benefits:\n-The creature’s hit point maximum is increased by an
amount equal to your wizard level.\n-The creature adds your proficiency bonus to
its weapon damage rolls.", :name "Undead Thralls", :level 6} {:description
"Beginning at 10th level, you have resistance to necrotic damage, and your hit
point maximum can’t be reduced. You have spent so much time dealing with undead and
the forces that animate them that you have become inured to some of their worst
effects.", :name "Inured to Death", :level 10} {:description "Starting at 14th
level, you can use magic to bring undead under your control, even those created by
other wizards. As an action, you can choose one undead that you can see within 60
feet of you. That creature must make a Charisma saving throw against your wizard
spell save DC. If it succeeds, you can’t use this feature on it again. If it fails,
it becomes friendly to you and obeys your commands until you use this feature
again. Intelligent undead are harder to control in this way. If the target has an
Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the
saving throw and has an Intelligence 0f 12 or higher, it can repeat the saving
throw at the end of every hour until it succeeds and breaks free.", :name "Command
Undead", :level 14}]}, :school-of-conjuration {:key :school-of-conjuration, :level-
modifiers [], :name "School of Conjuration", :option-pack "Player Handbook", :class
:wizard, :traits [{:description "Beginning when you select this school at 2nd
level, the gold and time you must spend to copy a conjuration spell into your
spellbook is halved.", :name "Conjuration Savant", :level 2} {:description
"Starting at 2nd level when you select this school, you can use your action to
conjure up an inanimate object in your hand or on the ground in an unoccupied space
that you can see within 10 feet of you.\n-This object can be no larger than 3 feet
on a side and weigh no more than 10 pounds\n-Its form must be that of a nonmagical
object that you have seen.\n-The object is visibly magical, radiating dim light out
to 5 feet.\n-The object disappears after 1 hour, when you use this feature again,
or if it takes any damage.", :name "Minor Conjuration", :level 2} {:description
"Starting at 6th level, you can use your action to teleport up to 30 feet to an
unoccupied space that you can see. Alternatively, you can choose a space within
range that is occupied by a Small or Medium creature. If that creature is willing,
you both teleport, swapping places. Once you use this feature, you can’t use it
again until you finish a long rest or you cast a conjuration spell of 1st level or
higher.", :name "Benign Transposition", :level 6} {:description "Beginning at 10th
level, while you are concentrating on a conjuration spell, your concentration can’t
be broken as a result of taking damage.", :name "Focused Conjuration", :level 10}
{:description "Starting at 14th level, any creature that you summon or create with
a conjuration spell has 30 temporary hit points.", :name "Durable Summons", :level
14}]}, :way-of-the-shadow {:key :way-of-the-shadow, :level-modifiers [{:value {:key
:minor-illusion, :ability :wis}, :type :spell, :level 3} {:value {:key
:darkness, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key
:darkvision,
:ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :pass-without-
trace, :ability :wis, :level 2}, :type :spell, :level 3} {:value {:key :silence,
:ability :wis, :level 2}, :type :spell, :level 3}], :name "Way of the Shadow",
:option-pack "Player Handbook", :class :monk, :traits [{:description "Starting when
you choose this tradition at 3rd level, you can use your ki to duplicate the
effects of certain spells. As an action, you can spend 2 ki points to cast
darkness, darkvision, pass without trace, or silence, without providing material
components. Additionally, you gain the minor illusion cantrip if you don’t already
know it.", :name "Shadow Arts", :level 3} {:description "You gain the ability to
step from one shadow into another. When you are in dim light or darkness, as a
bonus action you can teleport up to 60 feet to an unoccupied space you can see that
is also in dim light or darkness. You then have advantage on the first melee attack
you make before the end of the turn.", :name "Shadow Step", :level 6} {:description
"You have learned to become one with the shadows. When you are in an area of dim
light or darkness, you can use your action to become invisible. You remain
invisible until you make an attack, cast a spell, or are in an area of bright
light.", :name "Cloak of the Shadows", :level 11} {:description "You can exploit a
creature's momentary distraction when it is hit by an attack. Whenever a creature
within 5 feet of you is hit by an attack made by a creature other than you, you can
use your reaction to make a melee attack against that creature.", :name
"Opportunist", :level 17}]}, :war-domain {:key :war-domain, :level-modifiers
[{:value :heavy, :type :armor-prof} {:value :martial, :type :weapon-prof}
{:value :slashing, :type :damage-resistance, :level 17} {:value :bludgeoning, :type
:damage-resistance, :level 17} {:value :piercing, :type :damage-resistance, :level
17}], :name "War Domain", :option-pack "Player Handbook", :cleric-spells {1 {0
:divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3
{0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1
:stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :class :cleric, :traits
[{:description "From 1st level, your god delivers bolts of inspiration to you while
you are engaged in battle. When you use the Attack action, you can make one weapon
attack as a bonus action. You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all expended uses when you finish a
long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use
your Channel Divinity to strike with supernatural accuracy. When you make an attack
roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make
this choice after you see the roll, but before the DM says whether the attack hits
or misses.", :name "Channel Divinity: Guided Strike", :level 2} {:description "At
6th level, when a creature within 30 feet of you makes an attack roll, you can use
your reaction to grant that creature a +10 bonus to the roll, using your Channel
Divinity. You make this choice after you see the roll, but before the DM says
whether the attack hits or misses.", :name "Channel Divinity: War God's
Blessing", :level 6} {:description "At 8th level, you gain the ability to infuse
your weapon strikes with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage
of the same type dealt by the weapon to the target. When you reach 14th level, the
extra damage increases to 2d8.", :name "Divine Strike", :level 8} {:description "At
17th level, you gain resistance to bludgeoning, piercing, and slashing damage from
non-magical weapons.", :name "Avatar of Battle", :level 17}]}, :school-of-
abjuration {:key :school-of-abjuration, :level-modifiers [], :name "School of
Abjuration", :option-pack "Player Handbook", :class :wizard, :traits [{:description
"Beginning when you select this school at 2nd level, the gold and time you must
spend to copy an abjuration spell into your spellbook is halved.", :name
"Abjuration Savant ", :level 2} {:description "Starting at 2nd level, you can weave
magic around yourself for protection. When you cast an abjuration spell of 1st
level or higher, you can simultaneously use a strand of the spell’s magic to create
a magical ward on yourself that lasts until you finish a long rest. The ward has
hit points equal to twice your wizard level + your Intelligence modifier. Whenever
you take damage, the ward takes the damage instead. If this damage reduces the ward
to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0 hit points,
it can’t absorb damage. but its magic remains. Whenever you cast an abjuration
spell of 1st level or higher, the ward regains a number of hit points equal to
twice the level of the spell. Once you create the ward, you can’t create it again
until you finish a long rest.", :name "Arcane Ward", :level 2} {:description
"Starting at 6th level, when a creature that you can see within 30 feet of you
takes damage, you can use your reaction to cause your Arcane Ward to absorb that
damage. If this damage reduces the ward to 0 hit points. the warded creature takes
any remaining damage", :name "Projected Ward", :level 6} {:description "Beginning
at 10th level. when you cast an abjuration spell that requires you to make an
ability check as a part of casting that spell (as in counterspell and dispel
magic), you add your proficiency bonus to that ability check.", :name "Improved
Abjuration"} {:description "Starting at 14th level, you have advantage on saving
throws against spells. Furthermore, you have resistance against the damage of
spells.", :name "Spell Resistance"}]}, :tempest-domain {:key :tempest-domain,
:level-modifiers [{:value :heavy, :type :armor-prof} {:value :martial, :type
:weapon-prof}], :name "Tempest Domain", :option-pack "Player Handbook", :cleric-
spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0
:call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0
:destructive-smite, 1 :insect-plague}}, :class :cleric, :traits [{:description
"Also at 1st level, you can thunderously rebuke attackers. When a creature within 5
feet of you that you can see hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw. The creature takes 2d8
lightning or thunder damage (your choice) on a failed saving throw, and half as
much damage on a successful one. You can use this feature a number of times equal
to your Wisdom modifier (a minimum of once). You regain all expended uses when you
finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd
level, you can use your Channel Divinity to wield the power of the storm with
unchecked ferocity. When you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of rolling.", :name "Channel
Divinity: Destructive Wrath", :level 2} {:description "At 6th level, when you deal
lightning damage to a Large or smaller creature, you can also push it up to 10 feet
away from you.", :name "Thunderbolt Strike", :level 6} {:description "At 8th level,
you gain the ability to infuse your weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a weapon attack, you can cause the
attack to deal an extra 1d8 thunder damage to the target. When you reach 14th
level, the extra damage increases to 2d8.", :name "Divine Strike", :level 8}
{:description "At 17th level, you have a flying speed equal to your current walking
speed whenever you are not underground or indoors.", :name "Stormborn", :level
17}]}}, :orcpub.dnd.e5/feats {:elemental-adept {:description "When you gain this
feat, choose one of the following damage types: acid, cold, fire, lightning, or
thunder.\nSpells you cast ignore resistance to damage of the chosen type. In
addition, when you roll damage for a spell you cast that deals damage of that type,
you can treat any 1 on a damage die as a 2.\nYou can select this feat multiple
times. Each time you do so, you must choose a different damage type", :prereqs
#{:spellcasting}, :key :elemental-adept, :name "Elemental Adept", :option-pack
"Player Handbook", :ability-increases #{}}, :charger {:description "When you use
your action to Dash, you can use a bonus action to make one melee weapon attack or
to shove a creature. If you move at least 10 feet in a straight line immediately
before taking this bonus action, you either gain a +5 bonus to the attack’s damage
roll (if you chose to make a melee attack and hit) or push the target up to 10 feet
away from you (if you chose to shove and you succeed).", :prereqs #{}, :key
:charger, :name "Charger", :option-pack "Player Handbook", :ability-increases #{}},
:sentinel {:description "When you hit a creature with an opportunity attack, the
creature’s speed becomes 0 for the rest of the turn.\nCreatures provoke opportunity
attacks from you even if they take the Disengage action before leaving your
reach.\nWhen a creature within melee range of you makes an attack against a target
other than you (and that target doesn’t have this feat), you can use your reaction
to make a melee weapon attack against the attacking creature.", :prereqs #{},
:key :sentinel, :name "Sentinel", :option-pack "Player Handbook", :ability-
increases #{}}, :mounted-combatant {:description "You have advantage on melee
attack rolls against any unmounted creature that is smaller than your mount.\nYou
can force an attack targeted at your mount to target you instead.\nIf your mount is
subjected to an effect that allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds on the saving throw, and
only
half damage if it fails.", :prereqs #{}, :key :mounted-combatant, :name "Mounted
Combatant", :option-pack "Player Handbook", :ability-increases #{}}, :linguist
{:description "You can ably create written ciphers. Others can’t decipher a code
you create unless you teach them, they succeed on an Intelligence check (DC equal
to your Intelligence score + your proficiency bonus), or they use magic to decipher
it.", :prereqs #{}, :key :linguist, :name "Linguist", :option-pack "Player
Handbook", :ability-increases #{:orcpub.dnd.e5.character/int}, :props {:language-
choice 3}}, :martial-adept {:description "You learn three maneuvers of your choice
from among those available to the Battle Master archetype in the fighter class. If
a maneuver you use requires your target to make a saving throw to resist the
maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).\nIf you already have superiority
dice, you gain one more; otherwise, you have one superiority dice,which is a d6.
These dice are used to fuel your maneuvers. A superiority die is expended when you
use it. You regain your expended superiority dice when you finish a short or long
rest.", :prereqs #{}, :key :martial-adept, :name "Martial Adept", :option-pack
"Player Handbook", :ability-increases #{}}, :medium-armor-master {:prereqs
#{:medium}, :key :medium-armor-master, :name "Medium Armor Master", :option-pack
"Players Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props
{:medium-armor-max-dex-3 true, :medium-armor-stealth true}, :description "Wearing
med. armor doesn't disadvantage your DEX(Stealth) checks.\nYou can also add 3,
rather than 2, to AC if you DEX is 16+.\n\nSource: Player’s Handbook, page
168"}, :shield-master {:description "If you take the Attack action on your turn,
you can use a bonus action to try to shove a creature within 5 feet of you with
your shield.\nIf you aren’t incapacitated, you can add your shield’s AC bonus to
any Dexterity saving throw you make against a spell or other harmful effect that
targets only you.\nIf you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you can use your reaction to take
no damage if you succeed on the saving throw, interposing your shield between
yourself and the source of the effect.", :prereqs #{}, :key :shield-master, :name
"Shield Master", :option-pack "Player Handbook", :ability-increases #{}}, :tough
{:prereqs #{}, :key :tough, :name "Tough", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :ability-increases #{}, :props {:max-hp-bonus 2},
:description "HP max. increases by your current level times two, when you gain this
feat. Each level thereafter, your HP max increases by an extra +2 hit points.\n(PHB
p.170)"}, :resilient {:prereqs #{}, :key :resilient, :name "Resilient", :option-
pack "Players Hand Book (arandomstringofnum#2919)", :ability-increases #{:saves?
:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con
:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex
:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :description "Add +1 to
any ability score (max. 20) and gain proficiency in saving throws w/ that
ability.\n(PHB p.168)"}, :sharpshooter {:description "Attacking at long range
doesn't impose disadvantage on your ranged weapon attack rolls.\nYour ranged weapon
attacks ignore half cover and three-quarters cover.\nBefore you make an attack with
a ranged weapon that you are proficient with, you can choose to take a -5 penalty
to the attack roll. If the attack hits, you add +10 to the attack’s damage.",
:prereqs #{}, :key :sharpshooter, :name "Sharpshooter", :option-pack "Player
Handbook", :ability-increases #{}}, :magic-initiate {:description "Choose a class:
bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your
choice from that class’s spell list.\nIn addition, choose one 1st-level spell from
that same list. You learn that spell and can cast it at its lowest level. Once you
cast it, you must finish a long rest before you can cast it again.\nYour
spellcasting ability for these spells depends on the class you chose: Charisma for
bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for
wizard.", :prereqs #{}, :key :magic-initiate, :name "Magic Initiate", :option-pack
"Player's Handbook", :ability-increases #{}, :props {:attack-spell false, :magic-
novice true}}, :heavy-armor-master {:description "While you are wearing heavy
armor, bludgeoning, piercing, and slashing damage that you take from non magical
weapons is reduced by 3.", :prereqs #{:heavy :orcpub.dnd.e5.character/str}, :key
:heavy-armor-master, :name "Heavy Armor Master", :option-pack "Player Handbook",
:ability-increases #{}}, :heavily-armored {:prereqs #{:medium}, :key :heavily-
armored, :name "Heavily Armored", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :ability-increases #{:orcpub.dnd.e5.character/str},
:props {:armor-prof {:heavy true}}, :description "You have trained to master the
use of heavy armor, and by proxy increased your strength(+1)!\n(PHB p.167)"},
:alert {:description "You can’t be surprised while you are conscious.\nOther
creatures don’t gain advantage on attack rolls against you as a result of being
hidden from you", :prereqs #{}, :key :alert, :name "Alert", :option-pack "Player
Handbook", :ability-increases #{}, :props {:initiative 5}}, :savage-attacker
{:description "Once per turn when you roll damage for a melee weapon attack, you
can reroll the weapon’s damage dice and use either total.", :prereqs #{}, :key
:savage-attacker, :name "Savage Attacker", :option-pack "Player Handbook",
:ability-increases #{}}, :ritual-caster {:description "When you choose this feat,
you acquire a ritual book holding two 1st-level spells of your choice. Choose one
of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You
must choose your spells from that class’s spell list, and the spells you choose
must have the ritual tag. The class you choose also determines your spellcasting
ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written
form, such as a magical spell scroll or a wizard’s spellbook, you might be able to
add it to your ritual book. The spell must be on the spell list for the class you
chose, the spell’s level can be no higher than half your level (rounded up), and it
must have the ritual tag. The process of copying the spell into your ritual book
takes 2 hours per level of the spell, and costs 50 gp per level. The cost
represents material components you expend as you experiment with the spell to
master it, as well as the fine inks you need to record it.", :prereqs
#{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :key :ritual-
caster, :name "Ritual Caster", :option-pack "Player Handbook", :ability-increases
#{}}, :dungeon-delver {:description "You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect the presence of secret
doors.\nYou have advantage on saving throws made to avoid or resist traps.You can
search for traps while traveling at a normal pace, instead of only at a slow
pace.", :prereqs #{}, :key :dungeon-delver, :name "Dungeon Delver", :option-pack
"Player Handbook", :ability-increases #{}, :props {:saving-throw-advantage-traps
true, :damage-resistance {:traps true}}}, :moderately-armored {:prereqs
#{:light}, :key :moderately-armored, :name "Moderately Armored", :option-pack
"Players Hand Book (arandomstringofnum#2919)", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props {:armor-prof
{:medium true, :shields true}}, :description "Increase STR or DEX by 1, to a
maximum of 20.(max. 20) and gain proficiency with medium armor and shields.\n\n(PHB
p.168)"}, :great-weapon-master- {:description "On your turn, when you score a
critical hit with a melee weapon or reduce a creature to 0 hit points with one, you
can make one melee weapon attack as a bonus action.\nBefore you make a melee attack
with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s
damage.", :prereqs #{}, :key :great-weapon-master-, :name "Great Weapon Master
", :option-pack "Player Handbook", :ability-increases #{}}, :defensive-duelist
{:description "When you are wielding a finesse weapon with which you are proficient
and another creature hits you with a melee attack, you can use your reaction to add
your proficiency bonus to your AC for that attack, potentially causing the attack
to miss you.", :prereqs #{:orcpub.dnd.e5.character/dex}, :key :defensive-
duelist, :name "Defensive Duelist", :option-pack "Player Handbook", :ability-
increases #{}}, :inspiring-leader {:description "You can spend 10 minutes inspiring
your companions, shoring up their resolve to fight. When you do so, choose up to
six friendly creatures (which can include yourself) within 30 feet of you who can
see or hear you and who can understand you.\n\nEach creature can gain temporary hit
points equal to your level + your Charisma modifier.\nA creature can't gain
temporary hit points from this feat again until it has finished a short or long
rest.", :prereqs #{:orcpub.dnd.e5.character/cha}, :key :inspiring-leader, :name
"Inspiring Leader", :option-pack "Player Handbook", :ability-increases #{}},
:weapon-master {:prereqs #{}, :key :weapon-master, :name "Weapon Master", :option-
pack "Player's Handbook", :ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex}, :props {:weapon-prof-choice 4}, :description "•
Increase your Strength or Dexterity score by 1, to a maximum of 20.\n• You gain
proficiency with four weapons of your choice."}, :keen-mind
{:description "You always know which way is north.\nYou always know the number of
hours left before the next sunrise or sunset.\nYou can accurately recall anything
you have seen or heard within the past month.", :prereqs
#{:orcpub.dnd.e5.character/int}, :key :keen-mind, :name "Keen Mind", :option-pack
"Player Handbook", :ability-increases #{}}, :skilled {:prereqs #{}, :key
:skilled, :name "Skilled", :option-pack "Players Hand Book
(arandomstringofnum#2919)", :ability-increases #{}, :props {:skill-tool-choice
3}, :description "Gain proficiency in any three skills or tools.\n(PHB p.170)"},
:mage-slayer {:description "When a creature within 5 feet of you casts a spell, you
can use your reaction to make a melee weapon attack against that creature.\nWhen
you damage a creature that is concentrating on a spell, that creature has
disadvantage on the saving throw it makes to maintain its concentration.\nYou have
advantage on saving throws against spells cast by creatures within 5 feet of you.",
:prereqs #{}, :key :mage-slayer, :name "Mage Slayer", :option-pack "Player
Handbook", :ability-increases #{}}, :skulker {:description "You can try to hide
when you are lightly obscured from the creature from which you are hiding.\nWhen
you are hidden from a creature and miss it with a ranged weapon attack, making the
attack doesn't reveal your position.\nDim light doesn’t impose disadvantage on your
Wisdom (Perception) checks relying on sight.", :prereqs
#{:orcpub.dnd.e5.character/dex}, :key :skulker, :name "Skulker", :option-pack
"Player Handbook", :ability-increases #{}}, :lucky {:description "You have 3 luck
points. Whenever you make an attack roll, an ability check, or a saving throw, you
can spend one luck point to roll an additional d20. You can choose to spend one of
your luck points after you roll the die, but before the outcome is determined. You
choose which of the d20s is used for the attack roll, ability check, or saving
throw.\nYou can also spend one luck point when an attack roll is made against you.
Roll a d20, and then choose whether the attack uses the attacker’s roll or
yours.\nIf more than one creature spends a luck point to influence the outcome of a
roll, the points cancel each other out; no additional dice are rolled. You regain
your expended luck points when you finish a long rest.", :prereqs #{}, :key :lucky,
:name "Lucky", :option-pack "Player Handbook", :ability-increases #{}}, :observant
{:description "If you can see a creature’s mouth while it is speaking a language
you understand, you can interpret what it’s saying by reading its lips.", :prereqs
#{}, :key :observant, :name "Observant", :option-pack "Player Handbook", :ability-
increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :props
{:passive-investigation-5 true, :passive-perception-5 true}}, :tavern-brawler
{:description "Your unarmed strikes use a d4 for damage.\nWhen you hit a creature
with an unarmed strike or an improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.", :prereqs #{}, :key :tavern-brawler,
:name "Tavern Brawler", :option-pack "Player Handbook", :ability-increases
#{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :props {:improvised-
weapons-prof true}}, :mobile {:description "When you use the Dash action, difficult
terrain doesn’t cost you extra movement on that turn.\nWhen you make a melee attack
against a creature, you don’t provoke opportunity attacks from that creature for
the rest of the turn, whether you hit or not.", :prereqs #{}, :key :mobile, :name
"Mobile", :option-pack "Player Handbook", :ability-increases #{}, :props {:speed
10}}, :lightly-armored {:prereqs #{}, :key :lightly-armored, :name "Lightly
Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :ability-
increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :props
{:armor-prof {:light true}}, :description "You gain proficiency with light armor
and can increase your STR or DEX by 1 (max 20).\n(PHB p.167)"}, :polearm-master
{:description "When you take the Attack action and attack with only a glaive,
halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack
with the opposite end of the weapon. This attack uses the same ability modifer as
the primary weapon. The weapon’s damage die for this attack is a d4, and the attack
deals bludgeoning damage.\nWhile you are wielding a glaive, halberd, pike, or
quarterstaff, other creatures provoke an opportunity attack from you when they
enter the reach you have with that weapon.", :prereqs #{}, :key :polearm-master,
:name "Polearm Master", :option-pack "Player Handbook", :ability-increases #{}},
:healer {:description "When you use a healer’s kit to stabilize a dying creature,
that creature also regains 1 hit point.\nAs an action, you can spend one use of a
healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus
additional hit points equal to the creature’s maximum number of Hit Dice. The
creature can’t regain hit points from this feat again until it finishes a short or
long rest.", :prereqs #{}, :key :healer, :name "Healer", :option-pack "Player
Handbook", :ability-increases #{}}, :crossbow-expert {:description "You ignore the
loading quality of crossbows with which you are proficient.\nBeing within 5 feet of
a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\nWhen
you use the Attack action and attack with a one handed weapon, you can use a bonus
action to attack with a hand crossbow you are holding.", :prereqs #{}, :key
:crossbow-expert, :name "Crossbow Expert", :option-pack "Player Handbook",
:ability-increases #{}}, :spell-sniper {:description "When you cast a spell that
requires you to make an attack roll, the spell’s range is doubled.\nYour ranged
spell attacks ignore half cover and three-quarters cover.\nYou learn one cantrip
that requires an attack roll. Choose the cantrip from the bard, cleric, druid,
sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip
depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for wizard.", :prereqs
#{:spellcasting}, :key :spell-sniper, :name "Spell Sniper", :option-pack "Players
Hand Book (arandomstringofnum#2919)", :ability-increases #{}, :props {:attack-spell
true}}, :athlete {:description "When you are prone, standing up uses only 5 feet of
your movement.\nClimbing doesn’t cost you extra movement.\nYou can make a running
long jump or a running high jump after moving only 5 feet on foot, rather than 10
feet.", :prereqs #{}, :key :athlete, :name "Athlete", :option-pack "Player
Handbook", :ability-increases #{:orcpub.dnd.e5.character/str
:orcpub.dnd.e5.character/dex}, :props {}}, :war-caster {:description "You have
advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.\nYou can perform the somatic
components of spells even when you have weapons or a shield in one or both
hands.\nWhen a hostile creature’s movement provokes an opportunity attack from you,
you can use your reaction to cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1 action and must target
only that creature.", :prereqs #{:spellcasting}, :key :war-caster, :name "War
Caster", :option-pack "Player Handbook", :ability-increases #{}}, :grappler-
{:description "• You have advantage on attack rolls against a creature you are
grappling.\n• You can use your action to try to pin a creature grappled by you. To
do so, make another grapple check. If you succeed, you and the creature arc both
restrained until the grapple ends.\n• Creatures that are one size larger than you
don't automatically succeed on checks to escape your grapple.", :prereqs
#{:orcpub.dnd.e5.character/str}, :key :grappler-, :name "Grappler ", :option-pack
"Player's Handbook", :ability-increases #{}}, :durable {:description "When you roll
a Hit Die to regain hit points, the minimum number of hit points you regain from
the roll equals twice your Constitution modifier (minimum of 2).", :prereqs #{},
:key :durable, :name "Durable", :option-pack "Player Handbook", :ability-increases
#{:orcpub.dnd.e5.character/con}}, :actor {:description "You have an advantage on
Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself
off as a different person.\nYou can mimic the speech of another person or the
sounds made by other creatures. You must have heard the person speaking, or heard
the creature make the sound, for at least 1 minute. A successful Wisdom (Insight)
check contested by your Charisma (Deception) check allows a listener to determine
that the effect is faked.", :prereqs #{}, :key :actor, :name "Actor", :option-pack
"Player Handbook", :ability-increases #{:orcpub.dnd.e5.character/cha}}, :dual-
wielder {:description "You gain a +1 bonus to AC while you are wielding a separate
melee weapon in each hand.\nYou can use two-weapon fighting even when the one
handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-
handed weapons when you would normally be able to draw or stow only one.", :prereqs
#{}, :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook",
:ability-increases #{}, :props {:two-weapon-any-one-handed true, :two-weapon-ac-1
true}}}, :orcpub.dnd.e5/backgrounds {:noble {:key :noble, :name "Noble", :equipment
{:signet-ring 1, :clothes-fine 1}, :treasure {:gp 25}, :option-pack "Player
Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill
{:persuasion true, :history true}, :tool-options {:gaming-set 1}}, :traits
[{:description "Thanks to your noble birth, people are inclined to think the best
of you. You are welcome in high society, and people assume you have the right to be
wherever
you are. The common folk make every effort to accommodate you and avoid your
displeasure, and other people of high birth treat you as a member of the same
social sphere. You can secure an audience with a local noble if you need to.",
:name "Position of Privilege", :summary "Thanks to your noble birth, people are
inclined to think the best of you. You are welcome in high society, and people
assume you have the right to be wherever you are. The common folk make every effort
to accommodate you and avoid your displeasure, and other people of high birth treat
you as a member of the same social sphere. You can secure an audience with a local
noble if you need to."}]}, :guild-artisan {:key :guild-artisan, :name "Guild
Artisan", :equipment {:clothes-traveler-s 1}, :treasure {:gp 15}, :equipment-
choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-
supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1,
:leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1,
:brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools
1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-
supplies 1}}), :option-pack "Player Handbook", :profs {:language-options {:choose
1, :options {:any true}}, :skill {:persuasion true, :insight true}, :tool-options
{:artisans-tool 1}}, :traits [{:description "As an established and respected member
of a guild, you can rely on certain benefits that membership provides, Your fellow
guild members will provide you with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a guildhall offers a central place to
meet other members of your profession, which can be a good place to meet potential
patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If
you are accused of a crime, your guild will support you if a good case can be made
for your innocence or the crime is justifiable. You can also gain access to
powerful political figures through the guild, if you are a member in good standing.
Such connections might require the donation of money or magic items to the guild's
coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments,
you must make up back dues to remain in the guild's good graces. ", :name "Guild
Membership", :summary "As an established and respected member of a guild, you can
rely on certain benefits that membership provides, Your fellow guild members will
provide you with lodging and food if necessary, and pay for your funeral if needed.
In some cities and towns, a guildhall offers a central place to meet other members
of your profession, which can be a good place to meet potential patrons, allies, or
hirelings.\n\nGuilds often wield tremendous political power. If you are accused of
a crime, your guild will support you if a good case can be made for your innocence
or the crime is justifiable. You can also gain access to powerful political figures
through the guild, if you are a member in good standing. Such connections might
require the donation of money or magic items to the guild's coffers. You must pay
dues of 5 gp per month to the guild. If you miss payments, you must make up back
dues to remain in the guild's good graces. "}]}, :outlander {:key :outlander, :name
"Outlander", :equipment {:hunting-trap 1, :clothes-traveler-s 1}, :treasure {:gp
10}, :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options
{:any true}}, :skill {:survival true, :athletics true}, :tool-options {:musical-
instrument 1}}, :traits [{:description "You have an excellent memory for maps and
geography, and you can always recall the general layout of terrain, settlements,
and other features around you. in addition, you can find food and fresh water for
yourself and up to five other people each day, provided that the land offers
berries, small game, water, and so forth. ", :name "Wanderer", :summary "You have
an excellent memory for maps and geography, and you can always recall the general
layout of terrain, settlements, and other features around you. in addition, you can
find food and fresh water for yourself and up to five other people each day,
provided that the land offers berries, small game, water, and so forth. "}]},
:urchin {:key :urchin, :name "Urchin", :equipment {:clothes-common 1, :knife-small
1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:sleight-
of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}},
:traits [{:description "You know the secret patterns and flow to cities and can
find passages through the urban sprawl that others would miss. When you are not in
combat, you (and companions you lead) can travel between any two locations in the
city twice as fast as your speed would normally allow.", :name "City Secrets",
:summary "You know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When you are not in combat, you
(and companions you lead) can travel between any two locations in the city twice as
fast as your speed would normally allow. "}]}, :entertainer {:key :entertainer,
:name "Entertainer", :equipment {:clothes-costume 1}, :treasure {:gp 15},
:equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1,
:dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre
1}}), :option-pack "Player Handbook", :profs {:skill {:acrobatics true,
:performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument
1}}, :traits [{:description "You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater, or even in a noble's court.
At such a place, you receive free lodging and food of a modest or comfortable
standard (depending on the quality of the establishment), as long as you perform
each night. In addition, your performance makes you something of a local figure.
When strangers recognize you in a town where you have performed, they typically
take a liking to you.", :name "By Popular Demand"}]}, :sage {:key :sage, :name
"Sage", :equipment {:clothes-common 1, :knife-small 1, :ink 1}, :treasure {:gp 10},
:option-pack "Player Handbook", :profs {:language-options {:choose 2, :options
{:any true}}, :skill {:history true, :arcana true}}, :traits [{:description "When
you attempt to learn or recall a piece of lore, if you do not know that
information, you often know where and from whom you can obtain it. Usually, this
information comes from a library, scriptorium, university, or a sage or other
learned person or creature. Your DM might rule that the knowledge you seek is
secreted away in an almost inaccessible place. or that it simply cannot be found.
Unearthing the deepest secrets of the multiverse can require an adventure or even a
whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall
a piece of lore, if you do not know that information, you often know where and from
whom you can obtain it. Usually, this information comes from a library,
scriptorium, university, or a sage or other learned person or creature. Your DM
might rule that the knowledge you seek is secreted away in an almost inaccessible
place. or that it simply cannot be found. Unearthing the deepest secrets of the
multiverse can require an adventure or even a whole campaign. "}]}, :gladiator
{:key :gladiator, :name "Gladiator", :equipment {:clothes-costume 1}, :treasure
{:gp 15}, :equipment-choices (), :option-pack "Player Handbook", :profs {:skill
{:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options
{}}, :traits [{:description "You can find a place to perform in any place that
features combat for entertainment—perhaps a gladiatorial arena or secret pit
fighting club. At such a place, you receive free lodging and food of a modest or
comfortable standard (depending on the quality of the establishment), as long as
you perform each night. In addition, your performance makes you something of a
local figure. When strangers recognize you in a town where you have performed, they
typically take a liking to you.", :name "By Popular Demand"}]}, :folk-hero {:key
:folk-hero, :name "Folk Hero", :equipment {:clothes-common 1, :pot-iron 1, :shovel
1}, :treasure {:gp 10}, :equipment-choices ({:name "Artisan's Tools", :options
{:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools
1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools
1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools
1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils
1, :calligraphers-supplies 1}}), :option-pack "Player Handbook", :profs {:skill
{:survival true, :animal-handling true}, :tool {:land-vehicles true}, :tool-options
{:artisans-tool 1}}, :traits [{:description "Since you come from the ranks of the
common folk, you fit in among them with ease. You can find a place to hide, rest,
or recuperate among other commoners, unless you have shown yourself to be a danger
to them. They will shield you from the law or anyone else searching for you, though
they will not risk their lives for you.", :name "Rustic Hospitality", :summary
"Since you come from the ranks of the common folk, you fit in among them with ease.
You can find a place to hide, rest, or recuperate among other commoners, unless you
have shown yourself to be a danger to them. They will shield you from the law or
anyone else searching for you, though they will not risk their lives for you. "}]},
:sailor {:key :sailor, :name "Sailor", :equipment {:clothes-common 1, :rope-silk
1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception
true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}},
:traits [{:description "When
you need to. you can secure free passage on a sailing ship for yourself and your
adventuring companions. You might sail on the ship you served on, or another ship
you have good relations with (perhaps one captained by a former crewmate). Because
you're calling in a favor, you can't be certain of a schedule or route that will
meet your every need. Your Dungeon Master will determine how long it takes to get
where you need to go. In return for your free passage, you and your companions are
expected to assist the crew during the voyage. ", :name "Ship's Passage", :summary
"When you need to. you can secure free passage on a sailing ship for yourself and
your adventuring companions. You might sail on the ship you served on, or another
ship you have good relations with (perhaps one captained by a former crewmate).
Because you're calling in a favor, you can't be certain of a schedule or route that
will meet your every need. Your Dungeon Master will determine how long it takes to
get where you need to go. In return for your free passage, you and your companions
are expected to assist the crew during the voyage. "}]}, :hermit {:key :hermit,
:name "Hermit", :equipment {:clothes-common 1, :herbalism-kit 1, :case-map-or-
scroll 1, :blanket 1}, :treasure {:gp 5}, :option-pack "Player Handbook", :profs
{:language-options {:choose 1, :options {:any true}}, :skill {:religion true,
:medicine true}, :tool {:herbalism-kit true}}, :traits [{:description "The quiet
seclusion of your extended hermitage gave you access to a unique and powerful
discovery. The exact nature of this revelation depends on the nature of your
seclusion. It might be a great truth about the cosmos, the deities, the powerful
beings of the outer planes, or the forces of nature. It could be a site that no one
else has ever seen. You might have uncovered a fact that has long been forgotten,
or unearthed some relic of the past that could rewrite history. It might be
information that would be damaging to the people who or consigned you to exile, and
hence the reason for your return to society.\nWork with your DM to determine the
details of your discovery and its impact on the campaign. ", :name "Discovery",
:summary "The quiet seclusion of your extended hermitage gave you access to a
unique and powerful discovery. The exact nature of this revelation depends on the
nature of your seclusion. It might be a great truth about the cosmos, the deities,
the powerful beings of the outer planes, or the forces of nature. It could be a
site that no one else has ever seen. You might have uncovered a fact that has long
been forgotten, or unearthed some relic of the past that could rewrite history. It
might be information that would be damaging to the people who or consigned you to
exile, and hence the reason for your return to society. Work with your DM to
determine the details of your discovery and its impact on the campaign."}]},
:pirate {:key :pirate, :name "Pirate", :equipment {:clothes-common 1, :rope-silk
1}, :treasure {:gp 10}, :option-pack "Player Handbook", :profs {:skill {:perception
true, :athletics true}, :tool {:navigators-tools true, :water-vehicles true}},
:traits [{:description "If your character has a sailor background, you may select
this background feature instead of Ship's Passage.\nNo matter where you go, people
are afraid of you due to your reputation. When you are in a civilized settlement,
you can get away with minor criminal offenses, such as refusing to pay for food at
a tavern or breaking down doors at a local shop, since most people will not report
your activity to the authorities", :name "Bad Reputation"}]}, :soldier {:key
:soldier, :name "Soldier", :equipment {:clothes-common 1}, :treasure {:gp 10},
:option-pack "Player Handbook", :profs {:skill {:intimidation true, :athletics
true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits
[{:description "You have a military rank from your career as a soldier. Soldiers
loyal to your former military organization still recognize your authority and
influence, and they defer to you if they are of a lower rank. You can invoke your
rank to exert influence over other soldiers and requisition simple equipment or
horses for temporary use. You can also usually gain access to friendly military
encampments and fortresses where your rank is recognized. ", :name "Military Rank",
:summary "You have a military rank from your career as a soldier. Soldiers loyal to
your former military organization still recognize your authority and influence, and
they defer to you if they are of a lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple equipment or horses for
temporary use. You can also usually gain access to friendly military encampments
and fortresses where your rank is recognized. "}]}, :charlatan {:key :charlatan,
:name "Charlatan", :equipment {:disguise-kit 1, :clothes-fine 1}, :treasure {:gp
15}, :option-pack "Player Handbook", :profs {:skill {:sleight-of-hand true,
:deception true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits
[{:description "Charlatans are colorful characters who conceal their true selves
behind the masks they construct. They reflect what people want to see, what they
want to believe, and how they see the world. But their true selves are sometimes
plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. ",
:name "False Identity"}]}, :criminal {:key :criminal, :name "Criminal", :equipment
{:clothes-common 1, :crowbar 1}, :treasure {:gp 15}, :option-pack "Player
Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools
true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable
and trustworthy contact who acts as your liaison to a network of other criminals.
You know how to get messages to and from your contact, even over great distances;
specifically, you know the local messengers, corrupt caravan masters, and seedy
sailors who can deliver messages for you. ", :name "Criminal Contac"}]}, :knight
{:key :knight, :name "Knight", :equipment {:signet-ring 1, :clothes-fine 1},
:treasure {:gp 25}, :option-pack "Player Handbook", :profs {:language-options
{:choose 1, :options {:any true}}, :skill {:persuasion true, :history true}, :tool-
options {:gaming-set 1}}, :traits [{:description "If your character has a noble
background, you may select this background feature instead of Position of
Privilege.\nYou have the service of three retainers loyal to your family. These
retainers can be attendants or messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane tasks for you, but they do not
fight for you, will not follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently endangered or abused. ", :name
"Retainers", :summary "If your character has a noble background, you may select
this background feature instead of Position of Privilege. You have the service of
three retainers loyal to your family. These retainers can be attendants or
messengers, and one might be a majordomo. Your retainers are commoners who can
perform mundane tasks for you, but they do not fight for you, will not follow you
into obviously dangerous areas (such as dungeons), and will leave if they are
frequently endangered or abused. "}]}}, :orcpub.dnd.e5/subraces {:wood-elf {:key
:wood-elf, :speed 35, :race :elf, :name "Wood Elf", :abilities
{:orcpub.dnd.e5.character/wis 1}, :option-pack "Player Handbook", :props {:weapon-
prof {:longsword true, :shortbow true, :longbow true, :shortsword true}}, :traits
[{:description "You can try to hide when lightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]},
:stout {:key :stout, :race :halfling, :name "Stout", :abilities
{:orcpub.dnd.e5.character/con 1}, :option-pack "Player Handbook", :props {:saving-
throw-advantage {:poisoned true}, :damage-resistance {:poison true}}, :traits
[]}, :forest-gnome {:key :forest-gnome, :race :gnome, :name "Forest Gnome", :spells
[{:value {:key :minor-illusion, :ability :int}}], :abilities
{:orcpub.dnd.e5.character/dex 1}, :option-pack "Player Handbook", :traits
[{:description "Through sounds and gestures, you can communicate simple ideas with
Small or smaller beasts. Forest gnomes love animals and often keep squirrels,
badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name
"Speak with Small Beasts"}]}, :drow {:key :drow, :race :elf, :name "Drow",
:darkvision 120, :spells [{:value {:key :dancing-lights, :ability :cha, :level 0}}
{:value {:key :faerie-fire, :ability :cha, :level 1}, :level 3} {:value {:key
:darkness, :ability :cha, :level 2}, :level 5}], :abilities
{:orcpub.dnd.e5.character/cha 1}, :option-pack "Player Handbook", :props {:weapon-
prof {:rapier true, :shortbow true, :crossbow-hand true}}, :traits [{:description
"Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are trying to perceive is in
direct sunlight.", :name "Sunlight Sensitivity"}]}, :mountain-dwarf {:key
:mountain-dwarf, :race :dwarf, :name "Mountain Dwarf", :abilities
{:orcpub.dnd.e5.character/str 2}, :option-pack "Player Handbook(full)", :props
{:armor-prof {:medium true, :light true}}, :traits []}}, :orcpub.dnd.e5/spells
{:armor-of-agathys {:description "A protective magical force surrounds you,
manifesting as a spectral frost that covers you and your gear. You gain 5 temporary
hit points for the duration. If a creature hits you with a melee attack while you
have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When
you cast this spell using a spell slot of 2nd level or higher, both the temporary
hit points and the cold damage increase by 5 for each slot level above 1st.",
:key :armor-of-agathys,
:school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1,
:option-pack "Player Handbook", :components {:material-component "a cup of
water", :verbal true, :material true, :somatic true}, :casting-time "1 Action",
:spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A
nonmagical weapon you touch becomes a magic weapon. Choose one of the following
damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon
has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type
when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th
or 6th level, the bonus to attack rolls increases to +2 and the extra damage
increases to 2d4. When you use a spell slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon,
:school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to
1 hour", :level 3, :option-pack "Player Handbook", :components {:verbal true,
:somatic true}, :casting-time "1 action", :spell-lists {:paladin true}, :range
"Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical
ammunition - arrows or crossbow bolts - in the ground within range and lay magic
upon them to protect an area. Until the spell ends, whenever a creature other than
you comes within 30 feet of the ammunition for the first time on a turn or ends its
turn there, one piece of ammunition flies up to strike it. The creature must
succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of
ammunition is then destroyed. The spell ends when no ammunition remains. When you
cast this spell, you can designate any creature you choose, and the spell ignores
them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or
higher, the amount of ammunition that can be affected increases by two for each
slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name
"Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "Player
Handbook", :components {:material-component "four or more arrows or bolts", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of
your choice that you can see within range must succeed on a Wisdom saving throw or
become charmed by you for the duration. While the target is charmed in this way, a
twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a
melee attack against a creature other than itself that you mentally choose. The
target can act normally on its turn if you choose no creature or if none are within
its reach. On your subsequent turns, you must use your action to maintain control
over the target, or the spell ends. Also the target can make a Wisdom saving throw
at the end of each of its turns. On a success, the spell ends.", :key :crown-of-
madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration,
up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true,
:wizard true, :warlock true, :bard true}, :range "120 feet"}, :compelled-duel
{:description "You attempt to compel a creature into a duel. One creature that you
can see within range must make a Wisdom saving throw. On a failed save, the
creature is drawn to you, compelled by your divine demand. For the duration, it has
disadvantage on attack rolls against creatures other than you, and must make a
Wisdom saving throw each time it attempts to move to a space that is more than 30
feet away from you; if it succeeds on this saving throw, this spell doesn't
restrict the target's movement for that turn. The spell ends if you attack any
other creature, if you cast a spell that targets a hostile creature other than the
target, if a creature friendly to you damages the target or casts a harmful spell
on it, or if you end your turn more than 30 feet away from the target.", :key
:compelled-duel, :school "enchantment", :name "Compelled Duel", :duration
"Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook",
:components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin
true}, :range "30 feet"}, :counterspell {:description "You attempt to interrupt a
creature in the process of casting a spell. If the creature is casting a spell of
3rd level or lower, its spell fails and has no effect. If it is casting a spell of
4th level or higher, make an ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a success, the creature’s spell fails and has no
effect.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level
or higher, the interrupted spell has no effect if its level is less than or equal
to the level of the spell slot you used.", :key :counterspell, :school
"abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-
pack "Player Handbook", :components {:somatic true}, :casting-time "1 reaction",
:spell-lists {:sorcerer true, :wizard true, :warlock true}, :range "60 feet"},
:ray-of-sickness {:description "A ray of sickening greenish energy lashes out
toward a creature within range. Make a ranged spell attack against the target. On a
hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.\nAt Higher
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level above 1st.", :key :ray-of-sickness,
:school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1,
:option-pack "Player Handbook", :components {:verbal true, :somatic true},
:casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60
feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in
thorns that lashes out at your command toward a creature in range. Make a melee
spell attack against the target. If the attack hits, the creature takes 1d6
piercing damage, and if the creature is Large or smaller, you pull the creature up
to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school
"transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-
pack "Player Handbook", :components {:material-component "the stem of a plant with
thorns", :verbal true, :material true, :somatic true}, :casting-time "1 action",
:spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description
"Holy power radiates from you in an aura with a 30-foot radius, awakening boldness
in friendly creatures. Until the spell ends, the aura moves with you, centered on
you. While in the aura, each nonhostile creature in the aura (including you) deals
an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-
mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration,
up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"},
:blinding-smite {:description "The next time you hit a creature with a melee weapon
attack during this spell’s duration, you weapon flares with a bright light, and the
attack deals an extra 3d8 radiant damage to the target. Additionally, the target
must succeed on a Constitution saving throw or be blinded until the spell ends. A
creature blinded by this spell makes another Constitution saving throw at the end
of each of its turns. On a successful save, it is no longer blinded.", :key
:blinding-smite, :school "evocation", :name "Blinding Smite", :duration
"Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook",
:components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin
true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical
weapon or fire a piece of nonmagical ammunition into the air to create a cone of
identical weapons that shoot forward and then disappear. Each creature in a 60-foot
cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a
failed save, or half as much damage on a successful one. The damage type is the
same as that of the weapon or ammunition used as a component.", :key :conjure-
barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous",
:level 5, :option-pack "Player Handbook", :components {:material-component "one
piece of ammunition or a thrown weapon", :verbal true, :material true, :somatic
true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot
cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a
ranged weapon attack before the spell ends, this spell creates a rain of thorns
that sprouts from your ranged weapon or ammunition. In addition to the normal
effect of the attack, the target of the attack and each creature within 5 feet of
it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a
failed save, or half as much damage on a successful one.\nAt Higher Levels: If you
cast this spell using a spell slot of 2nd level or higher, the damage increases by
1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-
thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up
to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true},
:casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"},
:branding-smite {:description "The next time you hit a creature with a weapon
attack before this spell ends, the weapon gleams with astral radiance as you
strike. The attack deals an extra 2d6 radiant damage to the target, which becomes
visible if it's invisible, and the target sheds dim light in a 5-foot radius and
can't become invisible until the spell ends.\nAt Higher Levels: When you cast this
spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6
for each slot level above 2nd.", :key :branding-smite, :school "evocation", :name
"Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Player Handbook", :components {:verbal true}, :casting-time "1 bonus action",
:spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The
next time you hit a creature with a melee weapon attack during the spell's
duration, your weapon flares with white-hot intensity, and the attack deals an
extra 1d6 fire damage to the target and causes the target to ignite in flames. At
the start of each of its turns until the spell ends, the target must make a
Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a
successful save, the spell ends. If the target or a creature within 5 feet of it
uses an action to put out the flames, or if some other effect douses the flames
(such as the target being submerged in water), the spell ends.\nAt Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the initial
extra damage dealt by the attack increases by 1d6 for each slot above 1st. ",
:key :searing-smite, :school "evocation", :name "Searing Smite", :duration
"Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook",
:components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin
true}, :range "Self"}, :tsunami {:description "A wall of water springs into
existence at a point you choose within range. You can make the wall up to 300 feet
long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the
wall appears, each creature within its area must make a Strength saving throw. On a
failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a
successful save. At the start of each of your turns after the wall appears, the
wall, along with any creatures in it, moves 50 feet away from you. Any Huge or
smaller creature inside the wall or whose space the wall enters when it moves must
succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can
take this damage only once per round. At the end of the turn, the wall's height is
reduced by 50 feet, and the damage creatures take from the spell on subsequent
rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the
wave, though, the creature must make a successful Strength (Athletics) check
against your spell save DC in order to move at all. If it fails the check, it can't
move. A creature that moves out of the area falls to the ground.", :key
:tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6
rounds", :level 8, :option-pack "Player Handbook", :components {:verbal true,
:somatic true}, :casting-time "1 minute", :spell-lists {:druid true}, :range
"Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out
toward a creature within range, forming a sustained arc of lightning between you
and the target. Make a ranged spell attack against that creature. On a hit, the
target takes 1d12 lightning damage, and on each of your turns for the duration, you
can use your action to deal 1d12 lightning damage to the target automatically. The
spell ends if you use your action to do anything else. The spell also ends if the
target is ever outside the spell’s range or if it has total cover from you.\nAt
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-
bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1
minute", :level 1, :option-pack "Player Handbook", :components {:material-component
"a twig from a tree that has been struck by lightning", :verbal true, :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true,
:wizard true, :warlock true}, :range "30 feet"}, :grasping-vine {:description "You
conjure a vine that sprouts from the ground in an unoccupied space of your choice
that you can see within range. When you cast this spell, you can direct the vine to
lash out at a creature within 30 feet of it that you can see. That creature must
succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or
another one as a bonus action on each of your turns.", :key :grasping-vine, :school
"conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute",
:level 4, :option-pack "Player Handbook", :components {:verbal true, :somatic
true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true},
:range "30 feet"}, :feign-death {:description "You touch a willing creature and put
it into a cataleptic state that is indistinguishable from death. For the spell’s
duration, or until you use an action to touch the target and dismiss the spell, the
target appears dead to all outward inspection and to spells used to determine the
target’s status. The target is blinded and incapacitated, and its speed drops to 0.
The target has resistance to all damage except psychic damage. If the target is
diseased or poisoned when you cast the spell, or becomes diseased or poisoned while
under the spell’s effect, the disease and poison have no effect until the spell
ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1
hour", :level 3, :option-pack "Player Handbook", :components {:material-component
"a pinch of graveyard dirt", :verbal true, :material true, :somatic true},
:casting-time "1 action", :spell-lists {:cleric true, :druid true, :wizard true,
:bard true}, :range "touch"}, :beast-sense {:description "You touch a willing
beast. For the duration of the spell, you can use your action to see through the
beast’s eyes and hear what it hears, and continue to do so until you use your
action to return to your normal senses. While perceiving through the beast’s
senses, you gain the benefits of any special senses possessed by that creature,
though you are blinded and deafened to your own surroundings.", :key :beast-
sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1
hour", :level 2, :option-pack "Player Handbook", :components {:somatic true},
:casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range
"Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a
weapon attack before this spell ends, a writhing mass of thorny vines appears at
the point of impact, and the target must succeed on a Strength saving throw or be
restrained by the magical vines until the spell ends. A Large or larger creature
has advantage on this saving throw. If the target succeeds on the save, the vines
shrivel away. While restrained by this spell, the target takes 1d6 piercing damage
at the start of each of its turns. A creature restrained by the vines or one that
can touch the creature can use its action to make a Strength check against your
spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast
this spell using a spell slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration",
:name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1,
:option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus
action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite
{:description "The first time you hit with a melee weapon attack during this
spell's duration, your weapon rings with thunder that is audible within 300 feet of
you, and the attack deals an extra 2d6 thunder damage to the target. Additionally,
if the target is a creature, it must succeed on a Strength saving throw or be
pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school
"evocation", :name "Thunderous Smite", :duration "Concentration, up to 1
minute", :level 1, :option-pack "Player Handbook", :components {:verbal true},
:casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"},
:arcane-gate {:description "You create linked teleportation portals that remain
open for the duration. Choose two points on the ground that you can see, one point
within 10 feet of you and one point within 500 feet of you. A circular portal, 10
feet in diameter, opens over each point. If the portal would open in the space
occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals
are two-dimensional glowing rings filled with mist, hovering inches from the ground
and perpendicular to it at the points you choose. A ring is visible only from one
side (your choice), which is the side that functions as a portal.\n\nAny creature
or object entering the portal exits from the other portal as if the two were
adjacent to each other; passing through a portal from the nonportal side has no
effect. The mist that fills each portal is opaque and blocks vision through it. On
your turn, you can rotate the rings as a bonus action so that the active side faces
in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane
Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player
Handbook", :components {:verbal true, :somatic true}, :casting-time "1 Action",
:spell-lists {:sorcerer true, :wizard true, :warlock true},
:range "500 ft."}, :destructive-smite {:description "You strike the ground,
creating a burst of divine energy that ripples outward from you. Each creature you
choose within 30 feet of you must succeed on a Constitution saving throw or take
5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be
knocked prone. A creature that succeeds on its saving throw takes half as much
damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key
:destructive-smite, :school "evocation", :name "Destructive Smite", :duration
"Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-
foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee
weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic
damage. Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the creature can
make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-
smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to
1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true},
:casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"},
:aura-of-life {:description "Life-preserving energy radiates from you in an aura
with a 30-foot radius. Until the spell ends, the aura moves with you, centered on
you. Each nonhostile creature in the aura (including you) has resistance to
necrotic damage, and its hit point maximum can’t be reduced. In addition, a
nonhostile, living creature regains 1 hit point when it starts its turn in the aura
with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of
Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player
Handbook", :components {:material-component "", :verbal true}, :casting-time "1
action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-
daggers {:description "You fill the air with spinning daggers in a cube 5 feet on
each side, centered on a point you choose within range. A creature takes 4d4
slashing damage when it enters the spell’s area for the first time on a turn or
starts its turn there.\nAt Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 2d4 for each slot level above
2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers",
:duration "Concentration, up to 1 minute", :level 2, :option-pack "Player
Handbook", :components {:material-component "a sliver of glass", :verbal true,
:material true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer
true, :wizard true, :warlock true, :bard true}, :range "60 feet"}, :swift-quiver
{:description "You transmute your quiver so it produces an endless supply of non-
magical ammunition, which seems to leap into your hand when you reach for it. On
each of your turns until the spell ends, you can use a bonus action to make two
attacks with a weapon that uses ammunition from the quiver. Each time you make such
a ranged attack, your quiver magically replaces the piece of ammunition you used
with a similar piece of non-magical ammunition. Any pieces of ammunition created by
this spell disintegrate when the spell ends. If the quiver leaves your possession,
the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift
Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player
Handbook", :components {:material-component "a quiver containing at least one piece
of ammunition", :verbal true, :material true, :somatic true}, :casting-time "1
bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description
"You place a curse on a creature that you can see within range. Until the spell
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability when you cast the spell. The target has
disadvantage on ability checks made with the chosen ability. If the target drops to
0 hit points before this spell ends, you can use a bonus action on a turn of yours
to curse a new creature. A remove curse cast on the target ends this spell
early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th
level, you can maintain your concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain your concentration on the
spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex",
:duration "Concentration, up to 1 hour", :level 1, :option-pack "Player
Handbook", :components {:material-component "the petrified eye of a newt", :verbal
true, :material true, :somatic true}, :casting-time "1 bonus action", :spell-lists
{:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy
radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura
moves with you, centered on you. Each nonhostile creature in the aura (including
you) can’t become diseased, has resistance to poison damage, and has advantage on
saving throws against effects that cause any of the following conditions: blinded,
charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-
purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up
to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal
true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-
foot radius)"}, :friends {:description "For the duration, you have advantage on all
Charisma checks directed at one creature of your choice that isn't hostile toward
you. When the spell ends, the creature realizes that you used magic to influence
its mood and becomes hostile toward you. A creature prone to violence might attack
you. Another creature might seek retribution in other ways (at the DM's
discretion), depending on the nature of your interaction with it.", :key
:friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1
minute", :level 0, :option-pack "Player Handbook", :components {:material-component
"a small amount of makeup applied to the face as this spell is cast", :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true,
:wizard true, :warlock true, :bard true}, :range "self"}, :hunger-of-hadar
{:description "You open a gateway to the dark between the stars, a region infested
with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears,
centered on a point within range and lasting for the duration. This void is filled
with a cacophony of soft whispers and slurping noises that can be heard up to 30
feet away. No light, magical or otherwise, can illuminate the area, and creatures
fully within the area are blinded. The void creates a warp in the fabric of space,
and the area is difficult terrain. Any creature that starts its turn in the area
takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on
a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles
rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of
Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player
Handbook", :components {:material-component "a pickled octopus tentacle", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell
lets you convince a beast that you mean it no harm. Choose a beast that you can see
within range. It must see and hear you. If the beast’s Intelligence is 4 or higher,
the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be
charmed by you for the spell’s duration. If you or one of your companions harms the
target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, you can affect one additional beast for each slot
level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal
Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook",
:components {:material-component "a morsel of food", :verbal true, :material
true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger
true, :bard true}, :range "30 feet"}, :dissonant-whispers {:description "You
whisper a discordant melody that only one creature of your choice within range can
hear, wracking it with terrible pain. The target must make a Wisdom saving throw.
On a failed save, it takes 3d6 psychic damage and must immediately use its
reaction, if available, to move as far as its speed allows away from you. The
creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On
a successful save, the target takes half as much damage and doesn’t have to move
away. A deafened creature automatically succeeds on the save.\nAt Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school
"enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1,
:option-pack "Player Handbook", :components {:verbal true}, :casting-time "1
action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description
"You create a telepathic link between yourself and a willing creature with which
you are familiar. The creature can be anywhere on the same plane of existence as
you. The spell ends if you or the target are no longer on the same plane. Until the
spell ends, you and the target can instantaneously share words, images, sounds, and
other sensory messages with one another through the link,
and the target recognizes you as the creature it is communicating with. The spell
enables a creature with an Intelligence score of at least 1 to understand the
meaning of your words and take in the scope of any sensory messages you send to
it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24
hours", :level 8, :option-pack "Player Handbook", :components {:material-component
"a pair of linked silver rings", :verbal true, :material true, :somatic true},
:casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"},
:lightning-arrow {:description "The next time you make a ranged weapon attack
during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s
a thrown weapon, transforms into a bolt of lightning. Make the attack roll as
normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a
miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature
within 10 feet of the target must make a Dexterity saving throw. Each of these
creatures takes 2d8 lightning damage on a failed save, or half as much damage on a
successful one. The piece of ammunition or weapon then returns to its normal
form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level
or higher, the damage for both effects of the spell increases by 1d8 for each slot
level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning
Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player
Handbook", :components {:verbal true, :somatic true}, :casting-time "1 bonus
action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal
{:description "A wave of healing energy washes over a creature you touch. The
target regains all of its hit points. If the creature is charmed, frightened,
paralyzed, or stunned, the condition ends. If the creature is prone, it can use its
reaction to stand up. This spell has no effect on undead or constructs.", :key
:power-word-heal, :school "evocation", :name "Power Word Heal", :duration
"Instantaneous", :level 9, :option-pack "Player Handbook", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true}, :range
"Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and
hovers for the duration in an unoccupied space of your choice that you can see
within range. The guardian occupies that space and is indistinct except for a
gleaming sword and shield emblazoned with the symbol of your deity. Any creature
hostile to you that moves to a space within 10 feet of the guardian must succeed on
a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or
half as much damage on a successful one. The guardian vanishes when it has dealt a
total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name
"Guardian of Faith", :duration "8 hours", :level 4, :option-pack "Player Handbook",
:components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric
true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace
a sigil of warding in the air. Until the end of your next turn, you have resistance
against bludgeoning, piercing, and slashing damage dealt by weapon attacks.",
:key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round",
:level 0, :option-pack "Player Handbook", :components {:verbal true, :somatic
true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :wizard true,
:warlock true, :bard true}, :range "Self"}, :banishing-smite {:description "The
next time you hit a creature with a weapon attack before this spell ends, your
weapon crackles with force, and the attack deals an extra 5d10 force damage to the
target. Additionally, if this attack reduces the target to 50 hit points or fewer,
you banish it. If the target is native to a different plane of existence than the
one you’re on, the target disappears, returning to its home plane. If the target is
native to the plane you’re on, the creature vanishes into a harmless demiplane.
While there, the target is incapacitated. It remains there until the spell ends, at
which point the target reappears in the space it left or in the nearest unoccupied
space if that space is occupied.", :key :banishing-smite, :school "abjuration",
:name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5,
:option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus
Action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality
{:description "Healing energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you. You can use a bonus
action to cause one creature in the aura (including you) to regain 2d6 hit
points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality",
:duration "Concentration up to 1 minute", :level 3, :option-pack "Player Handbook",
:components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true},
:range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy
radiates from you, distorting and diffusing magical energy within 30 feet of you.
Until the spell ends, the sphere moves with you, centered on you. For the duration,
each friendly creature in the area (including you) has advantage on saving throws
against spells and other magical effects. Additionally, when an affected creature
succeeds on a saving throw made against a spell or magical effect that allows it to
make a saving throw to take only half damage, it instead takes no damage if it
succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name
"Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-
pack "Player Handbook", :components {:verbal true}, :casting-time "1 action",
:spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley
{:description "You fire a piece of non-magical ammunition from a ranged weapon or
throw a non-magical weapon into the air and choose a point within range. Hundreds
of duplicates of the ammunition or weapon fall in a volley from above and then
disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on
that point must make a Dexterity saving throw. A creature takes 8d8 damage on a
failed save, or half as much damage on a successful one. The damage type is the
same as that of the ammunition or weapon", :key :conjure-volley, :school
"conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5,
:option-pack "Player Handbook", :components {:material-component "one piece of
ammunition or one thrown weapon", :verbal true, :material true, :somatic true},
:casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"},
:hunters-mark {:description "You choose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6
damage to the target whenever you hit it with a weapon attack, and you have
advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find
it. If the target drops to 0 hit points before this spell ends, you can use a bonus
action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels:
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain
your concentration on the spell for up to 8 hours. When you use a spell slot of 5th
level or higher, you can maintain your concentration on the spell for up to 24
hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark",
:duration "Concentration, up to 1 hour", :level 1, :option-pack "Player
Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists
{:ranger true}, :range "90 feet"}, :compulsion {:description "Creatures of your
choice that you can see within range and that can hear you must make a Wisdom
saving throw. A target automatically succeeds on this saving throw if it can’t be
charmed. On a failed save, a target is affected by this spell. Until the spell
ends, you can use a bonus action on each of your turns to designate a direction
that is horizontal to you. Each affected target must use as much of its movement as
possible to move in that direction on its next turn. It can take its action before
it moves. After moving in this way, it can make another Wisdom saving throw to try
to end the effect. A target isn’t compelled to move into an obviously deadly
hazard, such as a fire pit, but it will provoke opportunity attacks to move in the
designated direction.", :key :compulsion, :school "enchantment", :name
"Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack
"Player Handbook", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up
to ten berries appear in your hand and are infused with magic for the duration. A
creature can use its action to eat one berry. Eating a berry restores 1 hit point,
and the berry provides enough nourishment to sustain a creature for one day. The
berries lose their potency if they have not been consumed within 24 hours of the
casting of this spell. ", :key :goodberry, :school "transmutation", :name
"Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player
Handbook", :components {:material-component "a sprig of mistletoe", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You
invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from
you and batter all creatures within 10 feet of you. Each creature in that area must
make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage
and can’t take reactions until its next turn.
On a successful save, the creature takes half damage, but suffers no other
effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above 1st.",
:key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration
"Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal
true, :somatic true}, :casting-time "1 Action", :spell-lists {:warlock true},
:range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you
hit a creature with a melee weapon attack during this spell’s duration, your weapon
pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the
target. The target must make a Wisdom saving throw. On a failed save, it has
disadvantage on attack rolls and ability checks, and can’t take reactions, until
the end of its next turn.", :key :staggering-smite, :school "evocation", :name
"Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-
pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action",
:spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You
hurl a 4-inch-diameter sphere of energy at a creature that you can see within
range. You choose acid, cold, fire, lightning, poison, or thunder for the type of
orb you create, and then make a ranged spell attack against the target. If the
attack hits, the creature takes 3d8 damage of the type you chose.\nAt Higher
Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level above 1st.", :key :chromatic-orb,
:school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1,
:option-pack "Player Handbook", :components {:material-component "a diamond worth
at least 50gp", :verbal true, :material true, :somatic true}, :casting-time "1
action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}},
:orcpub.dnd.e5/selections {:manuevers {:options [{:description "When you take the
Attack action on your turn, you can forgo one of your attacks and use a bonus
action to direct one of your companions to strike. When you do so, choose a
friendly creature who can see or hear you and expend one superiority die. That
creature can immediately use its reaction to make one weapon attack, adding the
superiority die to the attack's damage roll. This effectively gives your ally a
chance to attack on your turn, which allow for use of any turn-based benefits
including Sneak Attack. ", :name "Commanding Strike"} {:description "When you hit a
creature with a weapon attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and the target must make a
Strength saving throw. On a failed save, it drops the object you choose. The object
lands at its feet.", :name "Disarming Attack"} {:description "When you hit a
creature with a weapon attack, you can expend one superiority die to distract the
creature, giving your allies an opening. You add the superiority die to the
attack's damage roll. The next attack roll against the target by an attacker other
than you has advantage if the attack is made before the start of your next turn. ",
:name "Distracting Strike"} {:description "When you move on your turn, you can
expend a superiority die, adding the total to your AC until you stop moving. ",
:name "Evasive Footwork"} {:description "You can expend one superiority die and use
a bonus action on your turn to feint, choosing one creature within 5 feet of you as
your target. You have advantage on your next attack roll against that creature. If
that attack hits, add the superiority die to the attack's damage roll.", :name
"Feinting Attack"} {:description "When you hit a creature with a weapon attack, you
can expend one superiority die to attempt to goad the target into attacking you.
You add the superiority die to the attack's damage roll, and the target must make a
Wisdom saving throw. On a failed save, the target has a disadvantage on all attack
rolls against targets other than you until the end of your next turn. ", :name
"Goading Attack"} {:description "When you make a melee weapon attack on your turn,
you can expend one superiority die to increase your reach for that attack by 5
feet. If you hit, you add the superiority die to the attack's damage roll.", :name
"Lunging Attack"} {:description "When you hit a creature with a weapon attack, you
can expend one superiority die to maneuver one of your comrades into a more
advantageous position. You add the superiority die to the attack's damage roll, and
you choose a friendly creature who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking opportunity attacks from
the target of your attack. ", :name "Maneuvering Attack"} {:description "When you
hit a creature with a weapon attack, you can expend one superiority die to attempt
to frighten the target. You add the superiority die to the attack's damage roll,
and the target must make a Wisdom saving throw. On a failed save, it is frightened
of you until the end of your next turn. ", :name "Menacing Attack"} {:description
"When another creature damages you with a melee attack, you can use your reaction
and expend one superiority die to reduce the damage by the number you roll on your
superiority die + your Dexterity modifier. ", :name "Parry"} {:description "When
you make a weapon attack roll against a creature, you can expend one superiority
die to add it to the roll. You can use this maneuver before or after making the
attack roll, but before any effects of the attack are applied. ", :name "Precision
Attack"} {:description "When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to drive the target back. You add the
superiority die to the attack's damage roll, and if the target is Large or smaller,
it must make a Strength saving throw. On a failed save, you push the target up to
15 feet away from you. ", :name "Pushing Attack"} {:description "On your turn, you
can use a bonus action and expend one superiority die to bolster the resolve of one
of your companions. When you do so, choose a friendly creature who can see or hear
you. That creature gains temporary hit points equal to the superiority die roll +
your Charisma modifier. ", :name "Rally"} {:description "When a character misses
you with a melee attack, you can use your reaction and expend one more superiority
die to make a melee attack against the creature. If you hit, you add the
superiority die to the attack's damage roll.", :name "Riposte"} {:description "When
you hit a creature with a melee weapon attack, you can expend one superiority die
to attempt to damage another creature with the same attack. Choose another creature
within 5 feet of the original target and within your reach. If the original attack
roll would hit the second creature, it takes damage equal to the number you roll on
your superiority die. T he damage is of the same type dealt by the original attack.
", :name "Sweeping Attack"} {:description "When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to knock the target down. You
add the superiority die to the attack's damage roll, and if the target is Large of
smaller, it must make a Strength saving throw. On a failed save, you knock the
target prone. You can expend a superior die, adding the total to the damage, and
force the enemy to make a Strength save, or be knocked prone.", :name "Trip
Attack"}], :option-pack "Players Hand Book (arandomstringofnum#2919)", :name
"Manuevers", :key :manuevers}}, :orcpub.dnd.e5/invocations {:bewitching-whispers
{:option-pack "Player's Handbook", :description "Prerequisite: 7th level\n\nYou can
cast Compulsion once using a warlock spell slot. You can’t do so again until you
finish a Long Rest.", :name "Bewitching Whispers", :key :bewitching-whispers},
:eldritch-sight {:option-pack "Player's Handbook", :description "You can cast
Detect Magic at will, without expending a spell slot.", :name "Eldritch Sight",
:key :eldritch-sight}, :ascendent-step {:option-pack "Player's Handbook",
:description "Prerequisite: 9th level\n\nYou can cast levitate on yourself at will,
without expending a spell slot or material components.", :name "Ascendent Step",
:key :ascendent-step}, :lifedrinker {:option-pack "Player's Handbook", :description
"\nPrerequisite: 12th level, Pact of the Blade feature\n\nWhen you hit a creature
with your pact weapon, the creature takes extra necrotic damage equal to your
Charisma modifier (minimum 1).", :name "Lifedrinker", :key :lifedrinker}, :mire-
the-mind {:option-pack "Player's Handbook", :description "Prerequisite: 5th
level\n\nYou can cast slow once using a warlock spell slot. You can’t do so again
until you finish a Long Rest.", :name "Mire the Mind", :key :mire-the-mind},
:visions-of-distant-realms {:option-pack "Player's Handbook", :description
"Prerequisite: 15th level\n\nYou can cast Arcane Eye at will, without expending a
spell slot.", :name "Visions of Distant Realms", :key :visions-of-distant-
realms}, :devils-sight {:option-pack "Player's Handbook", :description "You can see
normally in Darkness, both magical and nonmagical, to a distance of 120 feet.",
:name "Devil's Sight", :key :devils-sight}, :minions-of-chaos {:option-pack
"Player's Handbook", :description "Prerequisite: 9th level\n\nYou can cast Conjure
Elemental once using a warlock spell slot. You can’t do so again until you finish a
Long Rest.", :name "Minions of Chaos", :key :minions-of-chaos}, :thirsting-blade
{:option-pack "Player's Handbook", :description "Prerequisite: 5th level, Pact of
the Blade feature\n\nYou can Attack with your pact weapon
twice, instead of once, whenever you take the Attack action on Your Turn.", :name
"Thirsting Blade", :key :thirsting-blade}, :gaze-of-two-minds {:option-pack
"Player's Handbook", :name "Gaze of Two Minds", :description "You can use your
action to touch a willing humanoid and perceive through its senses until the end of
your next turn. As long as the creature is on the same plane of existence as you,
you can use your action on subsequent turns to maintain this connection, extending
the Duration until the end of your next turn. While perceiving through the other
creature’s senses, you benefit from any Special senses possessed by that creature,
and you are Blinded and Deafened to your own surroundings.", :key :gaze-of-two-
minds}, :eldritch-spear {:option-pack "Player's Handbook", :description
"Prerequisite: Eldritch Blast cantrip\n\nWhen you cast Eldritch Blast, its range is
300 feet.", :name "Eldritch Spear", :key :eldritch-spear}, :fiendish-vigor
{:option-pack "Player's Handbook", :name "Fiendish Vigor", :description "You can
cast False Life on yourself at will as a 1st-level spell, without expending a spell
slot or material Components.", :key :fiendish-vigor}, :misty-visions {:option-pack
"Player's Handbook", :description "You can cast Silent Image at will, without
expending a spell slot or material Components.", :name "Misty Visions", :key
:misty-visions}, :beast-speech {:option-pack "Player's Handbook", :description "You
can cast speak with animals at will, without expending a spell slot.", :name "Beast
Speech", :key :beast-speech}, :sign-of-ill-omen {:option-pack "Player's
Handbook", :description "Prerequisite: 5th level\n\nYou can cast Bestow Curse once
using a warlock spell slot. You can’t do so again until you finish a Long
Rest.", :name "Sign of Ill Omen", :key :sign-of-ill-omen}, :voice-of-the-chain-
master {:option-pack "Player's Handbook", :description "Prerequisite: Pact of the
Chain feature\n\nYou can communicate telepathically with your familiar and perceive
through your familiar’s senses as long as you are on the same plane of
existence.\n\nAdditionally, while perceiving through your familiar’s senses, you
can also speak through your familiar in your own voice, even if your familiar is
normally incapable of Speech.", :name "Voice of the Chain Master", :key :voice-of-
the-chain-master}, :whispers-of-the-grave {:option-pack "Player's Handbook",
:description "Prerequisite: 9th level\n\nYou can cast Speak with Dead at will,
without expending a spell slot.", :name "Whispers of the Grave", :key :whispers-of-
the-grave}, :mask-of-many-faces {:option-pack "Player's Handbook", :description
"You can cast Disguise Self at will, without expending a spell slot.", :name "Mask
of Many Faces", :key :mask-of-many-faces}, :agonizing-blast {:option-pack "Player's
Handbook", :description "Prerequisite:eldritch blast cantrip\n\nWhen you cast
eldritch blast, add your Charisma modifier to the damage it deals on a hit.", :name
"Agonizing Blast", :key :agonizing-blast}, :chains-of-carceri {:option-pack
"Player's Handbook", :description "Prerequisite: 15th level, Pact of the Chain
feature\n\nYou can cast Hold Monster at will—targeting a celestial, fiend, or
elemental—without expending a spell slot or material Components. You must finish a
Long Rest before you can use this invocation on the same creature again.", :name
"Chains of Carceri", :key :chains-of-carceri}, :repelling-blast {:option-pack
"Player's Handbook", :description "Prerequisite: Eldritch Blast cantrip\n\nWhen you
hit a creature with Eldritch Blast, you can push the creature up to 10 feet away
from you in a straight line.", :name "Repelling Blast", :key :repelling-blast},
:armor-of-shadows {:option-pack "Player's Handbook", :description "You can cast
mage armor on yourself at will, without expending a spell slot or material
components.", :name "Armor of Shadows", :key :armor-of-shadows}, :eyes-of-the-rune-
keeper {:option-pack "Player's Handbook", :description "You can read all writing.",
:name "Eyes of the Rune Keeper", :key :eyes-of-the-rune-keeper}, :book-of-ancient-
secrets {:option-pack "Player's Handbook", :description "Prerequisite: Pact of the
Tome feature\n\nYou can now inscribe magical Rituals in your Book of Shadows.
Choose two 1st-level Spells that have the ritual tag from any class’s spell list
(the two needn’t be from the same list). The Spells appear in the book and don’t
count against the number of Spells you know. With your Book of Shadows in hand, you
can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals,
unless you’ve learned them by some other means. You can also cast a warlock spell
you know as a ritual if it has the ritual tag. On your adventures, you can add
other ritual Spells to your Book of Shadows. When you find such a spell, you can
add it to the book if the spell’s level is equal to or less than half your warlock
level (rounded up) and if you can spare the time to transcribe the spell. For each
level of the spell, the transcription process takes 2 hours and costs 50 gp for
the rare inks needed to inscribe it.", :name "Book of Ancient Secrets", :key :book-
of-ancient-secrets}, :master-of-myriad-forms {:option-pack "Player's Handbook",
:description "Prerequisite: 15th level\n\nYou can cast Alter Self at will, without
expending a spell slot.", :name "Master of Myriad Forms", :key :master-of-myriad-
forms}, :otherworldly-leap {:option-pack "Player's Handbook", :description
"Prerequisite: 9th level\n\nYou can cast jump on yourself at will, without
expending a spell slot or material Components.", :name "Otherworldly Leap", :key
:otherworldly-leap}, :thief-of-five-fates {:option-pack "Player's Handbook",
:description "You can cast bane once using a warlock spell slot. You can’t do so
again until you finish a Long Rest.", :name "Thief of Five Fates", :key :thief-of-
five-fates}, :witch-sight {:option-pack "Player's Handbook", :description
"Prerequisite: 15th level\n\nYou can see the true form of any shapechanger or
creature concealed by Illusion or Transmutation magic while the creature is within
30 feet of you and within line of sight.", :name "Witch Sight", :key :witch-sight},
:sculptor-of-flesh {:option-pack "Player's Handbook", :description "Prerequisite:
7th level\n\nYou can cast Polymorph once using a warlock spell slot. You can’t do
so again until you finish a Long Rest.", :name "Sculptor of Flesh", :key :sculptor-
of-flesh}, :beguiling-influence {:option-pack "Player's Handbook", :description
"You gain proficiency in the Deception and Persuasion skills.", :name "Beguiling
Influence", :key :beguiling-influence}, :one-with-shadows {:option-pack "Player's
Handbook", :description "Prerequisite: 5th level\n\nWhen you are in an area of dim
light or Darkness, you can use your action to become Invisible until you move or
take an action or a reaction.", :name "One with Shadows", :key :one-with-
shadows}, :dreadful-word {:option-pack "Player's Handbook", :description
"Prerequisite: 7th level\n\nYou can cast Confusion once using a warlock spell slot.
You can’t do so again until you finish a Long Rest.", :name "Dreadful Word",
:key :dreadful-word}}}, "UA - That Old Black Magic" {:orcpub.dnd.e5/subraces
{:abyssal {:race :tiefling-tobm-variant-, :traits [{:name "Abyssal Arcana",
:description "Each time you finish a long rest, you gain the ability to cast
cantrips and spells randomly determined from a short list. At 1st level, you can
cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At
5th level, you can cast a 2nd-level spell.\nYou can cast a spell gained from this
trait only once until you complete your next long rest. You can cast a cantrip
gained from this trait at will, as normal. For 1st-level spells whose effect
changes if cast using a spell slot of 2nd level or higher, you cast the spell as if
using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level
slot.\nAt the end of each long rest, you lose the cantrips and spells previously
granted by this feature, even if you did not cast them. You replace those cantrips
and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll
separately for each cantrip and spell. If you roll the same spell or cantrip you
gained at the end of your previous long rest, roll again until you get a different
result."} {:description "Your hit point maximum increases by half your level
(minimum 1).\n(enter manually)", :name "Abyssal Fortitude"}], :name "Abyssal",
:option-pack "UA - That Old Black Magic", :abilities {:orcpub.dnd.e5.character/cha
0, :orcpub.dnd.e5.character/con 1}, :props {:language {:common true, :abyssal
true}}, :spells [{:value {:ability :cha, :key :dancing-lights}} {:level 1, :value
{:ability :cha, :level 0, :key :true-strike}} {:level 1, :value {:level 0, :ability
:cha, :key :light}} {:value {:ability :cha, :key :message}} {:value {:ability :cha,
:key :spare-the-dying}} {:value {:ability :cha, :key :prestidigitation}} {:level 3,
:value {:level 1, :ability :cha, :key :burning-hands}} {:level 3, :value {:level 1,
:ability :cha, :key :charm-person}} {:level 3, :value {:level 1, :ability :cha,
:key :magic-missile}} {:level 3, :value {:ability :cha, :level 1, :key :cure-
wounds}} {:level 3, :value {:ability :cha, :level 1, :key :tashas-hideous-
laughter}} {:level 3, :value {:ability :cha, :level 1, :key :thunderwave}} {:level
5, :value {:level 2, :ability :cha, :key :alter-self}} {:level 5, :value {:level 2,
:ability :cha, :key :darkness}} {:level 5, :value {:level 2, :ability :cha, :key
:invisibility}} {:level 5, :value {:level 2, :ability :cha, :key :levitate}}
{:level 5, :value {:level 2, :ability :cha, :key :mirror-image}} {:level 5, :value
{:level 2, :ability :cha, :key :spider-climb}}], :key :abyssal}},
:orcpub.dnd.e5/races {:tiefling-tobm-variant- {:key :tiefling-tobm-variant-, :speed
30, :name "Tiefling (TOBM Variant)",
:darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium,
:option-pack "UA - That Old Black Magic", :profs {:language-options {:options
{:common false}}}, :languages #{"Common"}, :traits []}}, :orcpub.dnd.e5/spells
{:conjure-barlgura {:description "You summon a barlgura that appears in an
unoccupied space you can see within range. The barlgura disappears when it drops to
0 hit points or when the spell ends. The barlgura is hostile to all non-demons.
Roll initiative for the barlgura, which has its own turns. At the start of its
turn, it moves toward and attacks the nearest non-demon it can perceive. If two or
more creatures are equally near, it picks one at random. If it cannot see any
potential enemies, the barlgura moves in a random direction in search of foes. As
part of casting the spell, you can scribe a circle on the ground using the blood of
an intelligent humanoid slain within the past 24 hours. The circle is large enough
to encompass your space. The summoned barlgura cannot cross the circle or target
anyone in it while the spell lasts", :key :conjure-barlgura, :school "conjuration",
:name "Conjure Barlgura", :duration "Up to 10 minutes", :level 4, :option-pack "UA
- That Old Black Magic", :components {:somatic true, :verbal true}, :casting-time
"1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"},
:conjure-hezrou {:description "You summon a hezrou that appears in an unoccupied
space you can see within range. The hezrou disappears when it drops to 0 hit points
or when the spell ends.\n\nThe hezrou’s attitude depends on the value of the food
used as a material component for this spell. Roll initiative for the hezrou, which
has its own turns. At the start of the hezrou’s turn, the DM makes a secret
Charisma check on your behalf, with a bonus equal to the food’s value divided by
20. The check DC starts at 10 and increases by 2 each round. You can issue orders
to the hezrou and have it obey you as long as you succeed on the Charisma check. If
the check fails, the spell no longer requires concentration and the demon is no
longer under your control. The hezrou then focuses on devouring any corpses it can
see. If there are no such meals at hand, it attacks the nearest creatures and eats
anything it kills. If its hit points are reduced to below half its hit point
maximum, it returns to the Abyss.\n\nAs part of casting the spell, you can scribe a
circle on the ground using the blood of an intelligent humanoid slain within the
past 24 hours. The circle is large enough to encompass your space. The summoned
hezrou cannot cross the circle or target anyone in it while the spell lasts",
:key :conjure-hezrou, :school "conjuration", :name "Conjure Hezrou", :duration
"Concentration, up to 1 hour", :level 7, :option-pack "UA - That Old Black
Magic", :components {:material-component "food worth at least 100 gp, which the
spell consumes", :verbal true, :somatic true, :material true}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"},
:conjure-lesser-demon {:description "You summon up to a total of eight manes or
dretches that appear in unoccupied spaces you can see within range. A manes or
dretch disappears when it drops to 0 hit points or when the spell ends. The demons
are hostile to all creatures. Roll initiative for the summoned demons as a group,
which has its own turns. The demons attack the nearest non-demons to the best of
their ability. As part of casting the spell, you can scribe a circle on the ground
with the blood used as a material component. The circle is large enough to
encompass your space. The summoned demons cannot cross the circle or target anyone
in it while the spell lasts. Using the material component in this manner consumes
it.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th
level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th
level, you summon thirty-two demons", :key :conjure-lesser-demon, :school
"conjuration", :name "Conjure Lesser Demon", :duration "Concentration, up to 1
hour", :level 3, :option-pack "UA - That Old Black Magic", :components {:verbal
true, :somatic true, :material true, :material-component "a vial of blood from an
intelligent humanoid killed within the last 24 hours"}, :casting-time "1
action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"},
:conjure-shadow-demon {:description "You summon a shadow demon that appears in an
unoccupied space you can see within range. The shadow demon disappears when it
drops to 0 hit points or when the spell ends. Roll initiative for the shadow demon,
which has its own turns. You can issue orders to the shadow demon, and it obeys you
as long as it can attack a creature on each of its turns and does not start its
turn in an area of bright light. If either of these conditions is not met, the
shadow demon immediately makes a Charisma check contested by your Charisma check.
If you fail the check, the spell no longer requires concentration and the demon is
no longer under your control. The demon automatically succeeds on the check if it
is more than 100 feet away from you.\n\nAs part of casting the spell, you can
scribe a circle on the ground using the blood of an intelligent humanoid slain
within the past 24 hours. The circle is large enough to encompass your space. The
summoned shadow demon cannot cross the circle or target anyone in it while the
spell lasts", :key :conjure-shadow-demon, :school "conjuration", :name "Conjure
Shadow Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "UA
- That Old Black Magic", :components {:verbal true, :somatic true, :material
true, :material-component "a vial of blood from an intelligent humanoid killed
within the last 24 hours"}, :casting-time "1 action", :spell-lists {:bard false,
:cleric false, :druid false, :paladin false, :ranger false, :sorcerer true,
:warlock false, :wizard true}, :range "60 feet"}, :conjure-vrock {:description "You
summon a vrock that appears in an unoccupied space you can see within range. The
vrock disappears when it drops to 0 hit points or when the spell ends.\n\nThe
vrock’s attitude depends on the value of the gem used as a material component for
this spell. Roll initiative for the vrock, which has its own turns. At the start of
the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus
equal to the gem’s value divided by 20. The check DC starts at 10 and increases by
2 each round. You can issue orders to the vrock and have it obey you as long as you
succeed on the Charisma check. If the check fails, the spell no longer requires
concentration and the vrock is no longer under your control. The vrock takes no
actions on its next turn and uses its telepathy to tell any creature it can see
that it will fight in exchange for treasure. The creature that gives the vrock the
most expensive gem can command it for the next 1d6 rounds. At the end of that time,
it offers the bargain again. If no one offers the vrock treasure before its next
turn begins, it attacks the nearest creatures for 1d6 rounds before returning to
the Abyss. As part of casting the spell, you can scribe a circle on the ground
using the blood of an intelligent humanoid slain within the past 24 hours. The
circle is large enough to encompass your space. The summoned vrock cannot cross the
circle or target anyone in it while the spell lasts", :key :conjure-vrock, :school
"conjuration", :name "Conjure Vrock", :duration "Concentration, up to 1 hour",
:level 5, :option-pack "UA - That Old Black Magic", :components {:verbal true,
:somatic true, :material true, :material-component "a gem worth at least 100 gp,
which the spell consumes"}, :casting-time "1 action", :spell-lists {:bard false,
:cleric false, :druid false, :paladin false, :ranger false, :sorcerer true,
:warlock false, :wizard true}, :range "60 feet"}}}}

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