@archivist-gg/dnd5e 0.3.28 → 0.3.30
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/background/background.codec.js +1 -1
- package/dist/background/background.parser.js +1 -1
- package/dist/background/background.schema.js +1 -1
- package/dist/{chunk-WXL7ABDO.js → chunk-3CHDDX6S.js} +1 -1
- package/dist/chunk-4F5F5A3X.js +1 -0
- package/dist/chunk-4N2UVV4P.js +1 -0
- package/dist/{chunk-OV4FG4KO.js → chunk-5NGQM3TO.js} +1 -1
- package/dist/{chunk-ADX7435T.js → chunk-655UY3MP.js} +1 -1
- package/dist/{chunk-IR5BA2DZ.js → chunk-65VM2BAA.js} +1 -1
- package/dist/{chunk-5QDSAZG6.js → chunk-6GFBSYE3.js} +1 -1
- package/dist/{chunk-J27N3KUE.js → chunk-6WRU5I75.js} +1 -1
- package/dist/{chunk-E4E6YEN6.js → chunk-7S4VMK3R.js} +1 -1
- package/dist/{chunk-EON7T2SN.js → chunk-7TH4WPSU.js} +1 -1
- package/dist/{chunk-EBFLUJIW.js → chunk-A25HLCQ7.js} +1 -1
- package/dist/{chunk-M2UA2FAK.js → chunk-FC4OPNZM.js} +1 -1
- package/dist/{chunk-7HOOPNF5.js → chunk-FDWQ6P7Z.js} +1 -1
- package/dist/{chunk-RR26E7LH.js → chunk-HI2BXTGB.js} +1 -1
- package/dist/{chunk-J6FIBUI4.js → chunk-HPBEMAM6.js} +1 -1
- package/dist/{chunk-NB4QWMF5.js → chunk-I6J6ZGZB.js} +1 -1
- package/dist/{chunk-GKNOCYDT.js → chunk-IK7XM6BW.js} +1 -1
- package/dist/{chunk-XFFFTR6O.js → chunk-IOFGBEGA.js} +1 -1
- package/dist/{chunk-U7BPRRY5.js → chunk-JLW7XFFL.js} +1 -1
- package/dist/{chunk-XCF5R5XX.js → chunk-JOLGJYDS.js} +1 -1
- package/dist/{chunk-NU6WP4P5.js → chunk-KGRRQ4US.js} +1 -1
- package/dist/chunk-LXISMSPG.js +1 -0
- package/dist/{chunk-2OVDSMPY.js → chunk-MJJQQI44.js} +1 -1
- package/dist/chunk-NTJPBLI5.js +1 -0
- package/dist/{chunk-D2BXAFOL.js → chunk-Q2U7MWMC.js} +1 -1
- package/dist/{chunk-AFEWQFQZ.js → chunk-QCCA46KM.js} +1 -1
- package/dist/{chunk-C4T6BUSP.js → chunk-RI4YYU75.js} +1 -1
- package/dist/{chunk-R2YRQM7G.js → chunk-TGZ6WQUX.js} +1 -1
- package/dist/{chunk-KZFTTAFN.js → chunk-XB6ACICG.js} +1 -1
- package/dist/{chunk-PFQPP77Q.js → chunk-YDN6GD2B.js} +1 -1
- package/dist/{chunk-VY5ZEOLG.js → chunk-Z362RQTB.js} +1 -1
- package/dist/{chunk-VHIE2KYQ.js → chunk-ZK3P4RSE.js} +1 -1
- package/dist/{chunk-CCFIINBA.js → chunk-ZKDHCDJ2.js} +1 -1
- package/dist/chunk-ZYMWQ7PG.js +1 -0
- package/dist/{chunk-KGZXAAFN.js → chunk-ZZ6QHLWX.js} +1 -1
- package/dist/class/class.codec.js +1 -1
- package/dist/class/class.parser.js +1 -1
- package/dist/class/class.schema.js +1 -1
- package/dist/class/class.slug.d.ts +1 -0
- package/dist/class/class.slug.js +1 -1
- package/dist/feat/feat.codec.js +1 -1
- package/dist/feat/feat.parser.js +1 -1
- package/dist/feat/feat.schema.d.ts +12 -0
- package/dist/feat/feat.schema.js +1 -1
- package/dist/index.js +6 -6
- package/dist/monster/monster.parser.js +1 -1
- package/dist/monster/monster.schema.js +1 -1
- package/dist/optional-feature/optional-feature.codec.js +1 -1
- package/dist/optional-feature/optional-feature.parser.js +1 -1
- package/dist/optional-feature/optional-feature.schema.d.ts +13 -0
- package/dist/optional-feature/optional-feature.schema.js +1 -1
- package/dist/pc/pc.additional-spells.js +1 -1
- package/dist/pc/pc.amount-bindings.d.ts +1 -0
- package/dist/pc/pc.amount-bindings.js +1 -1
- package/dist/pc/pc.decision-engine.js +1 -1
- package/dist/pc/pc.entry-overrides.js +1 -1
- package/dist/pc/pc.equipment.js +1 -1
- package/dist/pc/pc.feature-effects.d.ts +21 -1
- package/dist/pc/pc.feature-effects.js +1 -1
- package/dist/pc/pc.granted-spends.d.ts +2 -0
- package/dist/pc/pc.infusions.js +1 -1
- package/dist/pc/pc.item-effects.d.ts +1 -0
- package/dist/pc/pc.item-effects.js +1 -1
- package/dist/pc/pc.member-choices.js +1 -1
- package/dist/pc/pc.pools.js +1 -1
- package/dist/pc/pc.proficiencies.js +1 -1
- package/dist/pc/pc.recalc.js +1 -1
- package/dist/pc/pc.resolver.js +1 -1
- package/dist/pc/pc.resource-seed.js +1 -1
- package/dist/pc/pc.resources.js +1 -1
- package/dist/pc/pc.rest.js +1 -1
- package/dist/pc/pc.schema.d.ts +1 -1
- package/dist/pc/pc.spellcasting.js +1 -1
- package/dist/pc/pc.types.d.ts +36 -0
- package/dist/race/race.codec.js +1 -1
- package/dist/race/race.parser.js +1 -1
- package/dist/race/race.schema.js +1 -1
- package/dist/schemas/choice-schema.js +1 -1
- package/dist/schemas/feature-effect-schema.d.ts +12 -0
- package/dist/schemas/feature-effect-schema.js +1 -1
- package/dist/schemas/feature-schema.js +1 -1
- package/dist/schemas/resource-schema.d.ts +1 -0
- package/dist/schemas/resource-schema.js +1 -1
- package/dist/spell/spell.access.js +1 -1
- package/dist/subclass/subclass.codec.js +1 -1
- package/dist/subclass/subclass.parser.js +1 -1
- package/dist/subclass/subclass.schema.js +1 -1
- package/dist/types/feature-effect.d.ts +10 -0
- package/dist/types/resource.d.ts +1 -0
- package/package.json +1 -1
- package/dist/chunk-2GZM7FCD.js +0 -1
- package/dist/chunk-4FTTUZXM.js +0 -1
- package/dist/chunk-53SHSS4M.js +0 -1
- package/dist/chunk-CAPYNIGK.js +0 -1
- package/dist/chunk-MMDUUEFA.js +0 -1
package/dist/index.js
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import{weaponCodec}from"./chunk-4GN3GYMP.js";import"./chunk-BZ6BGGZS.js";import"./chunk-LJNT3PJP.js";import{subclassCodec}from"./chunk-
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import{weaponCodec}from"./chunk-4GN3GYMP.js";import"./chunk-BZ6BGGZS.js";import"./chunk-LJNT3PJP.js";import{subclassCodec}from"./chunk-I6J6ZGZB.js";import"./chunk-HPBEMAM6.js";import"./chunk-KGRRQ4US.js";import{spellInputSchema}from"./chunk-IHPLT2ZT.js";import{spellCodec}from"./chunk-XKJXT2PN.js";import{enrichSpell}from"./chunk-2NUDWOFG.js";import{raceCodec}from"./chunk-JOLGJYDS.js";import"./chunk-ZZ6QHLWX.js";import"./chunk-Q2U7MWMC.js";import"./chunk-4KVVAENP.js";import"./chunk-7EL3GWWJ.js";import{parseMonster}from"./chunk-Z362RQTB.js";import"./chunk-6GFBSYE3.js";import"./chunk-IKSMX4TN.js";import{optionalFeatureCodec}from"./chunk-TGZ6WQUX.js";import"./chunk-5NGQM3TO.js";import"./chunk-JLW7XFFL.js";import{enrichItem}from"./chunk-ZI3FEUX3.js";import{monsterInputSchema}from"./chunk-6W253VHH.js";import{crString}from"./chunk-BCXGB4HP.js";import{enrichMonster,getChallengeRatingXP,getProficiencyBonus}from"./chunk-JXDX2DKF.js";import{itemInputSchema}from"./chunk-SU4MEZ5P.js";import{itemCodec}from"./chunk-72PRMZRD.js";import"./chunk-757KM22B.js";import"./chunk-5XDCM6YK.js";import{featCodec}from"./chunk-IK7XM6BW.js";import"./chunk-A25HLCQ7.js";import"./chunk-QCCA46KM.js";import{parseInlineTag}from"./chunk-BREHZNTL.js";import"./chunk-MGGKZGLG.js";import{encounterInputSchema}from"./chunk-M6RPOLKS.js";import"./chunk-7FPQJDFD.js";import"./chunk-EVT7MGAC.js";import{classCodec}from"./chunk-RI4YYU75.js";import"./chunk-FDWQ6P7Z.js";import"./chunk-S5UCI27C.js";import"./chunk-655UY3MP.js";import"./chunk-GCYUCIDN.js";import"./chunk-X22SISGM.js";import"./chunk-FC4OPNZM.js";import"./chunk-ZE46ADXS.js";import"./chunk-ZKDHCDJ2.js";import{parseCondition}from"./chunk-BC52J4LA.js";import{armorCodec}from"./chunk-AINRPPLH.js";import"./chunk-O2QZ73GA.js";import"./chunk-RE5Z5RNK.js";import{backgroundCodec}from"./chunk-3CHDDX6S.js";import"./chunk-65VM2BAA.js";import"./chunk-IOFGBEGA.js";import"./chunk-TKIEPC6F.js";import"./chunk-ZK3P4RSE.js";import"./chunk-7TH4WPSU.js";import"./chunk-I26FHSI6.js";import yaml from"js-yaml";var monsterCodec={parse(doc){return parseMonster(doc.body)},serialize(monster){return yaml.dump(monster,{lineWidth:-1,sortKeys:false})}};function resolveMonster(raw,_ctx){var _a;const cr=(_a=crString(raw.cr))!=null?_a:"0";return{...raw,proficiency_bonus:getProficiencyBonus(cr),xp:getChallengeRatingXP(cr)}}var monsterGeneratable={type:"monster",description:"Generate a D&D 5e monster stat block.",instructions:`Provide all fields in the structured format. Use 'abilities' for ability scores, 'entries' arrays for feature/action descriptions, arrays for senses/languages/immunities, and objects for ac/hp/speed. Return a complete stat block; CR-derived fields (proficiency bonus, XP) are filled automatically.
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IMPORTANT: In all trait/action/reaction/legendary 'entries' text, use inline formula tags instead of static numbers for attack rolls, damage, and save DCs. This enables auto-recalculation when ability scores change in edit mode.
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**Spellcasting Ability.** Charisma is your spellcasting ability for your Bard spells.
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**Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.`}],"2":[{id:"expertise",name:"Expertise",description:'You gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.\n\nAt Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.',choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]},{id:"jack-of-all-trades",name:"Jack of All Trades",description:"You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.\n\nFor example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.",effects:[{kind:"half-proficiency",round:"down"}]}],"3":[{id:"bard-subclass",name:"Bard Subclass",description:"You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"font-of-inspiration",name:"Font of Inspiration",description:"You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.\n\nIn addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."}],"7":[{id:"countercharm",name:"Countercharm",description:"You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"10":[{id:"magical-secrets",name:"Magical Secrets",description:"You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists."}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"18":[{id:"superior-inspiration",name:"Superior Inspiration",description:"When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"words-of-creation",name:"Words of Creation",description:"You have mastered two of the Words of Creation: the words of life and death. You therefore always have the *Power Word Heal* and *Power Word Kill* spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target."}]},resources:[],additional_spells:[{prepared:{"20":["power word heal","power word kill"]}}],choices:[{kind:"select-proficiency",id:"tool",count:3,domain:"tool",from:["bagpipes","drum","dulcimer","flute","horn","lute","lyre","pan-flute","shawm","viol"]}],starting_gold:{fixed:90}},{slug:"srd-2024_class_cleric",name:"Cleric",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d8",primary_abilities:["wis"],standard_array:{str:14,dex:8,con:13,int:10,wis:15,cha:12},saving_throws:["cha","wis"],proficiencies:{armor:["light","medium","shield"],weapons:{categories:["simple"]}},skill_choices:{count:2,from:["history","insight","medicine","persuasion","religion"]},starting_equipment:[{kind:"choice",options:[{label:"Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP",grants:[{item:"chain-shirt"},{item:"shield"},{item:"mace"},{gold:7},{item:"priests-pack"}]},{label:"110 GP",grants:[{gold:110}]}]}],spellcasting:{caster_type:"full",ability:"wis",preparation:"prepared",spell_list:"cleric"},subclass_level:3,subclass_feature_name:"Cleric Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["divine-order","spellcasting"],columns:{Cantrips:"3","Prepared Spells":"4","1st":"2"}},"2":{prof_bonus:2,feature_ids:["channel-divinity"],columns:{Cantrips:"3","Channel Divinity":"2","Prepared Spells":"5","1st":"3"}},"3":{prof_bonus:2,feature_ids:["cleric-subclasses"],columns:{Cantrips:"3","Channel Divinity":"2","Prepared Spells":"6","1st":"4","2nd":"2"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Channel Divinity":"2","Prepared Spells":"7","1st":"4","2nd":"3"}},"5":{prof_bonus:3,feature_ids:["sear-undead"],columns:{Cantrips:"4","Channel Divinity":"2","Prepared Spells":"9","1st":"4","2nd":"3","3rd":"2"}},"6":{prof_bonus:3,feature_ids:[],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"10","1st":"4","2nd":"3","3rd":"3"}},"7":{prof_bonus:3,feature_ids:["blessed-strikes"],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"11","1st":"4","2nd":"3","3rd":"3","4th":"1"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"12","1st":"4","2nd":"3","3rd":"3","4th":"2"}},"9":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"14","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"1"}},"10":{prof_bonus:4,feature_ids:["divine-intervention"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"15","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2"}},"11":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1"}},"13":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1"}},"14":{prof_bonus:5,feature_ids:["improved-blessed-strikes"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1"}},"15":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1"}},"17":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"19","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","9th":"1"}},"18":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"4","Prepared Spells":"20","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"1","7th":"1","8th":"1","9th":"1"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{Cantrips:"5","Channel Divinity":"4","Prepared Spells":"21","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"1","8th":"1","9th":"1"}},"20":{prof_bonus:6,feature_ids:["greater-divine-intervention"],columns:{Cantrips:"5","Channel Divinity":"4","Prepared Spells":"22","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"2","8th":"1","9th":"1"}}},features_by_level:{"1":[{id:"divine-order",name:"Divine Order",description:"You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.\n\n**Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).",choices:[{kind:"select-inline",id:"divine-order",count:1,options:[{value:"protector",label:"Protector",description:"Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor."},{value:"thaumaturge",label:"Thaumaturge",description:"You know one extra cantrip from the Cleric spell list, and gain a bonus to Intelligence (Arcana or Religion) checks equal to your Wisdom modifier (minimum +1)."}]}]},{id:"spellcasting",name:"Spellcasting",description:`You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.
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**Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.`}],"2":[{id:"expertise",name:"Expertise",description:'You gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.\n\nAt Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.',choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]},{id:"jack-of-all-trades",name:"Jack of All Trades",description:"You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.\n\nFor example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.",effects:[{kind:"half-proficiency",round:"down"}]}],"3":[{id:"bard-subclass",name:"Bard Subclass",description:"You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"font-of-inspiration",name:"Font of Inspiration",description:"You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.\n\nIn addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."}],"7":[{id:"countercharm",name:"Countercharm",description:"You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"10":[{id:"magical-secrets",name:"Magical Secrets",description:"You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists."}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"18":[{id:"superior-inspiration",name:"Superior Inspiration",description:"When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"words-of-creation",name:"Words of Creation",description:"You have mastered two of the Words of Creation: the words of life and death. You therefore always have the *Power Word Heal* and *Power Word Kill* spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target."}]},resources:[],additional_spells:[{prepared:{"20":["power word heal","power word kill"]}}],choices:[{kind:"select-proficiency",id:"tool",count:3,domain:"tool",from:["bagpipes","drum","dulcimer","flute","horn","lute","lyre","pan-flute","shawm","viol"]}],starting_gold:{fixed:90}},{slug:"srd-2024_class_cleric",name:"Cleric",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d8",primary_abilities:["wis"],standard_array:{str:14,dex:8,con:13,int:10,wis:15,cha:12},saving_throws:["cha","wis"],proficiencies:{armor:["light","medium","shield"],weapons:{categories:["simple"]}},skill_choices:{count:2,from:["history","insight","medicine","persuasion","religion"]},starting_equipment:[{kind:"choice",options:[{label:"Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP",grants:[{item:"chain-shirt"},{item:"shield"},{item:"mace"},{gold:7},{item:"priests-pack"}]},{label:"110 GP",grants:[{gold:110}]}]}],spellcasting:{caster_type:"full",ability:"wis",preparation:"prepared",spell_list:"cleric"},subclass_level:3,subclass_feature_name:"Cleric Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["divine-order","spellcasting"],columns:{Cantrips:"3","Prepared Spells":"4","1st":"2"}},"2":{prof_bonus:2,feature_ids:["channel-divinity"],columns:{Cantrips:"3","Channel Divinity":"2","Prepared Spells":"5","1st":"3"}},"3":{prof_bonus:2,feature_ids:["cleric-subclasses"],columns:{Cantrips:"3","Channel Divinity":"2","Prepared Spells":"6","1st":"4","2nd":"2"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Channel Divinity":"2","Prepared Spells":"7","1st":"4","2nd":"3"}},"5":{prof_bonus:3,feature_ids:["sear-undead"],columns:{Cantrips:"4","Channel Divinity":"2","Prepared Spells":"9","1st":"4","2nd":"3","3rd":"2"}},"6":{prof_bonus:3,feature_ids:[],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"10","1st":"4","2nd":"3","3rd":"3"}},"7":{prof_bonus:3,feature_ids:["blessed-strikes"],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"11","1st":"4","2nd":"3","3rd":"3","4th":"1"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"12","1st":"4","2nd":"3","3rd":"3","4th":"2"}},"9":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"4","Channel Divinity":"3","Prepared Spells":"14","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"1"}},"10":{prof_bonus:4,feature_ids:["divine-intervention"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"15","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2"}},"11":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1"}},"13":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1"}},"14":{prof_bonus:5,feature_ids:["improved-blessed-strikes"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1"}},"15":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1"}},"17":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"3","Prepared Spells":"19","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","9th":"1"}},"18":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"5","Channel Divinity":"4","Prepared Spells":"20","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"1","7th":"1","8th":"1","9th":"1"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{Cantrips:"5","Channel Divinity":"4","Prepared Spells":"21","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"1","8th":"1","9th":"1"}},"20":{prof_bonus:6,feature_ids:["greater-divine-intervention"],columns:{Cantrips:"5","Channel Divinity":"4","Prepared Spells":"22","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"2","8th":"1","9th":"1"}}},features_by_level:{"1":[{id:"divine-order",name:"Divine Order",description:"You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.\n\n**Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).",choices:[{kind:"select-inline",id:"divine-order",count:1,options:[{value:"protector",label:"Protector",description:"Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.",effects:[{kind:"proficiency",proficiency_type:"weapon",value:"martial"},{kind:"proficiency",proficiency_type:"armor",value:"heavy"}]},{value:"thaumaturge",label:"Thaumaturge",description:"You know one extra cantrip from the Cleric spell list, and gain a bonus to Intelligence (Arcana or Religion) checks equal to your Wisdom modifier (minimum +1).",effects:[{kind:"extra-cantrips",count:1},{kind:"skill-bonus",skills:["arcana","religion"],ability:"wis",minimum:1}]}]}]},{id:"spellcasting",name:"Spellcasting",description:`You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.
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**Cantrips.** You know three cantrips of your choice from the Cleric spell list. *Guidance*, *Sacred Flame*, and *Thaumaturgy* are recommended.
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**Spellcasting Ability.** Wisdom is your spellcasting ability for your Cleric spells.
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**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.`}],"2":[{id:"channel-divinity",name:"Channel Divinity",description:"You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Spark.** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).\n\nYou roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).\n\n**Turn Undead.** As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.",action:"action",resources:[{id:"channel-divinity",name:"Channel Divinity",max_formula:"2",scales_at:[{level:6,max:"3"},{level:18,max:"4"}],reset:"short-rest",equivalent_ids:["cleric:channel-divinity","cleric-2024:channel-divinity","paladin:channel-divinity","paladin-2024:channel-divinity"]}]}],"3":[{id:"cleric-subclasses",name:"Cleric Subclasses",description:"You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"sear-undead",name:"Sear Undead",description:"Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect."}],"7":[{id:"blessed-strikes",name:"Blessed Strikes",description:"Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).\n\n**Divine Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Cleric cantrip.",choices:[{kind:"select-inline",id:"blessed-strikes",count:1,options:[{value:"divine-strike",label:"Divine Strike",description:"Once on each of your turns when you hit with a weapon, deal an extra 1d8 Necrotic or Radiant damage (your choice).",effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"1d8",applies_to:"weapon",condition:"once on each of your turns when you hit a creature with an attack roll using a weapon; Necrotic or Radiant (your choice)"}]},{value:"potent-spellcasting",label:"Potent Spellcasting",description:"Add your Wisdom modifier to the damage you deal with any Cleric cantrip.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{wis_mod}",applies_to:"spell",spell_scope:{list:"cleric",level:0}}]}]}]}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"10":[{id:"divine-intervention",name:"Divine Intervention",description:"You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.",action:"action",resources:[{id:"cleric:divine-intervention-uses",name:"Divine Intervention",max_formula:"1",reset:"long-rest"}]}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"14":[{id:"improved-blessed-strikes",name:"Improved Blessed Strikes",description:"The option you chose for Blessed Strikes grows more powerful.\n\n**Divine Strike.** The extra damage of your Divine Strike increases to 2d8.\n\n**Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier."}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"greater-divine-intervention",name:"Greater Divine Intervention",description:"You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose *Wish* when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests."}]},resources:[],starting_gold:{fixed:110}},{slug:"srd-2024_class_druid",name:"Druid",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d8",primary_abilities:["wis"],standard_array:{str:8,dex:12,con:14,int:13,wis:15,cha:10},saving_throws:["int","wis"],proficiencies:{armor:["light","shield"],weapons:{categories:["simple"]},tools:{fixed:["Herbalism Kit"]}},skill_choices:{count:2,from:["animal-handling","arcana","insight","medicine","nature","perception","religion","survival"]},starting_equipment:[{kind:"choice",options:[{label:"Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP",grants:[{item:"leather-armor"},{item:"shield"},{item:"sickle"},{item:"quarterstaff"},{gold:9},{item:"explorers-pack"},{item:"herbalism-kit"}]},{label:"50 GP",grants:[{gold:50}]}]}],spellcasting:{caster_type:"full",ability:"wis",preparation:"prepared",spell_list:"druid"},subclass_level:3,subclass_feature_name:"Druid Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["druidic","primal-order","spellcasting"],columns:{Cantrips:"2","Prepared Spells":"4","1st":"2"}},"2":{prof_bonus:2,feature_ids:["wild-companion","wild-shape"],columns:{Cantrips:"2","Prepared Spells":"5","1st":"3","Cantrips Known":"2"}},"3":{prof_bonus:2,feature_ids:["druid-subclass"],columns:{Cantrips:"2","Prepared Spells":"6","1st":"4","2nd":"2","Cantrips Known":"2"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{Cantrips:"3","Prepared Spells":"7","1st":"4","2nd":"3","Cantrips Known":"2"}},"5":{prof_bonus:3,feature_ids:["wild-resurgence"],columns:{Cantrips:"3","Prepared Spells":"9","1st":"4","2nd":"3","3rd":"2","Cantrips Known":"2"}},"6":{prof_bonus:3,feature_ids:[],columns:{Cantrips:"3","Prepared Spells":"10","1st":"4","2nd":"3","3rd":"3","Cantrips Known":"3"}},"7":{prof_bonus:3,feature_ids:["elemental-fury"],columns:{Cantrips:"3","Prepared Spells":"11","1st":"4","2nd":"3","3rd":"3","4th":"1","Cantrips Known":"3"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{Cantrips:"3","Prepared Spells":"12","1st":"4","2nd":"3","3rd":"3","4th":"2","Cantrips Known":"3"}},"9":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"3","Prepared Spells":"14","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"1","Cantrips Known":"3"}},"10":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"15","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","Cantrips Known":"3"}},"11":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Cantrips Known":"3"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Cantrips Known":"3"}},"13":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Cantrips Known":"3"}},"14":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Cantrips Known":"3"}},"15":{prof_bonus:5,feature_ids:["improved-elemental-fury"],columns:{Cantrips:"4","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Cantrips Known":"3"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Cantrips Known":"3"}},"17":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"19","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","9th":"1","Cantrips Known":"4"}},"18":{prof_bonus:6,feature_ids:["beast-spells"],columns:{Cantrips:"4","Prepared Spells":"20","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"1","7th":"1","8th":"1","9th":"1","Cantrips Known":"4"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{Cantrips:"4","Prepared Spells":"21","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"1","8th":"1","9th":"1","Cantrips Known":"4"}},"20":{prof_bonus:6,feature_ids:["archdruid"],columns:{Cantrips:"4","Prepared Spells":"22","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"2","8th":"1","9th":"1","Cantrips Known":"4"}}},features_by_level:{"1":[{id:"druidic",name:"Druidic",description:"You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the *Speak with Animals* spell prepared.\n\nYou can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.",effects:[{kind:"proficiency",proficiency_type:"language",value:"Druidic"}]},{id:"primal-order",name:"Primal Order",description:"You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Magician.** You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).\n\n**Warden.** Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.",choices:[{kind:"select-inline",id:"primal-order",count:1,options:[{value:"magician",label:"Magician",description:"You know one extra cantrip from the Druid spell list, and gain a bonus to Intelligence (Arcana or Nature) checks equal to your Wisdom modifier (minimum +1)."},{value:"warden",label:"Warden",description:"Trained for battle, you gain proficiency with Martial weapons and training with Medium armor."}]}]},{id:"spellcasting",name:"Spellcasting",description:`You have learned to cast spells through studying the mystical forces of nature. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.
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**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.`}],"2":[{id:"channel-divinity",name:"Channel Divinity",description:"You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.\n\nYou can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.\n\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.\n\n**Divine Spark.** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).\n\nYou roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).\n\n**Turn Undead.** As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.",action:"action",resources:[{id:"channel-divinity",name:"Channel Divinity",max_formula:"2",scales_at:[{level:6,max:"3"},{level:18,max:"4"}],reset:"short-rest",equivalent_ids:["cleric:channel-divinity","cleric-2024:channel-divinity","paladin:channel-divinity","paladin-2024:channel-divinity"]}]}],"3":[{id:"cleric-subclasses",name:"Cleric Subclasses",description:"You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"sear-undead",name:"Sear Undead",description:"Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect."}],"7":[{id:"blessed-strikes",name:"Blessed Strikes",description:"Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).\n\n**Divine Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).\n\n**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Cleric cantrip.",choices:[{kind:"select-inline",id:"blessed-strikes",count:1,options:[{value:"divine-strike",label:"Divine Strike",description:"Once on each of your turns when you hit with a weapon, deal an extra 1d8 Necrotic or Radiant damage (your choice).",effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"1d8",applies_to:"weapon",condition:"once on each of your turns when you hit a creature with an attack roll using a weapon; Necrotic or Radiant (your choice)"}]},{value:"potent-spellcasting",label:"Potent Spellcasting",description:"Add your Wisdom modifier to the damage you deal with any Cleric cantrip.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{wis_mod}",applies_to:"spell",spell_scope:{list:"cleric",level:0}}]}]}]}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"10":[{id:"divine-intervention",name:"Divine Intervention",description:"You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.",action:"action",resources:[{id:"cleric:divine-intervention-uses",name:"Divine Intervention",max_formula:"1",reset:"long-rest"}]}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"14":[{id:"improved-blessed-strikes",name:"Improved Blessed Strikes",description:"The option you chose for Blessed Strikes grows more powerful.\n\n**Divine Strike.** The extra damage of your Divine Strike increases to 2d8.\n\n**Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier."}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"greater-divine-intervention",name:"Greater Divine Intervention",description:"You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose *Wish* when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests."}]},resources:[],starting_gold:{fixed:110}},{slug:"srd-2024_class_druid",name:"Druid",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d8",primary_abilities:["wis"],standard_array:{str:8,dex:12,con:14,int:13,wis:15,cha:10},saving_throws:["int","wis"],proficiencies:{armor:["light","shield"],weapons:{categories:["simple"]},tools:{fixed:["Herbalism Kit"]}},skill_choices:{count:2,from:["animal-handling","arcana","insight","medicine","nature","perception","religion","survival"]},starting_equipment:[{kind:"choice",options:[{label:"Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP",grants:[{item:"leather-armor"},{item:"shield"},{item:"sickle"},{item:"quarterstaff"},{gold:9},{item:"explorers-pack"},{item:"herbalism-kit"}]},{label:"50 GP",grants:[{gold:50}]}]}],spellcasting:{caster_type:"full",ability:"wis",preparation:"prepared",spell_list:"druid"},subclass_level:3,subclass_feature_name:"Druid Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["druidic","primal-order","spellcasting"],columns:{Cantrips:"2","Prepared Spells":"4","1st":"2"}},"2":{prof_bonus:2,feature_ids:["wild-companion","wild-shape"],columns:{Cantrips:"2","Prepared Spells":"5","1st":"3","Cantrips Known":"2"}},"3":{prof_bonus:2,feature_ids:["druid-subclass"],columns:{Cantrips:"2","Prepared Spells":"6","1st":"4","2nd":"2","Cantrips Known":"2"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{Cantrips:"3","Prepared Spells":"7","1st":"4","2nd":"3","Cantrips Known":"2"}},"5":{prof_bonus:3,feature_ids:["wild-resurgence"],columns:{Cantrips:"3","Prepared Spells":"9","1st":"4","2nd":"3","3rd":"2","Cantrips Known":"2"}},"6":{prof_bonus:3,feature_ids:[],columns:{Cantrips:"3","Prepared Spells":"10","1st":"4","2nd":"3","3rd":"3","Cantrips Known":"3"}},"7":{prof_bonus:3,feature_ids:["elemental-fury"],columns:{Cantrips:"3","Prepared Spells":"11","1st":"4","2nd":"3","3rd":"3","4th":"1","Cantrips Known":"3"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{Cantrips:"3","Prepared Spells":"12","1st":"4","2nd":"3","3rd":"3","4th":"2","Cantrips Known":"3"}},"9":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"3","Prepared Spells":"14","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"1","Cantrips Known":"3"}},"10":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"15","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","Cantrips Known":"3"}},"11":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Cantrips Known":"3"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Cantrips Known":"3"}},"13":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Cantrips Known":"3"}},"14":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Cantrips Known":"3"}},"15":{prof_bonus:5,feature_ids:["improved-elemental-fury"],columns:{Cantrips:"4","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Cantrips Known":"3"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{Cantrips:"4","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Cantrips Known":"3"}},"17":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"4","Prepared Spells":"19","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","9th":"1","Cantrips Known":"4"}},"18":{prof_bonus:6,feature_ids:["beast-spells"],columns:{Cantrips:"4","Prepared Spells":"20","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"1","7th":"1","8th":"1","9th":"1","Cantrips Known":"4"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{Cantrips:"4","Prepared Spells":"21","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"1","8th":"1","9th":"1","Cantrips Known":"4"}},"20":{prof_bonus:6,feature_ids:["archdruid"],columns:{Cantrips:"4","Prepared Spells":"22","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"2","8th":"1","9th":"1","Cantrips Known":"4"}}},features_by_level:{"1":[{id:"druidic",name:"Druidic",description:"You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the *Speak with Animals* spell prepared.\n\nYou can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.",effects:[{kind:"proficiency",proficiency_type:"language",value:"Druidic"}]},{id:"primal-order",name:"Primal Order",description:"You have dedicated yourself to one of the following sacred roles of your choice.\n\n**Magician.** You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).\n\n**Warden.** Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.",choices:[{kind:"select-inline",id:"primal-order",count:1,options:[{value:"magician",label:"Magician",description:"You know one extra cantrip from the Druid spell list, and gain a bonus to Intelligence (Arcana or Nature) checks equal to your Wisdom modifier (minimum +1).",effects:[{kind:"extra-cantrips",count:1},{kind:"skill-bonus",skills:["arcana","nature"],ability:"wis",minimum:1}]},{value:"warden",label:"Warden",description:"Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.",effects:[{kind:"proficiency",proficiency_type:"weapon",value:"martial"},{kind:"proficiency",proficiency_type:"armor",value:"medium"}]}]}]},{id:"spellcasting",name:"Spellcasting",description:`You have learned to cast spells through studying the mystical forces of nature. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.
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**Cantrips.** You know two cantrips of your choice from the Druid spell list. *Druidcraft* and *Produce Flame* are recommended.
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**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.`},{id:"weapon-mastery",name:"Weapon Mastery",description:"Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.",choices:[{kind:"select-entity",id:"weapon-mastery",count:2,entity_type:"weapon"}]}],"2":[{id:"deft-explorer",name:"Deft Explorer",description:'Thanks to your travels, you gain the following benefits.\n\n**Expertise.** Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.\n\n**Languages.** You know two languages of your choice from the language tables in "Character Creation."',choices:[{kind:"select-proficiency",id:"expertise",count:1,domain:"skill",from_proficient:true,expertise:true},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{id:"fighting-style",name:"Fighting Style",description:`You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below.
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**Druidic Warrior.** You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). *Guidance* and *Starry Wisp* are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.`}],"3":[{id:"ranger-subclass",name:"Ranger Subclass",description:"You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"extra-attack",name:"Extra Attack",description:"You can attack twice instead of once whenever you take the Attack action on your turn.",effects:[{kind:"extra-attack",count:1}]}],"6":[{id:"roving",name:"Roving",description:"Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.",effects:[{kind:"speed-bonus",mode:"walk",value:10,inactive_while:"heavy-armor",condition:"while you aren't wearing Heavy armor"},{kind:"speed-bonus",mode:"climb",equal_to:"walk"},{kind:"speed-bonus",mode:"swim",equal_to:"walk"}]}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"9":[{id:"expertise",name:"Expertise",description:"Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.",choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]}],"10":[{id:"tireless",name:"Tireless",description:"Primal forces now help fuel you on your journeys, granting you the following benefits.\n\n**Temporary Hit Points.** As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**Decrease Exhaustion.** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.",action:"action",resources:[{id:"ranger:tireless",name:"Tireless",max_formula:"max(1, {wis_mod})",reset:"long-rest"}]}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"13":[{id:"relentless-hunter",name:"Relentless Hunter",description:"Taking damage can't break your Concentration on *Hunter's Mark*."}],"14":[{id:"natures-veil",name:"Nature's Veil",description:"You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.",action:"bonus-action",resources:[{id:"ranger:natures-veil",name:"Nature's Veil",max_formula:"max(1, {wis_mod})",reset:"long-rest"}]}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"17":[{id:"precise-hunter",name:"Precise Hunter",description:"You have Advantage on attack rolls against the creature currently marked by your *Hunter's Mark*."}],"18":[{id:"feral-senses",name:"Feral Senses",description:"Your connection to the forces of nature grants you Blindsight with a range of 30 feet."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"foe-slayer",name:"Foe Slayer",description:"The damage die of your *Hunter's Mark* is a d10 rather than a d6."}]},resources:[],additional_spells:[{prepared:{"1":["hunter's mark"]}}],feat_progression:[{name:"Fighting Style",category:["FS","FS:R"],progression:{"2":1}}],starting_gold:{fixed:150}},{slug:"srd-2024_class_rogue",name:"Rogue",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d8",primary_abilities:["dex"],standard_array:{str:12,dex:15,con:13,int:14,wis:10,cha:8},saving_throws:["dex","int"],proficiencies:{armor:["light"],weapons:{categories:["simple"],fixed:["Martial weapons that have the Finesse or Light property"]},tools:{fixed:["Thieves' Tools"]}},skill_choices:{count:4,from:["acrobatics","athletics","deception","insight","intimidation","investigation","perception","persuasion","sleight-of-hand","stealth"]},starting_equipment:[{kind:"choice",options:[{label:"Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP",grants:[{item:"leather-armor"},{item:"dagger",qty:2},{item:"shortsword"},{item:"shortbow"},{gold:8},{item:"arrows-20"},{item:"quiver"},{item:"thieves-tools"},{item:"burglars-pack"}]},{label:"100 GP",grants:[{gold:100}]}]}],spellcasting:null,subclass_level:3,subclass_feature_name:"Rogue Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["expertise","sneak-attack","thieves-cant","weapon-mastery"],columns:{"Sneak Attack":"1d6"}},"2":{prof_bonus:2,feature_ids:["cunning-action"],columns:{"Sneak Attack":"1d6"}},"3":{prof_bonus:2,feature_ids:["rogue-subclass","steady-aim"],columns:{"Sneak Attack":"2d6"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"2d6"}},"5":{prof_bonus:3,feature_ids:["cunning-strike","uncanny-dodge"],columns:{"Sneak Attack":"3d6"}},"6":{prof_bonus:3,feature_ids:["expertise"],columns:{"Sneak Attack":"3d6"}},"7":{prof_bonus:3,feature_ids:["evasion","reliable-talent"],columns:{"Sneak Attack":"4d6"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"4d6"}},"9":{prof_bonus:4,feature_ids:[],columns:{"Sneak Attack":"5d6"}},"10":{prof_bonus:4,feature_ids:[],columns:{"Sneak Attack":"5d6"}},"11":{prof_bonus:4,feature_ids:["improved-cunning-strike"],columns:{"Sneak Attack":"6d6"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"6d6"}},"13":{prof_bonus:5,feature_ids:[],columns:{"Sneak Attack":"7d6"}},"14":{prof_bonus:5,feature_ids:["devious-strikes"],columns:{"Sneak Attack":"7d6"}},"15":{prof_bonus:5,feature_ids:["slippery-mind"],columns:{"Sneak Attack":"8d6"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"8d6"}},"17":{prof_bonus:6,feature_ids:[],columns:{"Sneak Attack":"9d6"}},"18":{prof_bonus:6,feature_ids:["elusive"],columns:{"Sneak Attack":"9d6"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{"Sneak Attack":"10d6"}},"20":{prof_bonus:6,feature_ids:["stroke-of-luck"],columns:{"Sneak Attack":"10d6"}}},features_by_level:{"1":[{id:"expertise",name:"Expertise",description:"You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.",choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]},{id:"sneak-attack",name:"Sneak Attack",description:"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.\n\nYou don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.\n\nThe extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.",effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"1d6",applies_to:["finesse","ranged"],condition:"if you have Advantage on the roll"}]},{id:"thieves-cant",name:"Thieves' Cant",description:`You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."`,choices:[{kind:"select-proficiency",id:"languages",count:1,domain:"language"}],effects:[{kind:"proficiency",proficiency_type:"language",value:"Thieves' Cant"}]},{id:"weapon-mastery",name:"Weapon Mastery",description:"Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.",choices:[{kind:"select-entity",id:"weapon-mastery",count:2,entity_type:"weapon"}]}],"2":[{id:"cunning-action",name:"Cunning Action",description:"Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."}],"3":[{id:"rogue-subclass",name:"Rogue Subclass",description:"You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]},{id:"steady-aim",name:"Steady Aim",description:"As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn."}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"cunning-strike",name:"Cunning Strike",description:"You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.\n\nIf a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.\n\n**Poison (Cost: 1d6).** You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.\n\nTo use this effect, you must have a Poisoner's Kit on your person.\n\n**Trip (Cost: 1d6).** If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.\n\n**Withdraw (Cost: 1d6).** Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks."},{id:"uncanny-dodge",name:"Uncanny Dodge",description:"When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down)."}],"6":[{id:"expertise",name:"Expertise",description:"You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.",choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]}],"7":[{id:"evasion",name:"Evasion",description:"You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition."},{id:"reliable-talent",name:"Reliable Talent",description:"Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"11":[{id:"improved-cunning-strike",name:"Improved Cunning Strike",description:"You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect."}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"14":[{id:"devious-strikes",name:"Devious Strikes",description:"You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.\n\n**Daze (Cost: 2d6).** The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.\n\n**Knock Out (Cost: 6d6).** The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\n**Obscure (Cost: 3d6).** The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn."}],"15":[{id:"slippery-mind",name:"Slippery Mind",description:"Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"18":[{id:"elusive",name:"Elusive",description:"You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"stroke-of-luck",name:"Stroke of Luck",description:"You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.\n\nOnce you use this feature, you can't use it again until you finish a Short or Long Rest.",resources:[{id:"rogue:stroke-of-luck",name:"Stroke of Luck",max_formula:"1",reset:"short-rest"}]}]},resources:[],starting_gold:{fixed:100}},{slug:"srd-2024_class_sorcerer",name:"Sorcerer",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d6",primary_abilities:["cha"],standard_array:{str:10,dex:13,con:14,int:8,wis:12,cha:15},saving_throws:["cha","con"],proficiencies:{armor:[],weapons:{categories:["simple"]}},skill_choices:{count:2,from:["arcana","deception","insight","intimidation","persuasion","religion"]},starting_equipment:[{kind:"choice",options:[{label:"Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP",grants:[{item:"spear"},{item:"dagger",qty:2},{gold:28},{item:"crystal",display_name:"Arcane Focus (crystal)"},{item:"dungeoneers-pack"}]},{label:"50 GP",grants:[{gold:50}]}]}],spellcasting:{caster_type:"full",ability:"cha",preparation:"known",spell_list:"sorcerer"},subclass_level:3,subclass_feature_name:"Sorcerer Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["innate-sorcery","spellcasting"],columns:{Cantrips:"4","Prepared Spells":"2","1st":"2"}},"2":{prof_bonus:2,feature_ids:["font-of-magic","metamagic"],columns:{Cantrips:"4","Prepared Spells":"4","1st":"3","Sorcery Points":"2",Metamagic:"2"}},"3":{prof_bonus:2,feature_ids:["sorcerer-subclass"],columns:{Cantrips:"4","Prepared Spells":"6","1st":"4","2nd":"2","Sorcery Points":"3",Metamagic:"2"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Prepared Spells":"7","1st":"4","2nd":"3","Sorcery Points":"4",Metamagic:"2"}},"5":{prof_bonus:3,feature_ids:["sorcerous-restoration"],columns:{Cantrips:"5","Prepared Spells":"9","1st":"4","2nd":"3","3rd":"2","Sorcery Points":"5",Metamagic:"2"}},"6":{prof_bonus:3,feature_ids:[],columns:{Cantrips:"5","Prepared Spells":"10","1st":"4","2nd":"3","3rd":"3","Sorcery Points":"6",Metamagic:"2"}},"7":{prof_bonus:3,feature_ids:["sorcery-incarnate"],columns:{Cantrips:"5","Prepared Spells":"11","1st":"4","2nd":"3","3rd":"3","4th":"1","Sorcery Points":"7",Metamagic:"2"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Prepared Spells":"12","1st":"4","2nd":"3","3rd":"3","4th":"2","Sorcery Points":"8",Metamagic:"2"}},"9":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"5","Prepared Spells":"14","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"1","Sorcery Points":"9",Metamagic:"2"}},"10":{prof_bonus:4,feature_ids:["metamagic"],columns:{Cantrips:"6","Prepared Spells":"15","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","Sorcery Points":"10",Metamagic:"4"}},"11":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Sorcery Points":"11",Metamagic:"4"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{Cantrips:"6","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Sorcery Points":"12",Metamagic:"4"}},"13":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Sorcery Points":"13",Metamagic:"4"}},"14":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Sorcery Points":"14",Metamagic:"4"}},"15":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Sorcery Points":"15",Metamagic:"4"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{Cantrips:"6","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Sorcery Points":"16",Metamagic:"4"}},"17":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"19","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","9th":"1","Sorcery Points":"17",Metamagic:"6"}},"18":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"20","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"1","7th":"1","8th":"1","9th":"1","Sorcery Points":"18",Metamagic:"6"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{Cantrips:"6","Prepared Spells":"21","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"1","8th":"1","9th":"1","Sorcery Points":"19",Metamagic:"6"}},"20":{prof_bonus:6,feature_ids:["arcane-apotheosis"],columns:{Cantrips:"6","Prepared Spells":"22","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"2","8th":"1","9th":"1","Sorcery Points":"20",Metamagic:"6"}}},features_by_level:{"1":[{id:"innate-sorcery",name:"Innate Sorcery",description:"An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:\n\n- The spell save DC of your Sorcerer spells increases by 1.\n- You have Advantage on the attack rolls of Sorcerer spells you cast.\n\nYou can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.",action:"bonus-action",resources:[{id:"sorcerer:innate-sorcery",name:"Innate Sorcery",max_formula:"2",reset:"long-rest"}]},{id:"spellcasting",name:"Spellcasting",description:`Drawing from your innate magic, you can cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
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**Druidic Warrior.** You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). *Guidance* and *Starry Wisp* are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.`}],"3":[{id:"ranger-subclass",name:"Ranger Subclass",description:"You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"extra-attack",name:"Extra Attack",description:"You can attack twice instead of once whenever you take the Attack action on your turn.",effects:[{kind:"extra-attack",count:1}]}],"6":[{id:"roving",name:"Roving",description:"Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.",effects:[{kind:"speed-bonus",mode:"walk",value:10,inactive_while:"heavy-armor",condition:"while you aren't wearing Heavy armor"},{kind:"speed-bonus",mode:"climb",equal_to:"walk"},{kind:"speed-bonus",mode:"swim",equal_to:"walk"}]}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"9":[{id:"expertise",name:"Expertise",description:"Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.",choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]}],"10":[{id:"tireless",name:"Tireless",description:"Primal forces now help fuel you on your journeys, granting you the following benefits.\n\n**Temporary Hit Points.** As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\n**Decrease Exhaustion.** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.",action:"action",resources:[{id:"ranger:tireless",name:"Tireless",max_formula:"max(1, {wis_mod})",reset:"long-rest"}]}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"13":[{id:"relentless-hunter",name:"Relentless Hunter",description:"Taking damage can't break your Concentration on *Hunter's Mark*."}],"14":[{id:"natures-veil",name:"Nature's Veil",description:"You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.",action:"bonus-action",resources:[{id:"ranger:natures-veil",name:"Nature's Veil",max_formula:"max(1, {wis_mod})",reset:"long-rest"}],effects:[{kind:"apply-condition",condition:"invisible"}],activatable:true,duration:{amount:1,unit:"round"}}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"17":[{id:"precise-hunter",name:"Precise Hunter",description:"You have Advantage on attack rolls against the creature currently marked by your *Hunter's Mark*."}],"18":[{id:"feral-senses",name:"Feral Senses",description:"Your connection to the forces of nature grants you Blindsight with a range of 30 feet."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"foe-slayer",name:"Foe Slayer",description:"The damage die of your *Hunter's Mark* is a d10 rather than a d6."}]},resources:[],additional_spells:[{prepared:{"1":["hunter's mark"]}}],feat_progression:[{name:"Fighting Style",category:["FS","FS:R"],progression:{"2":1}}],starting_gold:{fixed:150}},{slug:"srd-2024_class_rogue",name:"Rogue",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d8",primary_abilities:["dex"],standard_array:{str:12,dex:15,con:13,int:14,wis:10,cha:8},saving_throws:["dex","int"],proficiencies:{armor:["light"],weapons:{categories:["simple"],fixed:["Martial weapons that have the Finesse or Light property"]},tools:{fixed:["Thieves' Tools"]}},skill_choices:{count:4,from:["acrobatics","athletics","deception","insight","intimidation","investigation","perception","persuasion","sleight-of-hand","stealth"]},starting_equipment:[{kind:"choice",options:[{label:"Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP",grants:[{item:"leather-armor"},{item:"dagger",qty:2},{item:"shortsword"},{item:"shortbow"},{gold:8},{item:"arrows-20"},{item:"quiver"},{item:"thieves-tools"},{item:"burglars-pack"}]},{label:"100 GP",grants:[{gold:100}]}]}],spellcasting:null,subclass_level:3,subclass_feature_name:"Rogue Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["expertise","sneak-attack","thieves-cant","weapon-mastery"],columns:{"Sneak Attack":"1d6"}},"2":{prof_bonus:2,feature_ids:["cunning-action"],columns:{"Sneak Attack":"1d6"}},"3":{prof_bonus:2,feature_ids:["rogue-subclass","steady-aim"],columns:{"Sneak Attack":"2d6"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"2d6"}},"5":{prof_bonus:3,feature_ids:["cunning-strike","uncanny-dodge"],columns:{"Sneak Attack":"3d6"}},"6":{prof_bonus:3,feature_ids:["expertise"],columns:{"Sneak Attack":"3d6"}},"7":{prof_bonus:3,feature_ids:["evasion","reliable-talent"],columns:{"Sneak Attack":"4d6"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"4d6"}},"9":{prof_bonus:4,feature_ids:[],columns:{"Sneak Attack":"5d6"}},"10":{prof_bonus:4,feature_ids:[],columns:{"Sneak Attack":"5d6"}},"11":{prof_bonus:4,feature_ids:["improved-cunning-strike"],columns:{"Sneak Attack":"6d6"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"6d6"}},"13":{prof_bonus:5,feature_ids:[],columns:{"Sneak Attack":"7d6"}},"14":{prof_bonus:5,feature_ids:["devious-strikes"],columns:{"Sneak Attack":"7d6"}},"15":{prof_bonus:5,feature_ids:["slippery-mind"],columns:{"Sneak Attack":"8d6"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{"Sneak Attack":"8d6"}},"17":{prof_bonus:6,feature_ids:[],columns:{"Sneak Attack":"9d6"}},"18":{prof_bonus:6,feature_ids:["elusive"],columns:{"Sneak Attack":"9d6"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{"Sneak Attack":"10d6"}},"20":{prof_bonus:6,feature_ids:["stroke-of-luck"],columns:{"Sneak Attack":"10d6"}}},features_by_level:{"1":[{id:"expertise",name:"Expertise",description:"You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.",choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]},{id:"sneak-attack",name:"Sneak Attack",description:"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.\n\nYou don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.\n\nThe extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.",effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"1d6",applies_to:["finesse","ranged"],condition:"if you have Advantage on the roll"}]},{id:"thieves-cant",name:"Thieves' Cant",description:`You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."`,choices:[{kind:"select-proficiency",id:"languages",count:1,domain:"language"}],effects:[{kind:"proficiency",proficiency_type:"language",value:"Thieves' Cant"}]},{id:"weapon-mastery",name:"Weapon Mastery",description:"Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.\n\nWhenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.",choices:[{kind:"select-entity",id:"weapon-mastery",count:2,entity_type:"weapon"}]}],"2":[{id:"cunning-action",name:"Cunning Action",description:"Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."}],"3":[{id:"rogue-subclass",name:"Rogue Subclass",description:"You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]},{id:"steady-aim",name:"Steady Aim",description:"As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn."}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"cunning-strike",name:"Cunning Strike",description:"You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.\n\nIf a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.\n\n**Poison (Cost: 1d6).** You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.\n\nTo use this effect, you must have a Poisoner's Kit on your person.\n\n**Trip (Cost: 1d6).** If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.\n\n**Withdraw (Cost: 1d6).** Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks."},{id:"uncanny-dodge",name:"Uncanny Dodge",description:"When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down)."}],"6":[{id:"expertise",name:"Expertise",description:"You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.",choices:[{kind:"select-proficiency",id:"expertise",count:2,domain:"skill",from_proficient:true,expertise:true}]}],"7":[{id:"evasion",name:"Evasion",description:"You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition."},{id:"reliable-talent",name:"Reliable Talent",description:"Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"11":[{id:"improved-cunning-strike",name:"Improved Cunning Strike",description:"You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect."}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"14":[{id:"devious-strikes",name:"Devious Strikes",description:"You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.\n\n**Daze (Cost: 2d6).** The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.\n\n**Knock Out (Cost: 6d6).** The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\n**Obscure (Cost: 3d6).** The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn."}],"15":[{id:"slippery-mind",name:"Slippery Mind",description:"Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"18":[{id:"elusive",name:"Elusive",description:"You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"stroke-of-luck",name:"Stroke of Luck",description:"You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.\n\nOnce you use this feature, you can't use it again until you finish a Short or Long Rest.",resources:[{id:"rogue:stroke-of-luck",name:"Stroke of Luck",max_formula:"1",reset:"short-rest"}]}]},resources:[],starting_gold:{fixed:100}},{slug:"srd-2024_class_sorcerer",name:"Sorcerer",edition:"2024",source:"SRD 5.2",description:"",hit_die:"d6",primary_abilities:["cha"],standard_array:{str:10,dex:13,con:14,int:8,wis:12,cha:15},saving_throws:["cha","con"],proficiencies:{armor:[],weapons:{categories:["simple"]}},skill_choices:{count:2,from:["arcana","deception","insight","intimidation","persuasion","religion"]},starting_equipment:[{kind:"choice",options:[{label:"Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP",grants:[{item:"spear"},{item:"dagger",qty:2},{gold:28},{item:"crystal",display_name:"Arcane Focus (crystal)"},{item:"dungeoneers-pack"}]},{label:"50 GP",grants:[{gold:50}]}]}],spellcasting:{caster_type:"full",ability:"cha",preparation:"known",spell_list:"sorcerer"},subclass_level:3,subclass_feature_name:"Sorcerer Subclass",weapon_mastery:null,epic_boon_level:null,table:{"1":{prof_bonus:2,feature_ids:["innate-sorcery","spellcasting"],columns:{Cantrips:"4","Prepared Spells":"2","1st":"2"}},"2":{prof_bonus:2,feature_ids:["font-of-magic","metamagic"],columns:{Cantrips:"4","Prepared Spells":"4","1st":"3","Sorcery Points":"2",Metamagic:"2"}},"3":{prof_bonus:2,feature_ids:["sorcerer-subclass"],columns:{Cantrips:"4","Prepared Spells":"6","1st":"4","2nd":"2","Sorcery Points":"3",Metamagic:"2"}},"4":{prof_bonus:2,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Prepared Spells":"7","1st":"4","2nd":"3","Sorcery Points":"4",Metamagic:"2"}},"5":{prof_bonus:3,feature_ids:["sorcerous-restoration"],columns:{Cantrips:"5","Prepared Spells":"9","1st":"4","2nd":"3","3rd":"2","Sorcery Points":"5",Metamagic:"2"}},"6":{prof_bonus:3,feature_ids:[],columns:{Cantrips:"5","Prepared Spells":"10","1st":"4","2nd":"3","3rd":"3","Sorcery Points":"6",Metamagic:"2"}},"7":{prof_bonus:3,feature_ids:["sorcery-incarnate"],columns:{Cantrips:"5","Prepared Spells":"11","1st":"4","2nd":"3","3rd":"3","4th":"1","Sorcery Points":"7",Metamagic:"2"}},"8":{prof_bonus:3,feature_ids:["ability-score-improvement"],columns:{Cantrips:"5","Prepared Spells":"12","1st":"4","2nd":"3","3rd":"3","4th":"2","Sorcery Points":"8",Metamagic:"2"}},"9":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"5","Prepared Spells":"14","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"1","Sorcery Points":"9",Metamagic:"2"}},"10":{prof_bonus:4,feature_ids:["metamagic"],columns:{Cantrips:"6","Prepared Spells":"15","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","Sorcery Points":"10",Metamagic:"4"}},"11":{prof_bonus:4,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Sorcery Points":"11",Metamagic:"4"}},"12":{prof_bonus:4,feature_ids:["ability-score-improvement"],columns:{Cantrips:"6","Prepared Spells":"16","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","Sorcery Points":"12",Metamagic:"4"}},"13":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Sorcery Points":"13",Metamagic:"4"}},"14":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"17","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","Sorcery Points":"14",Metamagic:"4"}},"15":{prof_bonus:5,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Sorcery Points":"15",Metamagic:"4"}},"16":{prof_bonus:5,feature_ids:["ability-score-improvement"],columns:{Cantrips:"6","Prepared Spells":"18","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","Sorcery Points":"16",Metamagic:"4"}},"17":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"19","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"2","6th":"1","7th":"1","8th":"1","9th":"1","Sorcery Points":"17",Metamagic:"6"}},"18":{prof_bonus:6,feature_ids:[],columns:{Cantrips:"6","Prepared Spells":"20","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"1","7th":"1","8th":"1","9th":"1","Sorcery Points":"18",Metamagic:"6"}},"19":{prof_bonus:6,feature_ids:["epic-boon"],columns:{Cantrips:"6","Prepared Spells":"21","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"1","8th":"1","9th":"1","Sorcery Points":"19",Metamagic:"6"}},"20":{prof_bonus:6,feature_ids:["arcane-apotheosis"],columns:{Cantrips:"6","Prepared Spells":"22","1st":"4","2nd":"3","3rd":"3","4th":"3","5th":"3","6th":"2","7th":"2","8th":"1","9th":"1","Sorcery Points":"20",Metamagic:"6"}}},features_by_level:{"1":[{id:"innate-sorcery",name:"Innate Sorcery",description:"An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:\n\n- The spell save DC of your Sorcerer spells increases by 1.\n- You have Advantage on the attack rolls of Sorcerer spells you cast.\n\nYou can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.",action:"bonus-action",resources:[{id:"sorcerer:innate-sorcery",name:"Innate Sorcery",max_formula:"2",reset:"long-rest"}],effects:[{kind:"spell-bonus",save_dc:1,spell_class:"sorcerer"},{kind:"roll-modifier",mode:"advantage",roll:"attack",spell_class:"sorcerer"}],activatable:true,consumes:{source:"resource",resource:"sorcerer:innate-sorcery",amount:1},duration:{amount:1,unit:"minute"}},{id:"spellcasting",name:"Spellcasting",description:`Drawing from your innate magic, you can cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
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**Cantrips.** You know four Sorcerer cantrips of your choice. *Light*, *Prestidigitation*, *Shocking Grasp*, and *Sorcerous Burst* are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
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You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
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Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.`}],"3":[{id:"sorcerer-subclass",name:"Sorcerer Subclass",description:"You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"sorcerous-restoration",name:"Sorcerous Restoration",description:"When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.",resources:[{id:"sorcerer:sorcerous-restoration",name:"Sorcerous Restoration",max_formula:"1",reset:"long-rest"}]}],"7":[{id:"sorcery-incarnate",name:"Sorcery Incarnate",description:"If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.\n\nIn addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"10":[{id:"metamagic",name:"Metamagic",description:`Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
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Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.`}],"3":[{id:"sorcerer-subclass",name:"Sorcerer Subclass",description:"You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"sorcerous-restoration",name:"Sorcerous Restoration",description:"When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.",resources:[{id:"sorcerer:sorcerous-restoration",name:"Sorcerous Restoration",max_formula:"1",reset:"long-rest"}]}],"7":[{id:"sorcery-incarnate",name:"Sorcery Incarnate",description:"If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.\n\nIn addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.",consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2,for_feature:"innate-sorcery"}}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"10":[{id:"metamagic",name:"Metamagic",description:`Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
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You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
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> **Copying the Book.** You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
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> If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.`}],"2":[{id:"scholar",name:"Scholar",description:"While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.",choices:[{kind:"select-proficiency",id:"expertise",count:1,domain:"skill",from:["arcana","history","investigation","medicine","nature","religion"],from_proficient:true,expertise:true}]}],"3":[{id:"wizard-subclass",name:"Wizard Subclass",description:"You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"memorize-spell",name:"Memorize Spell",description:"Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"18":[{id:"spell-mastery",name:"Spell Mastery",description:"You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.\n\nWhenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"signature-spells",name:"Signature Spells",description:"Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.",resources:[{id:"wizard:signature-spells",name:"Signature Spells",max_formula:"2",reset:"short-rest"}]}]},resources:[],starting_gold:{fixed:55}}];var subclass_2014_default=[{slug:"srd-5e_subclass_champion",name:"Champion",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Fighter]]",features_by_level:{"3":[{id:"improved-critical",name:"Improved Critical",description:"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.",effects:[{kind:"crit-range",min_roll:19,applies_to:"weapon"}]}],"7":[{id:"remarkable-athlete",name:"Remarkable Athlete",description:"Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.",effects:[{kind:"half-proficiency",skills:["athletics","acrobatics","sleight-of-hand","stealth"],round:"up"}]}],"10":[{id:"additional-fighting-style",name:"Additional Fighting Style",description:"At 10th level, you can choose a second option from the Fighting Style class feature.",choices:[{kind:"select-entity",id:"fighting-style",count:1,entity_type:"optional-feature",where:{feature_type:"fighting_style",available_to:"self"}}]}],"15":[{id:"superior-critical",name:"Superior Critical",description:"Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.",effects:[{kind:"crit-range",min_roll:18,applies_to:"weapon"}]}],"18":[{id:"survivor",name:"Survivor",description:"At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points."}]},resources:[]},{slug:"srd-5e_subclass_circle-of-the-land",name:"Circle of the Land",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Druid]]",features_by_level:{"2":[{id:"bonus-cantrip",name:"Bonus Cantrip",description:"When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice."},{id:"natural-recovery",name:"Natural Recovery",description:"Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.",resources:[{id:"circle-of-the-land:natural-recovery",name:"Natural Recovery",max_formula:"1",reset:"long-rest",recovery:[{id:"circle-of-the-land:natural-recovery-slots",name:"Recover spell slots",amount:"ceil({class_level}/2)",reset:"long-rest",restores:"spell-slots"}]}]}],"3":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"5":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"6":[{id:"lands-stride",name:"Land's Stride",description:"Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell."}],"7":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"9":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"10":[{id:"natures-ward",name:"Nature's Ward",description:"When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease."}],"14":[{id:"natures-sanctuary",name:"Nature's Sanctuary",description:"When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n\r\nThe creature is aware of this effect before it makes its attack against you."}]},resources:[],additional_spells:[{name:"Arctic",prepared:{"3":["hold person","spike growth"],"5":["sleet storm","slow"],"7":["freedom of movement","ice storm"],"9":["commune with nature","cone of cold"]}},{name:"Coast",prepared:{"3":["mirror image","misty step"],"5":["water breathing","water walk"],"7":["control water","freedom of movement"],"9":["conjure elemental","scrying"]}},{name:"Desert",prepared:{"3":["blur","silence"],"5":["create food and water","protection from energy"],"7":["blight","hallucinatory terrain"],"9":["insect plague","wall of stone"]}},{name:"Forest",prepared:{"3":["barkskin","spider climb"],"5":["call lightning","plant growth"],"7":["divination","freedom of movement"],"9":["commune with nature","tree stride"]}},{name:"Grassland",prepared:{"3":["invisibility","pass without trace"],"5":["daylight","haste"],"7":["divination","freedom of movement"],"9":["dream","insect plague"]}},{name:"Mountain",prepared:{"3":["spider climb","spike growth"],"5":["lightning bolt","meld into stone"],"7":["stone shape","stoneskin"],"9":["passwall","wall of stone"]}},{name:"Swamp",prepared:{"3":["darkness","acid arrow"],"5":["water walk","stinking cloud"],"7":["freedom of movement","locate creature"],"9":["insect plague","scrying"]}},{name:"Underdark",prepared:{"3":["spider climb","web"],"5":["gaseous form","stinking cloud"],"7":["greater invisibility","stone shape"],"9":["cloudkill","insect plague"]}}]},{slug:"srd-5e_subclass_college-of-lore",name:"College of Lore",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Bard]]",features_by_level:{"3":[{id:"bonus-proficiencies",name:"Bonus Proficiencies",description:"When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.",choices:[{kind:"select-proficiency",id:"skills",count:3,domain:"skill"}]},{id:"cutting-words",name:"Cutting Words",description:"Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed."}],"6":[{id:"additional-magical-secrets",name:"Additional Magical Secrets",description:"At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know."}],"14":[{id:"peerless-skill",name:"Peerless Skill",description:"Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail."}]},resources:[]},{slug:"srd-5e_subclass_draconic-bloodline",name:"Draconic Bloodline",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Sorcerer]]",features_by_level:{"1":[{id:"draconic-resilience",name:"Draconic Resilience",description:"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.\r\n\r\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.",effects:[{kind:"hp-per-level-bonus",value:1},{kind:"unarmored-ac",abilities:["dex"],base:13,allow_shield:true}]},{id:"dragon-ancestor",name:"Dragon Ancestor",description:"At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.\r\n\r\n### Draconic Ancestry (table)\r\n| Dragon | Damage Type |\r\n| --- | --- |\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |\r\n\r\nYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.",choices:[{kind:"select-inline",id:"draconic-ancestry",count:1,options:[{value:"black",label:"Black (Acid)"},{value:"blue",label:"Blue (Lightning)"},{value:"brass",label:"Brass (Fire)"},{value:"bronze",label:"Bronze (Lightning)"},{value:"copper",label:"Copper (Acid)"},{value:"gold",label:"Gold (Fire)"},{value:"green",label:"Green (Poison)"},{value:"red",label:"Red (Fire)"},{value:"silver",label:"Silver (Cold)"},{value:"white",label:"White (Cold)"}]}]}],"6":[{id:"elemental-affinity",name:"Elemental Affinity",description:"Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_type_pick:"draconic-ancestry",once:true}}]}],"14":[{id:"dragon-wings",name:"Dragon Wings",description:"At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.\r\n\r\nYou can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them."}],"18":[{id:"draconic-presence",name:"Draconic Presence",description:"Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours."}]},resources:[]},{slug:"srd-5e_subclass_hunter",name:"Hunter",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Ranger]]",features_by_level:{"3":[{id:"hunters-prey",name:"Hunter's Prey",description:"At 3rd level, you gain one of the following features of your choice.\r\n\r\n***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\n***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.",choices:[{kind:"select-inline",id:"hunters-prey",count:1,options:[{value:"colossus-slayer",label:"Colossus Slayer",description:"When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.",effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"1d8",applies_to:"weapon",condition:"once per turn, if the target is below its hit point maximum"}]},{value:"giant-killer",label:"Giant Killer",description:"When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack."},{value:"horde-breaker",label:"Horde Breaker",description:"Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon."}]}]}],"7":[{id:"defensive-tactics",name:"Defensive Tactics",description:"At 7th level, you gain one of the following features of your choice.\r\n\r\n***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.\r\n\r\n***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n***Steel Will.*** You have advantage on saving throws against being frightened.",choices:[{kind:"select-inline",id:"defensive-tactics",count:1,options:[{value:"escape-the-horde",label:"Escape the Horde",description:"Opportunity attacks against you are made with disadvantage."},{value:"multiattack-defense",label:"Multiattack Defense",description:"When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn."},{value:"steel-will",label:"Steel Will",description:"You have advantage on saving throws against being frightened."}]}]}],"11":[{id:"multiattack",name:"Multiattack",description:"At 11th level, you gain one of the following features of your choice.\r\n\r\n***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\r\n\r\n***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.",choices:[{kind:"select-inline",id:"multiattack",count:1,options:[{value:"volley",label:"Volley",description:"You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target."},{value:"whirlwind-attack",label:"Whirlwind Attack",description:"You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target."}]}]}],"15":[{id:"superior-hunters-defense",name:"Superior Hunter's Defense",description:"At 15th level, you gain one of the following features of your choice.\r\n\r\n***Evasion.*** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.",choices:[{kind:"select-inline",id:"superior-hunters-defense",count:1,options:[{value:"evasion",label:"Evasion",description:"When you make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure."},{value:"stand-against-the-tide",label:"Stand Against the Tide",description:"When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature of your choice."},{value:"uncanny-dodge",label:"Uncanny Dodge",description:"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you."}]}]}]},resources:[]},{slug:"srd-5e_subclass_life-domain",name:"Life Domain",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Cleric]]",features_by_level:{"1":[{id:"bonus-proficiency",name:"Bonus Proficiency",description:"When you choose this domain at 1st level, you gain proficiency with heavy armor."},{id:"disciple-of-life",name:"Disciple of Life",description:"Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level."},{id:"life-domain-spells-table",name:"Life Domain Spells (table)",description:"Cleric Level | Spells |\r\n|---|---|\r\n| 1st | bless, cure wounds | \r\n| 3rd | lesser restoration, spiritual weapon |\r\n| 5th | beacon of hope, revivify |\r\n| 7th | death ward, guardian of faith |\r\n| 9th | mass cure wounds, raise dead |"}],"2":[{id:"channel-divinity-preserve-life",name:"Channel Divinity: Preserve Life",description:"Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct."}],"6":[{id:"blessed-healer",name:"Blessed Healer",description:"Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level."}],"8":[{id:"divine-strike",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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.",effects:[{kind:"damage-bonus",damage_type:"radiant",amount:"1d8",applies_to:"weapon",condition:"once on each of your turns when you hit a creature with a weapon attack"}]}],"17":[{id:"supreme-healing",name:"Supreme Healing",description:"Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12."}]},resources:[],additional_spells:[{prepared:{"1":["bless","cure wounds"],"3":["lesser restoration","spiritual weapon"],"5":["beacon of hope","revivify"],"7":["death ward","guardian of faith"],"9":["mass cure wounds","raise dead"]}}]},{slug:"srd-5e_subclass_oath-of-devotion",name:"Oath of Devotion",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Paladin]]",features_by_level:{"3":[{id:"channel-divinity",name:"Channel Divinity",description:"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\n\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n**Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",action:"action"},{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"},{id:"tenets-of-devotion",name:"Tenets of Devotion",description:"Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n*Honesty.* Don't lie or cheat. Let your word be your promise.\r\n\r\n*Courage.* Never fear to act, though caution is wise.\r\n\r\n*Compassion.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n*Honor.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n*Duty.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you."}],"5":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"7":[{id:"aura-of-devotion",name:"Aura of Devotion",description:"Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.",effects:[{kind:"immune-condition",condition:"Charmed"}]}],"9":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"13":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"15":[{id:"purity-of-spirit",name:"Purity of Spirit",description:"Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell."}],"17":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"18":[{id:"aura-of-devotion",name:"Aura of Devotion",description:"Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.",effects:[{kind:"immune-condition",condition:"Charmed"}]}],"20":[{id:"holy-nimbus",name:"Holy Nimbus",description:"At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",action:"action",resources:[{id:"paladin:holy-nimbus-uses",name:"Holy Nimbus",max_formula:"1",reset:"long-rest"}]}]},resources:[],additional_spells:[{prepared:{"3":["protection from evil and good","sanctuary"],"5":["lesser restoration","zone of truth"],"9":["beacon of hope","dispel magic"],"13":["freedom of movement","guardian of faith"],"17":["commune","flame strike"]}}]},{slug:"srd-5e_subclass_path-of-the-berserker",name:"Path of the Berserker",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Barbarian]]",features_by_level:{"3":[{id:"frenzy",name:"Frenzy",description:"Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A)."}],"6":[{id:"mindless-rage",name:"Mindless Rage",description:"Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.",effects:[{kind:"immune-condition",condition:"Charmed",while:"you are raging"},{kind:"immune-condition",condition:"Frightened",while:"you are raging"}]}],"10":[{id:"intimidating-presence",name:"Intimidating Presence",description:"Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours."}],"14":[{id:"retaliation",name:"Retaliation",description:"Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature."}]},resources:[]},{slug:"srd-5e_subclass_school-of-evocation",name:"School of Evocation",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Wizard]]",features_by_level:{"2":[{id:"evocation-savant",name:"Evocation Savant",description:"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved."},{id:"sculpt-spells",name:"Sculpt Spells",description:"Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."}],"6":[{id:"potent-cantrip",name:"Potent Cantrip",description:"Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."}],"10":[{id:"empowered-evocation",name:"Empowered Evocation",description:"Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{int_mod}",applies_to:"spell",spell_scope:{list:"wizard",school:"evocation",once:true}}]}],"14":[{id:"overchannel",name:"Overchannel",description:"Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.",resources:[{id:"school-of-evocation:overchannel",name:"Overchannel",max_formula:"1",reset:"long-rest"}]}]},resources:[]},{slug:"srd-5e_subclass_the-fiend",name:"The Fiend",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Warlock]]",features_by_level:{"1":[{id:"dark-ones-blessing",name:"Dark One's Blessing",description:"Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)."},{id:"expanded-spell-list",name:"Expanded Spell List",description:"The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n### Fiend Expanded Spells (table)\r\n| Spell Level | Spells |\r\n| --- | --- |\r\n| 1st | burning hands, command |\r\n| 2nd | blindness/deafness, scorching ray |\r\n| 3rd | fireball, stinking cloud |\r\n| 4th | fire shield, wall of fire |\r\n| 5th | flame strike, hallow |"}],"6":[{id:"dark-ones-own-luck",name:"Dark One's Own Luck",description:"Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.",resources:[{id:"warlock:dark-ones-own-luck-uses",name:"Dark One's Own Luck",max_formula:"1",reset:"short-rest"}]}],"10":[{id:"fiendish-resilience",name:"Fiendish Resilience",description:"Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance."}],"14":[{id:"hurl-through-hell",name:"Hurl Through Hell",description:"Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\r\n\r\nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",resources:[{id:"warlock:hurl-through-hell-uses",name:"Hurl Through Hell",max_formula:"1",reset:"long-rest"}]}]},resources:[]},{slug:"srd-5e_subclass_thief",name:"Thief",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Rogue]]",features_by_level:{"3":[{id:"fast-hands",name:"Fast Hands",description:"Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action."},{id:"second-story-work",name:"Second-Story Work",description:"When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier."}],"9":[{id:"supreme-sneak",name:"Supreme Sneak",description:"Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn."}],"13":[{id:"use-magic-device",name:"Use Magic Device",description:"By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items."}],"17":[{id:"thiefs-reflexes",name:"Thief's Reflexes",description:"When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised."}]},resources:[]},{slug:"srd-5e_subclass_way-of-the-open-hand",name:"Way of the Open Hand",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Monk]]",features_by_level:{"3":[{id:"open-hand-technique",name:"Open Hand Technique",description:"Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:\r\n\r\n* It must succeed on a Dexterity saving throw or be knocked prone.\r\n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\n* It can't take reactions until the end of your next turn."}],"6":[{id:"wholeness-of-body",name:"Wholeness of Body",description:"At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.",action:"action",resources:[{id:"way-of-the-open-hand:wholeness-of-body",name:"Wholeness of Body",max_formula:"1",reset:"long-rest"}]}],"11":[{id:"tranquility",name:"Tranquility",description:"Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus."}],"17":[{id:"quivering-palm",name:"Quivering Palm",description:"At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.\r\n\r\nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action."}]},resources:[]}];var subclass_2024_default=[{slug:"srd-2024_subclass_champion",name:"Champion",edition:"2024",source:"SRD 5.2",description:"*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.",parent_class:"[[SRD 2024/Classes/Fighter]]",features_by_level:{"3":[{id:"improved-critical",name:"Improved Critical",description:"Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.",effects:[{kind:"crit-range",min_roll:19,applies_to:"weapon"}]},{id:"remarkable-athlete",name:"Remarkable Athlete",description:"Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.",effects:[{kind:"roll-modifier",mode:"advantage",roll:"ability-check",scope:"Strength (Athletics) checks"},{kind:"roll-modifier",mode:"advantage",roll:"ability-check",scope:"Initiative rolls"}]}],"7":[{id:"additional-fighting-style",name:"Additional Fighting Style",description:"You gain another Fighting Style feat of your choice."}],"10":[{id:"heroic-warrior",name:"Heroic Warrior",description:"The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it."}],"15":[{id:"superior-critical",name:"Superior Critical",description:"Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18\u201320 on the d20.",effects:[{kind:"crit-range",min_roll:18,applies_to:"weapon"}]}],"18":[{id:"survivor",name:"Survivor",description:"You attain the pinnacle of resilience in battle, giving you these benefits.\n\n**Defy Death**. You have Advantage on Death Saving Throws. Moreover, when you roll 18\u201320 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\n**Heroic Rally**. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."}]},resources:[],feat_progression:[{name:"Fighting Style",category:["FS"],progression:{"7":1}}]},{slug:"srd-2024_subclass_circle-of-the-land",name:"Circle of the Land",edition:"2024",source:"SRD 5.2",description:"*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.",parent_class:"[[SRD 2024/Classes/Druid]]",features_by_level:{"3":[{id:"circle-of-the-land-spells",name:"Circle of the Land Spells",description:"Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nTable: Arid Land\n\n|Druid Level|Circle Spells|\n|---|---|\n|3|Blur, Burning Hands, Fire Bolt|\n|5|Fireball|\n|7|Blight|\n|9|Wall of Stone|\n\nTable: Polar Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Fog Cloud, Hold Person, Ray of Frost|\n|5|Sleet Storm|\n|7|Ice Storm|\n|9|Cone of Cold|\n\nTable: Temperate Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Misty Step, Shocking Grasp, Sleep|\n|5|Lightning Bolt|\n|7|Freedom of Movement|\n|9|Tree Stride|\n\nTable: Tropical Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Acid Splash, Ray of Sickness, Web|\n|5|Stinking Cloud|\n|7|Polymorph|\n|9|Insect Plague|"},{id:"lands-aid",name:"Land's Aid",description:"As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."}],"6":[{id:"natural-recovery",name:"Natural Recovery",description:"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, 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 Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.",resources:[{id:"druid:natural-recovery-free-casts",name:"Natural Recovery Free Cast",max_formula:"1",reset:"long-rest"},{id:"circle-of-the-land:natural-recovery",name:"Natural Recovery",max_formula:"1",reset:"long-rest",recovery:[{id:"circle-of-the-land:natural-recovery-slots",name:"Recover spell slots",amount:"ceil({class_level}/2)",reset:"long-rest",restores:"spell-slots"}]}]}],"10":[{id:"natures-ward",name:"Nature's Ward",description:"You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.\n\n| Land Type | Resistance |\n|---|---|\n| Arid | Fire |\n| Polar | Cold |\n| Temperate | Lightning |\n| Tropical | Poison |"}],"14":[{id:"natures-sanctuary",name:"Nature's Sanctuary",description:"As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself."}]},resources:[],additional_spells:[{name:"Arid Land",prepared:{"3":["blur","burning hands","fire bolt"],"5":["fireball"],"7":["blight"],"9":["wall of stone"]}},{name:"Polar Land",prepared:{"3":["fog cloud","hold person","ray of frost"],"5":["sleet storm"],"7":["ice storm"],"9":["cone of cold"]}},{name:"Temperate Land",prepared:{"3":["misty step","shocking grasp","sleep"],"5":["lightning bolt"],"7":["freedom of movement"],"9":["tree stride"]}},{name:"Tropical Land",prepared:{"3":["acid splash","ray of sickness","web"],"5":["stinking cloud"],"7":["polymorph"],"9":["insect plague"]}}]},{slug:"srd-2024_subclass_college-of-lore",name:"College of Lore",edition:"2024",source:"SRD 5.2",description:"*Plumb the Depths of Magical Knowledge*\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.",parent_class:"[[SRD 2024/Classes/Bard]]",features_by_level:{"3":[{id:"bonus-proficiencies",name:"Bonus Proficiencies",description:"You gain proficiency with three skills of your choice.",choices:[{kind:"select-proficiency",id:"skills",count:3,domain:"skill"}]},{id:"cutting-words",name:"Cutting Words",description:"You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."}],"6":[{id:"magical-discoveries",name:"Magical Discoveries",description:"You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\nYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements."}],"14":[{id:"peerless-skill",name:"Peerless Skill",description:"When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended."}]},resources:[]},{slug:"srd-2024_subclass_draconic-sorcery",name:"Draconic Sorcery",edition:"2024",source:"SRD 5.2",description:"*Breathe the Magic of Dragons*\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.",parent_class:"[[SRD 2024/Classes/Sorcerer]]",features_by_level:{"3":[{id:"draconic-resilience",name:"Draconic Resilience",description:"The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\nParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.",effects:[{kind:"hp-per-level-bonus",value:1},{kind:"unarmored-ac",abilities:["dex","cha"],base:10,allow_shield:true}]},{id:"draconic-spells",name:"Draconic Spells",description:"When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nTable: Draconic Spells\n\n|Sorcerer Level|Spells|\n|---|---|\n|3|Alter Self, Chromatic Orb, Command, Dragon's Breath|\n|5|Fear, Fly|\n|7|Arcane Eye, Charm Monster|\n|9|Legend Lore, Summon Dragon|"}],"6":[{id:"elemental-affinity",name:"Elemental Affinity",description:"Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\nYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.",choices:[{kind:"select-inline",id:"elemental-affinity",count:1,options:[{value:"acid",label:"Acid",effects:[{kind:"resistance",damage_type:"Acid"},{kind:"damage-bonus",damage_type:"acid",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["acid"],once:true}}]},{value:"cold",label:"Cold",effects:[{kind:"resistance",damage_type:"Cold"},{kind:"damage-bonus",damage_type:"cold",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["cold"],once:true}}]},{value:"fire",label:"Fire",effects:[{kind:"resistance",damage_type:"Fire"},{kind:"damage-bonus",damage_type:"fire",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["fire"],once:true}}]},{value:"lightning",label:"Lightning",effects:[{kind:"resistance",damage_type:"Lightning"},{kind:"damage-bonus",damage_type:"lightning",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["lightning"],once:true}}]},{value:"poison",label:"Poison",effects:[{kind:"resistance",damage_type:"Poison"},{kind:"damage-bonus",damage_type:"poison",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["poison"],once:true}}]}]}]}],"14":[{id:"dragon-wings",name:"Dragon Wings",description:"As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.",action:"bonus-action",resources:[{id:"draconic-sorcery:dragon-wings",name:"Dragon Wings",max_formula:"1",reset:"long-rest",recovery:[{id:"draconic-sorcery:dragon-wings-sorcery-points",name:"Spend 3 Sorcery Points",amount:1,action:"free",reset:"custom"}]}]}],"18":[{id:"dragon-companion",name:"Dragon Companion",description:"You can cast *Summon Dragon* without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\nWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.",resources:[{id:"draconic-sorcery:dragon-companion-free-cast",name:"Dragon Companion",max_formula:"1",reset:"long-rest"}]}]},resources:[],additional_spells:[{prepared:{"3":["alter self","chromatic orb","command","dragon's breath"],"5":["fear","fly"],"7":["arcane eye","charm monster"],"9":["legend lore","summon dragon"]}}]},{slug:"srd-2024_subclass_evoker",name:"Evoker",edition:"2024",source:"SRD 5.2",description:"*Create Explosive Elemental Effects*\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.",parent_class:"[[SRD 2024/Classes/Wizard]]",features_by_level:{"3":[{id:"evocation-savant",name:"Evocation Savant",description:"Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\nIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."},{id:"potent-cantrip",name:"Potent Cantrip",description:"Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."}],"6":[{id:"sculpt-spells",name:"Sculpt Spells",description:"You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."}],"10":[{id:"empowered-evocation",name:"Empowered Evocation",description:"Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{int_mod}",applies_to:"spell",spell_scope:{list:"wizard",school:"evocation",once:true}}]}],"14":[{id:"overchannel",name:"Overchannel",description:"You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1\u20135 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\nEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.",resources:[{id:"evoker:overchannel",name:"Overchannel",max_formula:"1",reset:"long-rest"}]}]},resources:[]},{slug:"srd-2024_subclass_fiend-patron",name:"Fiend Patron",edition:"2024",source:"SRD 5.2",description:"*Make a Deal with the Lower Planes*\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil\u2014the corruption or destruction of all things, ultimately including you\u2014and your path is defined by the extent to which you strive against those aims.",parent_class:"[[SRD 2024/Classes/Warlock]]",features_by_level:{"3":[{id:"dark-ones-blessing",name:"Dark One's Blessing",description:"When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."},{id:"fiend-spells",name:"Fiend Spells",description:"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nTable: Fiend Spells\n\n|Warlock Level|Spells|\n|---|---|\n|3|Burning Hands, Command, Scorching Ray, Suggestion|\n|5|Fireball, Stinking Cloud|\n|7|Fire Shield, Wall of Fire|\n|9|Geas, Insect Plague|"}],"6":[{id:"dark-ones-own-luck",name:"Dark One's Own Luck",description:"You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.",resources:[{id:"fiend-patron:dark-ones-own-luck",name:"Dark One's Own Luck",max_formula:"max(1, {cha_mod})",reset:"long-rest"}]}],"10":[{id:"fiendish-resilience",name:"Fiendish Resilience",description:"Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature."}],"14":[{id:"hurl-through-hell",name:"Hurl Through Hell",description:"Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.",resources:[{id:"warlock-2024:hurl-through-hell-uses",name:"Hurl Through Hell",max_formula:"1",reset:"long-rest",recovery:[{id:"warlock-2024:hurl-through-hell-uses-pact-slot",name:"Expend a Pact Magic spell slot",amount:1,action:"free",reset:"custom"}]}]}]},resources:[],additional_spells:[{prepared:{"3":["burning hands","command","scorching ray","suggestion"],"5":["fireball","stinking cloud"],"7":["fire shield","wall of fire"],"9":["geas","insect plague"]}}]},{slug:"srd-2024_subclass_hunter",name:"Hunter",edition:"2024",source:"SRD 5.2",description:"*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.",parent_class:"[[SRD 2024/Classes/Ranger]]",features_by_level:{"3":[{id:"hunters-lore",name:"Hunter's Lore",description:"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."},{id:"hunters-prey",name:"Hunter's Prey",description:"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.\n\n**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.",choices:[{kind:"select-inline",id:"hunters-prey",count:1,options:[{value:"colossus-slayer",label:"Colossus Slayer",description:"When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points (once per turn).",effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"1d8",applies_to:"weapon",condition:"once per turn, if the target is missing any of its Hit Points"}]},{value:"horde-breaker",label:"Horde Breaker",description:"Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature within 5 feet of the original target and within range."}]}]}],"7":[{id:"defensive-tactics",name:"Defensive Tactics",description:"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Escape the Horde.** Opportunity Attacks have Disadvantage against you.\n\n**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.",choices:[{kind:"select-inline",id:"defensive-tactics",count:1,options:[{value:"escape-the-horde",label:"Escape the Horde",description:"Opportunity Attacks have Disadvantage against you."},{value:"multiattack-defense",label:"Multiattack Defense",description:"When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn."}]}]}],"11":[{id:"superior-hunters-prey",name:"Superior Hunter's Prey",description:"Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature."}],"15":[{id:"superior-hunters-defense",name:"Superior Hunter's Defense",description:"When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn."}]},resources:[]},{slug:"srd-2024_subclass_life-domain",name:"Life Domain",edition:"2024",source:"SRD 5.2",description:"*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.",parent_class:"[[SRD 2024/Classes/Cleric]]",features_by_level:{"3":[{id:"disciple-of-life",name:"Disciple of Life",description:"When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level."},{id:"life-domain-spells",name:"Life Domain Spells",description:"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nTable: Life Domain Spells\n\n|Cleric Level|Prepared Spells|\n|---|---|\n|3|Aid, Bless, Cure Wounds, Lesser Restoration|\n|5|Mass Healing Word, Revivify|\n|7|Aura of Life, Death Ward|\n|9|Greater Restoration, Mass Cure Wounds|"},{id:"preserve-life",name:"Preserve Life",description:"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum."}],"6":[{id:"blessed-healer",name:"Blessed Healer",description:"The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level."}],"17":[{id:"supreme-healing",name:"Supreme Healing",description:"When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12."}]},resources:[],additional_spells:[{prepared:{"3":["aid","bless","cure wounds","lesser restoration"],"5":["mass healing word","revivify"],"7":["aura of life","death ward"],"9":["greater restoration","mass cure wounds"]}}]},{slug:"srd-2024_subclass_oath-of-devotion",name:"Oath of Devotion",edition:"2024",source:"SRD 5.2",description:"*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some\u2014for better or worse\u2014hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.",parent_class:"[[SRD 2024/Classes/Paladin]]",features_by_level:{"3":[{id:"sacred-weapon",name:"Sacred Weapon",description:"When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."},{id:"oath-of-devotion-spells",name:"Oath of Devotion Spells",description:"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|"}],"7":[{id:"aura-of-devotion",name:"Aura of Devotion",description:"You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.",effects:[{kind:"immune-condition",condition:"Charmed"}]}],"15":[{id:"smite-of-protection",name:"Smite of Protection",description:"Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn."}],"20":[{id:"holy-nimbus",name:"Holy Nimbus",description:"As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.",action:"bonus-action",resources:[{id:"paladin-2024:holy-nimbus-uses",name:"Holy Nimbus",max_formula:"1",reset:"long-rest",recovery:[{id:"paladin-2024:holy-nimbus-uses-level-5-slot",name:"Expend a level 5 spell slot",amount:1,action:"free",reset:"custom"}]}]}]},resources:[],additional_spells:[{prepared:{"3":["protection from evil and good","shield of faith"],"5":["aid","zone of truth"],"9":["beacon of hope","dispel magic"],"13":["freedom of movement","guardian of faith"],"17":["commune","flame strike"]}}]},{slug:"srd-2024_subclass_path-of-the-berserker",name:"Path of the Berserker",edition:"2024",source:"SRD 5.2",description:"*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.",parent_class:"[[SRD 2024/Classes/Barbarian]]",features_by_level:{"3":[{id:"frenzy",name:"Frenzy",description:"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."}],"6":[{id:"mindless-rage",name:"Mindless Rage",description:"You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.",effects:[{kind:"immune-condition",condition:"Charmed",while:"your Rage is active"},{kind:"immune-condition",condition:"Frightened",while:"your Rage is active"}]}],"10":[{id:"retaliation",name:"Retaliation",description:"When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike."}],"14":[{id:"intimidating-presence",name:"Intimidating Presence",description:"As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.",action:"bonus-action",resources:[{id:"barbarian:intimidating-presence-uses",name:"Intimidating Presence",max_formula:"1",reset:"long-rest",recovery:[{id:"barbarian:intimidating-presence-uses-rage",name:"Expend a use of Rage",amount:1,action:"free",reset:"custom"}]}]}]},resources:[]},{slug:"srd-2024_subclass_thief",name:"Thief",edition:"2024",source:"SRD 5.2",description:"*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.",parent_class:"[[SRD 2024/Classes/Rogue]]",features_by_level:{"3":[{id:"fast-hands",name:"Fast Hands",description:"As a Bonus Action, you can do one of the following.\n\n**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\n**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action."},{id:"second-story-work",name:"Second-Story Work",description:"You've trained to get into especially hard-to-reach places, granting you these benefits.\n\n**Climber.** You gain a Climb Speed equal to your Speed.\n\n**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength."}],"9":[{id:"supreme-sneak",name:"Supreme Sneak",description:"You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."}],"13":[{id:"use-magic-device",name:"Use Magic Device",description:"You've learned how to maximize use of magic items, granting you the following benefits.\n\n**Attunement.** You can attune to up to four magic items at once.\n\n**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\n**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates."}],"17":[{id:"thiefs-reflexes",name:"Thief's Reflexes",description:"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10."}]},resources:[]},{slug:"srd-2024_subclass_warrior-of-the-open-hand",name:"Warrior of the Open Hand",edition:"2024",source:"SRD 5.2",description:"*Master Unarmed Combat Techniques*\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.",parent_class:"[[SRD 2024/Classes/Monk]]",features_by_level:{"3":[{id:"open-hand-technique",name:"Open Hand Technique",description:"Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\n**Addle.** The target can't make Opportunity Attacks until the start of its next turn.\n\n**Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\n**Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition."}],"6":[{id:"wholeness-of-body",name:"Wholeness of Body",description:"You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.",action:"bonus-action",resources:[{id:"warrior-of-the-open-hand:wholeness-of-body",name:"Wholeness of Body",max_formula:"max(1, {wis_mod})",reset:"long-rest"}]}],"11":[{id:"fleet-step",name:"Fleet Step",description:"When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."}],"17":[{id:"quivering-palm",name:"Quivering Palm",description:"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\nYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."}]},resources:[]}];var background_2014_default=[{slug:"srd-5e_background_acolyte",name:"Acolyte",edition:"2014",source:"SRD 5.1",description:'You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric performing sacred rites is not the same thing as channeling divine power.\r\n\r\nChoose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.',skill_proficiencies:["insight","religion"],tool_proficiencies:[],language_proficiencies:[{kind:"choice",count:2,from:"any"}],equipment:[{kind:"fixed",label:"A Holy Symbol, a Prayer Book, 5 Sticks of Incense, Vestments, Common Clothes, and a Pouch (15 GP)",grants:[{gold:15},{item:"book",display_name:"Prayer Book"},{item:"common-clothes"},{item:"pouch"}]}],feature:{name:"Shelter of the Faithful",description:"As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.\r\n\r\nYou might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple."},ability_score_increases:null,origin_feat:null,suggested_characteristics:{personality_traits:{_prose:"Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |\r\n| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |\r\n| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |\r\n| 4 | Nothing can shake my optimistic attitude. |\r\n| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |\r\n| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |\r\n| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |\r\n| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |\r\n| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |\r\n| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |\r\n| 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |\r\n| 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |\r\n| 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |\r\n| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |\r\n| 3 | I owe my life to the priest who took me in when my parents died. |\r\n| 4 | Everything I do is for the common people. |\r\n| 5 | I will do anything to protect the temple where I served. |\r\n| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I judge others harshly, and myself even more severely. |\r\n| 2 | I put too much trust in those who wield power within my temple's hierarchy. |\r\n| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |\r\n| 4 | I am inflexible in my thinking. |\r\n| 5 | I am suspicious of strangers and expect the worst of them. |\r\n| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |"}},choices:[{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]}];var background_2024_default=[{slug:"srd-2024_background_acolyte",name:"Acolyte",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["insight","religion"],tool_proficiencies:[{kind:"fixed",items:["calligrapher's-supplies"]}],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"Calligrapher's Supplies, Book (Prayers), Holy Symbol, 10 sheets Parchment, Robe, and 8 GP",grants:[{gold:8},{item:"calligraphers-supplies"},{item:"book",display_name:"Book (Prayers)"},{item:"parchment",qty:10},{item:"robe"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["int","wis","cha"]},origin_feat:"[[SRD 2024/Feats/Magic Initiate]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["int","wis","cha"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{slug:"srd-2024_background_criminal",name:"Criminal",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["sleight-of-hand","stealth"],tool_proficiencies:[{kind:"fixed",items:["thieves'-tools"]}],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, and 16 GP",grants:[{item:"dagger",qty:2},{gold:16},{item:"thieves-tools"},{item:"crowbar"},{item:"pouch",qty:2},{item:"travelers-clothes"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["dex","con","int"]},origin_feat:"[[SRD 2024/Feats/Alert]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["dex","con","int"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{slug:"srd-2024_background_sage",name:"Sage",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["arcana","history"],tool_proficiencies:[{kind:"fixed",items:["calligrapher's-supplies"]}],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"Quarterstaff, Calligrapher's Supplies, Book (History), 8 sheets Parchment, Robe, and 8 GP",grants:[{item:"quarterstaff"},{gold:8},{item:"calligraphers-supplies"},{item:"book",display_name:"Book (History)"},{item:"parchment",qty:8},{item:"robe"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["con","int","wis"]},origin_feat:"[[SRD 2024/Feats/Magic Initiate]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["con","int","wis"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{slug:"srd-2024_background_soldier",name:"Soldier",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["athletics","intimidation"],tool_proficiencies:[],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, and 14 GP",grants:[{item:"spear"},{item:"shortbow"},{gold:14},{item:"arrows-20"},{category:"gaming-set"},{item:"healers-kit"},{item:"quiver"},{item:"travelers-clothes"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["str","dex","con"]},origin_feat:"[[SRD 2024/Feats/Savage Attacker]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["str","dex","con"]},{kind:"select-proficiency",id:"tool",count:1,domain:"tool",from:["dice-set","playing-cards"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]}];var race_2014_default=[{slug:"srd-5e_race_dragonborn",name:"Dragonborn",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{},description:"Your draconic heritage manifests in a variety of traits you share with other dragonborn.",ability_score_increases:[{ability:"str",amount:2},{ability:"cha",amount:1}],age:"Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.",alignment:"Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.",languages:{fixed:["common","draconic"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Strength score increases by 2, and your Charisma score increases by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Age",description:"Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80."},{name:"Alignment",description:"Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains."},{name:"Size",description:"Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants."},{name:"Draconic Ancestry table",description:"| Dragon | Damage Type | Breath Weapon |\r\n|--------------|-------------------|------------------------------|\r\n| Black | Acid | 5 by 30 ft. line (Dex. save) |\r\n| Blue | Lightning | 5 by 30 ft. line (Dex. save) |\r\n| Brass | Fire | 5 by 30 ft. line (Dex. save) |\r\n| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |\r\n| Copper | Acid | 5 by 30 ft. line (Dex. save) |\r\n| Gold | Fire | 15 ft. cone (Dex. save) |\r\n| Green | Poison | 15 ft. cone (Con. save) |\r\n| Red | Fire | 15 ft. cone (Dex. save) |\r\n| Silver | Cold | 15 ft. cone (Con. save) |\r\n| White | Cold | 15 ft. cone (Con. save) |"},{name:"Draconic Ancestry",description:"You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.",id:"draconic-ancestry",choices:[{kind:"select-inline",id:"draconic-ancestry",count:1,options:[{value:"black",label:"Black (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"blue",label:"Blue (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"brass",label:"Brass (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"bronze",label:"Bronze (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"copper",label:"Copper (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"gold",label:"Gold (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"green",label:"Green (Poison)",effects:[{kind:"resistance",damage_type:"Poison"}]},{value:"red",label:"Red (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"silver",label:"Silver (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]},{value:"white",label:"White (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]}]}]},{name:"Breath Weapon",description:"You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.\r\nWhen you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.",action_cost:"action",save:{ability:"dex",dc_formula:"8 + {con_mod} + {prof_bonus}"},id:"breath-weapon",resources:[{id:"dragonborn:breath-weapon",name:"Breath Weapon",max_formula:"1",reset:"short-rest"}]},{name:"Damage Resistance",description:"You have resistance to the damage type associated with your draconic ancestry."}]},{slug:"srd-5e_race_dwarf",name:"Dwarf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:25},vision:{darkvision:60},description:"Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.",ability_score_increases:[{ability:"con",amount:2}],age:"Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.",alignment:"Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.",languages:{fixed:["common","dwarvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Constitution score increases by 2."},{name:"Speed",description:"Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.",effects:[{kind:"speed-rule",flag:"ignore-armor-strength"}]},{name:"Darkvision",description:"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years."},{name:"Alignment",description:"Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order."},{name:"Size",description:"Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak."},{name:"Dwarven Resilience",description:"You have advantage on saving throws against poison, and you have resistance against poison damage.",effects:[{kind:"resistance",damage_type:"Poison"},{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",condition:"against poison"}]},{name:"Dwarven Combat Training",description:"You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.",effects:[{kind:"proficiency",proficiency_type:"weapon",value:"battleaxes"},{kind:"proficiency",proficiency_type:"weapon",value:"handaxes"},{kind:"proficiency",proficiency_type:"weapon",value:"light hammers"},{kind:"proficiency",proficiency_type:"weapon",value:"warhammers"}]},{name:"Tool Proficiency",description:"You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.",id:"tool-proficiency",choices:[{kind:"select-proficiency",id:"tool",count:1,domain:"tool",from:["smith's-tools","brewer's-supplies","mason's-tools"]}]},{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 proficiency bonus to the check, instead of your normal proficiency bonus."}]},{slug:"srd-5e_race_elf",name:"Elf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.",ability_score_increases:[{ability:"dex",amount:2}],age:"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.",alignment:"Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others\u2019 freedom as well as their own, and they are more often good than not.",languages:{fixed:["common","elvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Dexterity score increases by 2."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old."},{name:"Alignment",description:"Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others\u2019 freedom as well as their own, and they are more often good than not."},{name:"Size",description:"Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires."},{name:"Keen Senses",description:"You have proficiency in the Perception skill.",effects:[{kind:"proficiency",proficiency_type:"skill",value:"perception"}]},{name:"Fey Ancestry",description:"You have advantage on saving throws against being charmed, and magic can't put you to sleep."},{name:"Trance",description:"Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \u201Ctrance.\u201D) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep."}]},{slug:"srd-5e_race_gnome",name:"Gnome",edition:"2014",source:"SRD 5.1",size:"small",speed:{walk:25},vision:{darkvision:60},description:"Your gnome character has certain characteristics in common with all other gnomes.",ability_score_increases:[{ability:"int",amount:2}],age:"Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.",alignment:"Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.",languages:{fixed:["common","gnomish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Intelligence score increases by 2."},{name:"Speed",description:"Your base walking speed is 25 feet."},{name:"Darkvision",description:"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years."},{name:"Alignment",description:"Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious."},{name:"Size",description:"Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small."},{name:"Languages",description:"You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world."},{name:"Gnome Cunning",description:"You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic."}]},{slug:"srd-5e_race_half-elf",name:"Half-Elf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Your half-elf character has some qualities in common with elves and some that are unique to half-elves.",ability_score_increases:[{ability:"cha",amount:2}],age:"Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.",alignment:"Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.",languages:{fixed:["common","elvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Charisma score increases by 2, and two other ability scores of your choice increase by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years."},{name:"Alignment",description:"Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable."},{name:"Size",description:"Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common, Elvish, and one extra language of your choice."},{name:"Fey Ancestry",description:"You have advantage on saving throws against being charmed, and magic can't put you to sleep."},{name:"Skill Versatility",description:"You gain proficiency in two skills of your choice.",id:"skill-versatility",choices:[{kind:"select-proficiency",id:"skills",count:2,domain:"skill"}]}],choices:[{kind:"ability-points",id:"abilities",points:2,max_per:1,pool:["str","dex","con","int","wis"]},{kind:"select-proficiency",id:"languages",count:1,domain:"language"}]},{slug:"srd-5e_race_half-orc",name:"Half-Orc",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Your half-orc character has certain traits deriving from your orc ancestry.",ability_score_increases:[{ability:"str",amount:2},{ability:"con",amount:1}],age:"Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.",alignment:"Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.",languages:{fixed:["common","orc"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Strength score increases by 2, and your Constitution score increases by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years."},{name:"Alignment",description:"Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil."},{name:"Size",description:"Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script."},{name:"Menacing",description:"You gain proficiency in the Intimidation skill.",effects:[{kind:"proficiency",proficiency_type:"skill",value:"intimidation"}]},{name:"Relentless Endurance",description:"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.",action_cost:"special",id:"relentless-endurance",resources:[{id:"half-orc:relentless-endurance",name:"Relentless Endurance",max_formula:"1",reset:"long-rest"}]},{name:"Savage Attacks",description:"When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit."}]},{slug:"srd-5e_race_halfling",name:"Halfling",edition:"2014",source:"SRD 5.1",size:"small",speed:{walk:25},vision:{},description:"Your halfling character has a number of traits in common with all other halflings.",ability_score_increases:[{ability:"dex",amount:2}],age:"A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.",alignment:"Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.",languages:{fixed:["common","halfling"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Dexterity score increases by 2."},{name:"Speed",description:"Your base walking speed is 25 feet."},{name:"Age",description:"A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century."},{name:"Alignment",description:"Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways."},{name:"Size",description:"Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small."},{name:"Languages",description:"You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling."},{name:"Lucky",description:"When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.",effects:[{kind:"roll-modifier",mode:"reroll",roll:"any",condition:"when you roll a 1 on the d20"}]},{name:"Brave",description:"You have advantage on saving throws against being frightened."},{name:"Halfling Nimbleness",description:"You can move through the space of any creature that is of a size larger than yours."}]},{slug:"srd-5e_race_high-elf",name:"High Elf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.",ability_score_increases:[{ability:"int",amount:1}],age:"",alignment:"",languages:{fixed:["common","elvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Intelligence score increases by 1."},{name:"Elf Weapon Training",description:"You have proficiency with the longsword, shortsword, shortbow, and longbow.",effects:[{kind:"proficiency",proficiency_type:"weapon",value:"longswords"},{kind:"proficiency",proficiency_type:"weapon",value:"shortswords"},{kind:"proficiency",proficiency_type:"weapon",value:"shortbows"},{kind:"proficiency",proficiency_type:"weapon",value:"longbows"}]},{name:"Cantrip",description:"You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it."},{name:"Extra Language",description:"You can speak, read, and write one extra language of your choice.",id:"extra-language",choices:[{kind:"select-proficiency",id:"languages",count:1,domain:"language"}]}],subspecies_of:"[[SRD 5e/Races/Elf]]"},{slug:"srd-5e_race_hill-dwarf",name:"Hill Dwarf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.",ability_score_increases:[{ability:"wis",amount:1}],age:"",alignment:"",languages:{fixed:["common","dwarvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Wisdom score increases by 1."},{name:"Dwarven Toughness",description:"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.",effects:[{kind:"hp-per-level-bonus",value:1}]}],subspecies_of:"[[SRD 5e/Races/Dwarf]]"},{slug:"srd-5e_race_human",name:"Human",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{},description:"It\u2019s hard to make generalizations about humans, but your human character has these traits.",ability_score_increases:[{ability:"str",amount:1},{ability:"dex",amount:1},{ability:"con",amount:1},{ability:"int",amount:1},{ability:"wis",amount:1},{ability:"cha",amount:1}],age:"Humans reach adulthood in their late teens and live less than a century.",alignment:"Humans tend toward no particular alignment. The best and the worst are found among them.",languages:{fixed:["common"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your ability scores each increase by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Age",description:"Humans reach adulthood in their late teens and live less than a century."},{name:"Alignment",description:"Humans tend toward no particular alignment. The best and the worst are found among them."},{name:"Size",description:"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."}],choices:[{kind:"select-proficiency",id:"languages",count:1,domain:"language"}]},{slug:"srd-5e_race_lightfoot",name:"Lightfoot",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.",ability_score_increases:[{ability:"cha",amount:1}],age:"",alignment:"",languages:{fixed:["common","halfling"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Charisma score increases by 1."},{name:"Naturally Stealthy",description:"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you."}],subspecies_of:"[[SRD 5e/Races/Halfling]]"},{slug:"srd-5e_race_rock-gnome",name:"Rock Gnome",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.",ability_score_increases:[{ability:"con",amount:1}],age:"",alignment:"",languages:{fixed:["common","gnomish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Constitution score increases by 1."},{name:"Artificer's Lore",description:"Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply."},{name:"Tinker",description:"You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.\r\n\r\nWhen you create a device, choose one of the following options:\r\n* _Clockwork Toy._ This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.\r\n* _Fire Starter._ The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.\r\n* _Music Box._ When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.",effects:[{kind:"proficiency",proficiency_type:"tool",value:"tinker's-tools"}]}],subspecies_of:"[[SRD 5e/Races/Gnome]]"},{slug:"srd-5e_race_tiefling",name:"Tiefling",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Tieflings share certain racial traits as a result of their infernal descent.",ability_score_increases:[{ability:"int",amount:1},{ability:"cha",amount:2}],age:"Tieflings mature at the same rate as humans but live a few years longer.",alignment:"Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.",languages:{fixed:["common","infernal"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Intelligence score increases by 1, and your Charisma score increases by 2."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Tieflings mature at the same rate as humans but live a few years longer."},{name:"Alignment",description:"Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment."},{name:"Size",description:"Tieflings are about the same size and build as humans. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Infernal."},{name:"Hellish Resistance",description:"You have resistance to fire damage."},{name:"Infernal Legacy",description:"You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.",id:"infernal-legacy",resources:[{id:"tiefling:infernal-legacy",name:"Infernal Legacy Spells",max_formula:"0",scales_at:[{level:3,max:"1"},{level:5,max:"2"}],reset:"long-rest"}]}],additional_spells:[{ability:"cha",known:{"1":["thaumaturgy"]},innate:{"3":{daily:{"1":["hellish rebuke"]}},"5":{daily:{"1":["darkness"]}}}}]}];var race_2024_default=[{slug:"srd-2024_race_dragonborn",name:"Dragonborn",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 5\u20137 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Draconic Ancestry",description:"Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.\n\nTable: Draconic Ancestors\n\n| Dragon | Damage Type |\n|---|---|\n| Black | Acid |\n| Blue | Lightning |\n| Brass |Fire |\n| Bronze | Lightning |\n| Copper | Acid|\n|Gold|Fire|\n|Green|Poison|\n|Red|Fire|\n|Silver|Cold|\n|White|Cold|",id:"draconic-ancestry",choices:[{kind:"select-inline",id:"draconic-ancestry",count:1,options:[{value:"black",label:"Black (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"blue",label:"Blue (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"brass",label:"Brass (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"bronze",label:"Bronze (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"copper",label:"Copper (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"gold",label:"Gold (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"green",label:"Green (Poison)",effects:[{kind:"resistance",damage_type:"Poison"}]},{value:"red",label:"Red (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"silver",label:"Silver (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]},{value:"white",label:"White (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]}]}]},{name:"Breath Weapon",description:"When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).\n\nYou can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.",action_cost:"action",save:{ability:"dex",dc_formula:"8 + {con_mod} + {prof_bonus}"},id:"breath-weapon",resources:[{id:"dragonborn:breath-weapon",name:"Breath Weapon",max_formula:"prof",reset:"long-rest"}]},{name:"Damage Resistance",description:"You have Resistance to the damage type determined by your Draconic Ancestry trait."},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet"},{name:"Draconic Flight",description:"When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.",action_cost:"bonus-action",id:"draconic-flight",resources:[{id:"dragonborn:draconic-flight",name:"Draconic Flight",max_formula:"0",scales_at:[{level:5,max:"1"}],reset:"long-rest"}]}]},{slug:"srd-2024_race_dwarf",name:"Dwarf",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:120},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 4\u20135 feet tall) "},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 120 feet."},{name:"Dwarven Resilience",description:"You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.",effects:[{kind:"resistance",damage_type:"Poison"},{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",condition:"to avoid or end the Poisoned condition"}]},{name:"Dwarven Toughness",description:"Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.",effects:[{kind:"hp-per-level-bonus",value:1}]},{name:"Stonecunning",description:"As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.\n\nYou can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.",action_cost:"bonus-action",id:"stonecunning",resources:[{id:"dwarf:stonecunning",name:"Stonecunning",max_formula:"prof",reset:"long-rest"}]}]},{slug:"srd-2024_race_elf",name:"Elf",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 5\u20136 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet."},{name:"Elven Lineage",description:"You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.\n\nWhen you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\nTable: Elven Lineages\n\n|Lineage|Level 1|Level 3|Level 5|\n|---|---|---|---|\n|Drow|The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.|Faerie Fire|Darkness|\n|High Elf|You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.|Detect Magic|Misty Step|\n|Wood Elf|Your Speed increases to 35 feet. You also know the Druidcraft cantrip.|Longstrider|Pass without Trace|\n\nIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).",id:"elven-lineage",resources:[{id:"elf:elven-lineage",name:"Elven Lineage Spells",max_formula:"0",scales_at:[{level:3,max:"1"},{level:5,max:"2"}],reset:"long-rest"}],choices:[{kind:"select-inline",id:"elven-lineage",count:1,options:[{value:"drow",label:"Drow",description:"The range of your Darkvision increases to 120 feet, and you know the Dancing Lights cantrip."},{value:"high-elf",label:"High Elf",description:"You know the Prestidigitation cantrip; on a Long Rest you can swap it for a different Wizard cantrip."},{value:"wood-elf",label:"Wood Elf",description:"Your Speed increases to 35 feet, and you know the Druidcraft cantrip."}]},{kind:"select-inline",id:"spellcasting-ability",count:1,options:[{value:"int",label:"Intelligence"},{value:"wis",label:"Wisdom"},{value:"cha",label:"Charisma"}]}]},{name:"Fey Ancestry",description:"You have Advantage on saving throws you make to avoid or end the Charmed condition."},{name:"Keen Senses",description:"You have proficiency in the Insight, Perception, or Survival skill.",id:"keen-senses",choices:[{kind:"select-proficiency",id:"skill",count:1,domain:"skill",from:["insight","perception","survival"]}]},{name:"Trance",description:"You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."}],additional_spells:[{name:"Drow",ability:{choose:["int","wis","cha"]},known:{"1":["dancing lights"]},innate:{"3":{daily:{"1":["faerie fire"]}},"5":{daily:{"1":["darkness"]}}}},{name:"High Elf",ability:{choose:["int","wis","cha"]},innate:{"3":{daily:{"1":["detect magic"]}},"5":{daily:{"1":["misty step"]}}},known:{"1":["prestidigitation"]}},{name:"Wood Elf",ability:{choose:["int","wis","cha"]},known:{"1":["druidcraft"]},innate:{"3":{daily:{"1":["longstrider"]}},"5":{daily:{"1":["pass without trace"]}}}}]},{slug:"srd-2024_race_gnome",name:"Gnome",edition:"2024",source:"SRD 5.2",size:"small",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Small (about 3\u20134 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet."},{name:"Gnomish Cunning",description:"You have Advantage on Intelligence, Wisdom, and Charisma saving throws."},{name:"Gnomish Lineage",description:"You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):\n\n**Forest Gnome.** You know the *Minor Illusion* cantrip. You also always have the *Speak with Animals* spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.\n\n**Rock Gnome.** You know the *Mending* and *Prestidigitation* cantrips. In addition, you can spend 10 minutes casting *Prestidigitation* to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from *Prestidigitation*; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.",id:"gnomish-lineage",choices:[{kind:"select-inline",id:"gnomish-lineage",count:1,options:[{value:"forest-gnome",label:"Forest Gnome",description:"You know the Minor Illusion cantrip and always have Speak with Animals prepared (PB casts without a slot per Long Rest)."},{value:"rock-gnome",label:"Rock Gnome",description:"You know the Mending and Prestidigitation cantrips and can build a Tiny clockwork device (AC 5, 1 HP)."}]},{kind:"select-inline",id:"spellcasting-ability",count:1,options:[{value:"int",label:"Intelligence"},{value:"wis",label:"Wisdom"},{value:"cha",label:"Charisma"}]}]}],additional_spells:[{name:"Forest Gnome",ability:{choose:["int","wis","cha"]},known:{"1":["minor illusion"]},prepared:{"1":["speak with animals"]}},{name:"Rock Gnome",ability:{choose:["int","wis","cha"]},known:{"1":["mending","prestidigitation"]}}]},{slug:"srd-2024_race_goliath",name:"Goliath",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:35},vision:{},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 7\u20138 feet tall)"},{name:"Speed",description:"35 feet"},{name:"Giant Ancestry",description:"You are descended from Giants. Choose one of the following benefits\u2014a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:\n\n- **Cloud's Jaunt (Cloud Giant)**. As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.\n- **Fire's Burn (Fire Giant)**. When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.\n- **Frost's Chill (Frost Giant)**. When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.\n- **Hill's Tumble (Hill Giant)**. When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.\n- **Stone's Endurance (Stone Giant)**. When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.\n- **Storm's Thunder (Storm Giant)**. When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.",id:"giant-ancestry",resources:[{id:"goliath:giant-ancestry",name:"Giant Ancestry",max_formula:"prof",reset:"long-rest"}],choices:[{kind:"select-inline",id:"giant-ancestry",count:1,options:[{value:"clouds-jaunt",label:"Cloud's Jaunt (Cloud Giant)",description:"As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see."},{value:"fires-burn",label:"Fire's Burn (Fire Giant)",description:"When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.",effects:[{kind:"damage-bonus",damage_type:"fire",amount:"1d10",applies_to:"all",condition:"when you hit a target with an attack roll and deal damage to it; spends a use of Giant Ancestry"}]},{value:"frosts-chill",label:"Frost's Chill (Frost Giant)",description:"When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage and reduce its Speed by 10 feet until the start of your next turn.",effects:[{kind:"damage-bonus",damage_type:"cold",amount:"1d6",applies_to:"all",condition:"when you hit a target with an attack roll and deal damage to it; spends a use of Giant Ancestry and reduces its Speed by 10 feet"}]},{value:"hills-tumble",label:"Hill's Tumble (Hill Giant)",description:"When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition."},{value:"stones-endurance",label:"Stone's Endurance (Stone Giant)",description:"When you take damage, you can take a Reaction to roll 1d12, add your Constitution modifier, and reduce the damage by that total."},{value:"storms-thunder",label:"Storm's Thunder (Storm Giant)",description:"When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature."}]}]},{name:"Large Form",description:"Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.",action_cost:"bonus-action",id:"large-form",resources:[{id:"goliath:large-form",name:"Large Form",max_formula:"0",scales_at:[{level:5,max:"1"}],reset:"long-rest"}]},{name:"Powerful Build",description:"You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity."}]},{slug:"srd-2024_race_halfling",name:"Halfling",edition:"2024",source:"SRD 5.2",size:"small",speed:{walk:30},vision:{},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Small (about 2\u20133 feet tall) "},{name:"Speed",description:"30 feet"},{name:"Brave",description:"You have Advantage on saving throws you make to avoid or end the Frightened condition."},{name:"Halfling Nimbleness",description:"You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."},{name:"Luck",description:"When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.",effects:[{kind:"roll-modifier",mode:"reroll",roll:"any",condition:"when you roll a 1 on the d20"}]},{name:"Naturally Stealthy",description:"You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."}]},{slug:"srd-2024_race_human",name:"Human",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 4\u20137 feet tall) or Small (about 2\u20134 feet tall), chosen when you select this species"},{name:"Speed",description:"30 feet"},{name:"Resourceful",description:"You gain Heroic Inspiration whenever you finish a Long Rest."},{name:"Skillful",description:"You gain proficiency in one skill of your choice.",id:"skillful",choices:[{kind:"select-proficiency",id:"skill",count:1,domain:"skill"}]},{name:"Versatile",description:'You gain an Origin feat of your choice (see "Feats"). Skilled is recommended.',id:"versatile",choices:[{kind:"select-entity",id:"origin-feat",count:1,entity_type:"feat",where:{category:"origin"}}]}]},{slug:"srd-2024_race_orc",name:"Orc",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:120},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 6\u20137 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Adrenaline Rush",description:"You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\nYou can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.",action_cost:"bonus-action",id:"adrenaline-rush",resources:[{id:"orc:adrenaline-rush",name:"Adrenaline Rush",max_formula:"prof",reset:"either"}]},{name:"Darkvision",description:"You have Darkvision with a range of 120 feet."},{name:"Relentless Endurance",description:"When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.",action_cost:"special",id:"relentless-endurance",resources:[{id:"orc:relentless-endurance",name:"Relentless Endurance",max_formula:"1",reset:"long-rest"}]}]},{slug:"srd-2024_race_tiefling",name:"Tiefling",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 4\u20137 feet tall) or Small (about 3\u20134 feet tall), chosen when you select this species"},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet."},{name:"Fiendish Legacy",description:"You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.\n\nWhen you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\nIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\n\n**Table: Fiendish Legacies**\n\n|Legacy|Level 1|Level 3|Level 5|\n|---|---|---|---|\n|Abyssal|You have Resistance to Poison damage. You also know the Poison Spray cantrip.|Ray of Sickness|Hold Person|\n|Chthonic|You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.|False Life|Ray of Enfeeblement|\n|Infernal|You have Resistance to Fire damage. You also know the Fire Bolt cantrip.|Hellish Rebuke|Darkness|",id:"fiendish-legacy",resources:[{id:"tiefling:fiendish-legacy",name:"Fiendish Legacy Spells",max_formula:"0",scales_at:[{level:3,max:"1"},{level:5,max:"2"}],reset:"long-rest"}],choices:[{kind:"select-inline",id:"fiendish-legacy",count:1,options:[{value:"abyssal",label:"Abyssal",description:"You know the Poison Spray cantrip.",effects:[{kind:"resistance",damage_type:"Poison"}]},{value:"chthonic",label:"Chthonic",description:"You know the Chill Touch cantrip.",effects:[{kind:"resistance",damage_type:"Necrotic"}]},{value:"infernal",label:"Infernal",description:"You know the Fire Bolt cantrip.",effects:[{kind:"resistance",damage_type:"Fire"}]}]},{kind:"select-inline",id:"spellcasting-ability",count:1,options:[{value:"int",label:"Intelligence"},{value:"wis",label:"Wisdom"},{value:"cha",label:"Charisma"}]}]},{name:"Otherworldly Presence",description:"You know the *Thaumaturgy* cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait."}],additional_spells:[{name:"Abyssal",ability:{choose:["int","wis","cha"]},known:{"1":["thaumaturgy","poison spray"]},innate:{"3":{daily:{"1":["ray of sickness"]}},"5":{daily:{"1":["hold person"]}}}},{name:"Chthonic",ability:{choose:["int","wis","cha"]},known:{"1":["thaumaturgy","chill touch"]},innate:{"3":{daily:{"1":["false life"]}},"5":{daily:{"1":["ray of enfeeblement"]}}}},{name:"Infernal",ability:{choose:["int","wis","cha"]},known:{"1":["thaumaturgy","fire bolt"]},innate:{"3":{daily:{"1":["hellish rebuke"]}},"5":{daily:{"1":["darkness"]}}}}]}];var optional_feature_2014_default=[{slug:"srd-5e_optional-feature_agonizing-blast",name:"Agonizing Blast",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you cast _eldritch blast_, add your Charisma modifier to the damage it deals on a hit.",prerequisites:[{kind:"spell-known",spell:"[[SRD 5e/eldritch-blast]]"}],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"your Charisma modifier",applies_to:"spell"}]},{slug:"srd-5e_optional-feature_archery",name:"Archery",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"You gain a +2 bonus to attack rolls you make with ranged weapons.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/ranger]]"],effects:[]},{slug:"srd-5e_optional-feature_armor-of-shadows",name:"Armor of Shadows",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _mage armor_ on yourself at will, without expending a spell slot or material components.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_ascendant-step",name:"Ascendant Step",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _levitate_ on yourself at will, without expending a spell slot or material components.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_beast-speech",name:"Beast Speech",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _speak with animals_ at will, without expending a spell slot.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_beguiling-influence",name:"Beguiling Influence",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You gain proficiency in the Deception and Persuasion skills.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_bewitching-whispers",name:"Bewitching Whispers",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _compulsion_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_book-of-ancient-secrets",name:"Book of Ancient Secrets",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You 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 spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book 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.\n\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.",prerequisites:[{kind:"pact",pact:"tome"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_careful-spell",name:"Careful Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_chains-of-carceri",name:"Chains of Carceri",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _hold monster_ at will\u2014targeting a celestial, fiend, or elemental\u2014without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.",prerequisites:[{kind:"level",min:15},{kind:"pact",pact:"chain"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_defense",name:"Defense",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"While you are wearing armor, you gain a +1 bonus to AC.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]","[[SRD 5e/ranger]]"],effects:[{kind:"ac-bonus",value:1,requires_armor:true}]},{slug:"srd-5e_optional-feature_devil-s-sight",name:"Devil's Sight",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"sense",type:"darkvision",range:120}]},{slug:"srd-5e_optional-feature_distant-spell",name:"Distant Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\n\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_dreadful-word",name:"Dreadful Word",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _confusion_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_dueling",name:"Dueling",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"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.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]","[[SRD 5e/ranger]]"],effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"2",applies_to:"melee",condition:"when you are wielding a melee weapon in one hand and no other weapons"}]},{slug:"srd-5e_optional-feature_eldritch-sight",name:"Eldritch Sight",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _detect magic_ at will, without expending a spell slot.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_eldritch-spear",name:"Eldritch Spear",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you cast _eldritch blast_, its range is 300 feet.",prerequisites:[{kind:"spell-known",spell:"[[SRD 5e/eldritch-blast]]"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_empowered-spell",name:"Empowered Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\n\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_extended-spell",name:"Extended Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_eyes-of-the-rune-keeper",name:"Eyes of the Rune Keeper",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can read all writing.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_fiendish-vigor",name:"Fiendish Vigor",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _false life_ on yourself at will as a 1st-level spell, without expending a spell slot or material components.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_gaze-of-two-minds",name:"Gaze of Two Minds",edition:"2014",source:"SRD 5.1",feature_type:"invocation",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.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_great-weapon-fighting",name:"Great Weapon Fighting",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]"],effects:[{kind:"damage-roll-option",mode:"reroll-below",value:3,applies_to:"melee",two_handed:true}]},{slug:"srd-5e_optional-feature_heightened-spell",name:"Heightened Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:3}},{slug:"srd-5e_optional-feature_lifedrinker",name:"Lifedrinker",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).",prerequisites:[{kind:"level",min:12},{kind:"pact",pact:"blade"}],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"necrotic",amount:"your Charisma modifier (minimum of 1)",applies_to:"pact-weapon"}]},{slug:"srd-5e_optional-feature_mask-of-many-faces",name:"Mask of Many Faces",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _disguise self_ at will, without expending a spell slot.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_master-of-myriad-forms",name:"Master of Myriad Forms",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _alter self_ at will, without expending a spell slot.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_minions-of-chaos",name:"Minions of Chaos",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _conjure elemental_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_mire-the-mind",name:"Mire the Mind",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _slow_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_misty-visions",name:"Misty Visions",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _silent image_ at will, without expending a spell slot or material components.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_one-with-shadows",name:"One with Shadows",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When 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.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_otherworldly-leap",name:"Otherworldly Leap",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _jump_ on yourself at will, without expending a spell slot or material components.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_protection",name:"Protection",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]"],effects:[]},{slug:"srd-5e_optional-feature_quickened-spell",name:"Quickened Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2}},{slug:"srd-5e_optional-feature_repelling-blast",name:"Repelling Blast",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you hit a creature with _eldritch blast_, you can push the creature up to 10 feet away from you in a straight line.",prerequisites:[{kind:"spell-known",spell:"[[SRD 5e/eldritch-blast]]"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_sculptor-of-flesh",name:"Sculptor of Flesh",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _polymorph_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_sign-of-ill-omen",name:"Sign of Ill Omen",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _bestow curse_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_subtle-spell",name:"Subtle Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_thief-of-five-fates",name:"Thief of Five Fates",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _bane_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_thirsting-blade",name:"Thirsting Blade",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can attack with your pact weapon twice, instead of once, whenever you take the **Attack** action on your turn.",prerequisites:[{kind:"level",min:5},{kind:"pact",pact:"blade"}],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"extra-attack",count:1,applies_to:"pact-weapon"}]},{slug:"srd-5e_optional-feature_twinned-spell",name:"Twinned Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, _magic missile_ and _scorching ray_ aren't eligible, but _ray of frost_ and _chromatic orb_ are.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[]},{slug:"srd-5e_optional-feature_two-weapon-fighting",name:"Two-Weapon Fighting",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/ranger]]"],effects:[]},{slug:"srd-5e_optional-feature_visions-of-distant-realms",name:"Visions of Distant Realms",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _arcane eye_ at will, without expending a spell slot.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_voice-of-the-chain-master",name:"Voice of the Chain Master",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.",prerequisites:[{kind:"pact",pact:"chain"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_whispers-of-the-grave",name:"Whispers of the Grave",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _speak with dead_ at will, without expending a spell slot.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_witch-sight",name:"Witch Sight",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You 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.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 5e/warlock]]"],effects:[]}];var optional_feature_2024_default=[{slug:"srd-2024_optional-feature_agonizing-blast",name:"Agonizing Blast",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\n\nYou can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.",prerequisites:[{kind:"spell-choose",choose:"level=0|class=Warlock",entry:"a Warlock Cantrip That Deals Damage",entry_summary:"Warlock Cantrip That Deals Damage"},{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"your Charisma modifier",applies_to:"spell"}],passive:true},{slug:"srd-2024_optional-feature_armor-of-shadows",name:"Armor of Shadows",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Mage Armor_ on yourself without expending a spell slot.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["mage armor"]}}],activatable:true},{slug:"srd-2024_optional-feature_ascendant-step",name:"Ascendant Step",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Levitate_ on yourself without expending a spell slot.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["levitate"]}}],activatable:true},{slug:"srd-2024_optional-feature_careful-spell",name:"Careful Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_devil-s-sight",name:"Devil's Sight",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can see normally in Dim Light and Darkness\u2014both magical and nonmagical\u2014within 120 feet of yourself.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"sense",type:"darkvision",range:120}],passive:true},{slug:"srd-2024_optional-feature_devouring-blade",name:"Devouring Blade",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.",prerequisites:[{kind:"level",min:12},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Thirsting Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"extra-attack",count:2,applies_to:"pact-weapon"}],passive:true},{slug:"srd-2024_optional-feature_distant-spell",name:"Distant Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_eldritch-mind",name:"Eldritch Mind",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You have Advantage on Constitution saving throws that you make to maintain **Concentration**.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",scope:"Constitution saving throws that you make to maintain Concentration"}],passive:true},{slug:"srd-2024_optional-feature_eldritch-smite",name:"Eldritch Smite",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra `damage:1d8` Force damage to the target, plus another `roll:1d8` per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.",prerequisites:[{kind:"level",min:5},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"force",amount:"1d8 plus another 1d8 per level of the spell slot",applies_to:"pact-weapon",condition:"when you hit a creature with your pact weapon"}],activatable:true},{slug:"srd-2024_optional-feature_eldritch-spear",name:"Eldritch Spear",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\n\nYou can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.",prerequisites:[{kind:"spell-choose",choose:"level=0|class=Warlock",entry:"a Warlock Cantrip That Deals Damage",entry_summary:"Warlock Cantrip That Deals Damage"},{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],passive:true},{slug:"srd-2024_optional-feature_empowered-spell",name:"Empowered Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\n\nYou can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_extended-spell",name:"Extended Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\n\nIf the affected spell requires **Concentration**, you have Advantage on any saving throw you make to maintain that **Concentration**.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",scope:"any saving throw you make to maintain that Concentration",condition:"If the affected spell requires Concentration"}],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_fiendish-vigor",name:"Fiendish Vigor",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _False Life_ on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["false life"]}}],passive:true,activatable:true},{slug:"srd-2024_optional-feature_gaze-of-two-minds",name:"Gaze of Two Minds",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\n\nWhile perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],action_cost:"bonus-action",activatable:true},{slug:"srd-2024_optional-feature_gift-of-the-depths",name:"Gift of the Depths",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can breathe underwater, and you gain a Swim Speed equal to your Speed.\n\nYou can also cast _Water Breathing_ once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:{daily:{"1e":["water breathing"]}}}}],passive:true,activatable:true},{slug:"srd-2024_optional-feature_gift-of-the-protectors",name:"Gift of the Protectors",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\n\nWhen any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.\n\nAs a **Magic** action, you can erase a name on the page by touching it.",prerequisites:[{kind:"level",min:9},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Tome]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[],action_cost:"action",uses:{max:1,recharge:"long-rest"},passive:true,activatable:true},{slug:"srd-2024_optional-feature_heightened-spell",name:"Heightened Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_investment-of-the-chain-master",name:"Investment of the Chain Master",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"When you cast _Find Familiar_, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\n\nThe familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\n\nAs a Bonus Action, you can command the familiar to take the **Attack** action.\n\nWhenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\n\nIf the familiar forces a creature to make a saving throw, it uses your spell save DC.\n\nWhen the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.",prerequisites:[{kind:"level",min:5},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Chain]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[],passive:true,activatable:true},{slug:"srd-2024_optional-feature_lessons-of-the-first-ones",name:"Lessons of the First Ones",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.\n\nYou can gain this invocation more than once. Each time you do so, choose a different Origin feat.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],passive:true,feat_progression:[{name:"Origin Feat",progression:{"*":1},category:["O"]}]},{slug:"srd-2024_optional-feature_lifedrinker",name:"Lifedrinker",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Once per turn when you hit a creature with your pact weapon, you can deal an extra `damage:1d6` Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).",prerequisites:[{kind:"level",min:9},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"1d6",applies_to:"pact-weapon"},{kind:"heal",amount:"the roll plus your Constitution modifier (minimum of 1)"}],activatable:true},{slug:"srd-2024_optional-feature_mask-of-many-faces",name:"Mask of Many Faces",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Disguise Self_ without expending a spell slot.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["disguise self"]}}],activatable:true},{slug:"srd-2024_optional-feature_master-of-myriad-forms",name:"Master of Myriad Forms",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Alter Self_ without expending a spell slot.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["alter self"]}}],activatable:true},{slug:"srd-2024_optional-feature_misty-visions",name:"Misty Visions",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Silent Image_ without expending a spell slot.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["silent image"]}}],activatable:true},{slug:"srd-2024_optional-feature_one-with-shadows",name:"One with Shadows",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"While you're in an area of Dim Light or Darkness, you can cast _Invisibility_ on yourself without expending a spell slot.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["invisibility"]}}],activatable:true},{slug:"srd-2024_optional-feature_otherworldly-leap",name:"Otherworldly Leap",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Jump_ on yourself without expending a spell slot.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["jump"]}}],activatable:true},{slug:"srd-2024_optional-feature_pact-of-the-blade",name:"Pact of the Blade",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"As a Bonus Action, you can conjure a pact weapon in your hand\u2014a Simple or Martial Melee weapon of your choice with which you bond\u2014or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\n\nWhenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\n\nYour bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"weapon-ability",ability:"cha",weapons:"pact-weapon"}],action_cost:"bonus-action",passive:true,activatable:true,choices:[{kind:"select-entity",id:"pact-weapon",label:"Pact weapon",count:1,entity_type:"weapon",where:{inventory:true},target:true}]},{slug:"srd-2024_optional-feature_pact-of-the-chain",name:"Pact of the Chain",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You learn the _Find Familiar_ spell and can cast it as a **Magic** action without expending a spell slot.\n\nWhen you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).\n\nAdditionally, when you take the **Attack** action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{ability:"cha",innate:{_:["find familiar"]}}],action_cost:"action",activatable:true},{slug:"srd-2024_optional-feature_pact-of-the-tome",name:"Pact of the Tome",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\n\nWhen the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\n\nYou can use the book as a Spellcasting Focus.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{ability:"cha",known:{_:[{choose:"level=0",count:3}]},prepared:{_:[{choose:"level=1|components & miscellaneous=ritual",count:2}]}}],passive:true,activatable:true},{slug:"srd-2024_optional-feature_quickened-spell",name:"Quickened Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_repelling-blast",name:"Repelling Blast",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\n\nYou can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.",prerequisites:[{kind:"spell-choose",choose:"level=0|class=Warlock|spell attack=m;r;o",entry:"a Warlock Cantrip That Deals Damage via an Attack Roll",entry_summary:"Warlock Cantrip That Deals Damage via an Attack Roll"},{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],activatable:true},{slug:"srd-2024_optional-feature_seeking-spell",name:"Seeking Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the `roll:d20`, and you must use the new roll.\n\nYou can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[{kind:"roll-modifier",mode:"reroll",roll:"attack",scope:"an attack roll for a spell"}],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_subtle-spell",name:"Subtle Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_thirsting-blade",name:"Thirsting Blade",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the **Attack** action on your turn.",prerequisites:[{kind:"level",min:5},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"extra-attack",count:1,applies_to:"pact-weapon"}],passive:true},{slug:"srd-2024_optional-feature_transmuted-spell",name:"Transmuted Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_twinned-spell",name:"Twinned Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell, such as _Charm Person_, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_visions-of-distant-realms",name:"Visions of Distant Realms",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Arcane Eye_ without expending a spell slot.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["arcane eye"]}}],activatable:true},{slug:"srd-2024_optional-feature_whispers-of-the-grave",name:"Whispers of the Grave",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Speak with Dead_ without expending a spell slot.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["speak with dead"]}}],activatable:true},{slug:"srd-2024_optional-feature_witch-sight",name:"Witch Sight",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You have Truesight with a range of 30 feet.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"sense",type:"truesight",range:30}],passive:true}];var TYPE_MAP={monsters:"monster",spells:"spell",magicitems:"item",weapons:"weapon",feats:"feat",conditions:"condition",classes:"class",backgrounds:"background",monster:"monster",spell:"spell",item:"item",armor:"armor",weapon:"weapon",feat:"feat",condition:"condition",class:"class",subclass:"subclass",background:"background",race:"race","optional-feature":"optional-feature"};var SrdStore=class{constructor(){this.bySlug=new Map;this.byType=new Map}loadFromData(sources){var _a,_b,_c,_d;this.bySlug.clear();this.byType.clear();for(const[sourceKey,items]of Object.entries(sources)){const entityType=(_a=TYPE_MAP[sourceKey])!=null?_a:sourceKey;const bucket=(_b=this.byType.get(entityType))!=null?_b:[];for(const raw of items){const slug=(_c=raw.slug)!=null?_c:"";const name=(_d=raw.name)!=null?_d:"";const entity={slug,name,entityType,data:raw};this.bySlug.set(slug,entity);bucket.push(entity)}this.byType.set(entityType,bucket)}}loadFromBundledJson(){const asRows=rows=>rows;const sources={monster:[...asRows(monster_2014_default),...asRows(monster_2024_default)],spell:[...asRows(spell_2014_default),...asRows(spell_2024_default)],item:[...asRows(item_2014_default),...asRows(item_2024_default)],armor:[...asRows(armor_2014_default),...asRows(armor_2024_default)],weapon:[...asRows(weapon_2014_default),...asRows(weapon_2024_default)],feat:[...asRows(feat_2014_default),...asRows(feat_2024_default)],condition:[...asRows(condition_2014_default),...asRows(condition_2024_default)],class:[...asRows(class_2014_default),...asRows(class_2024_default)],subclass:[...asRows(subclass_2014_default),...asRows(subclass_2024_default)],background:[...asRows(background_2014_default),...asRows(background_2024_default)],race:[...asRows(race_2014_default),...asRows(race_2024_default)],"optional-feature":[...asRows(optional_feature_2014_default),...asRows(optional_feature_2024_default)]};this.loadFromData(sources)}getBySlug(slug){return this.bySlug.get(slug)}search(query,entityType,limit=20){var _a;const q=query.toLowerCase();const pool=entityType?(_a=this.byType.get(entityType))!=null?_a:[]:Array.from(this.bySlug.values());const matches=pool.filter(e=>e.name.toLowerCase().includes(q)).sort((a,b)=>{const aName=a.name.toLowerCase();const bName=b.name.toLowerCase();if(aName===q&&bName!==q)return-1;if(bName===q&&aName!==q)return 1;if(aName.startsWith(q)&&!bName.startsWith(q))return-1;if(bName.startsWith(q)&&!aName.startsWith(q))return 1;return aName.localeCompare(bName)});return matches.slice(0,limit)}getAllOfType(entityType){var _a;return(_a=this.byType.get(entityType))!=null?_a:[]}getTypes(){return Array.from(this.byType.keys())}count(){return this.bySlug.size}getByName(name,entityType){var _a,_b;const q=name.toLowerCase();const pool=entityType?(_a=this.byType.get(entityType))!=null?_a:[]:Array.from(this.bySlug.values());return(_b=pool.find(e=>e.name.toLowerCase()===q))!=null?_b:null}};export{SrdStore,dnd5ePack,enrichMonster,monsterCodec,monsterEntityType,monsterGeneratable,parseInlineTag,parseMonster,resolveMonster};
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> If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.`}],"2":[{id:"scholar",name:"Scholar",description:"While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.",choices:[{kind:"select-proficiency",id:"expertise",count:1,domain:"skill",from:["arcana","history","investigation","medicine","nature","religion"],from_proficient:true,expertise:true}]}],"3":[{id:"wizard-subclass",name:"Wizard Subclass",description:"You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Wizard level or lower.",choices:[{kind:"select-entity",id:"subclass",count:1,entity_type:"subclass",where:{parent_class:"self"}}]}],"4":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"5":[{id:"memorize-spell",name:"Memorize Spell",description:"Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book."}],"8":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"12":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"16":[{id:"ability-score-improvement",name:"Ability Score Improvement",description:'You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"18":[{id:"spell-mastery",name:"Spell Mastery",description:"You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.\n\nWhenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book."}],"19":[{id:"epic-boon",name:"Epic Boon",description:'You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.',choices:[{kind:"select-entity",id:"feat",count:1,entity_type:"feat"}]}],"20":[{id:"signature-spells",name:"Signature Spells",description:"Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.",resources:[{id:"wizard:signature-spells",name:"Signature Spells",max_formula:"2",reset:"short-rest"}]}]},resources:[],starting_gold:{fixed:55}}];var subclass_2014_default=[{slug:"srd-5e_subclass_champion",name:"Champion",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Fighter]]",features_by_level:{"3":[{id:"improved-critical",name:"Improved Critical",description:"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.",effects:[{kind:"crit-range",min_roll:19,applies_to:"weapon"}]}],"7":[{id:"remarkable-athlete",name:"Remarkable Athlete",description:"Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.",effects:[{kind:"half-proficiency",skills:["athletics","acrobatics","sleight-of-hand","stealth"],round:"up"}]}],"10":[{id:"additional-fighting-style",name:"Additional Fighting Style",description:"At 10th level, you can choose a second option from the Fighting Style class feature.",choices:[{kind:"select-entity",id:"fighting-style",count:1,entity_type:"optional-feature",where:{feature_type:"fighting_style",available_to:"self"}}]}],"15":[{id:"superior-critical",name:"Superior Critical",description:"Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.",effects:[{kind:"crit-range",min_roll:18,applies_to:"weapon"}]}],"18":[{id:"survivor",name:"Survivor",description:"At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points."}]},resources:[]},{slug:"srd-5e_subclass_circle-of-the-land",name:"Circle of the Land",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Druid]]",features_by_level:{"2":[{id:"bonus-cantrip",name:"Bonus Cantrip",description:"When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.",effects:[{kind:"extra-cantrips",count:1}]},{id:"natural-recovery",name:"Natural Recovery",description:"Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.",resources:[{id:"circle-of-the-land:natural-recovery",name:"Natural Recovery",max_formula:"1",reset:"long-rest",recovery:[{id:"circle-of-the-land:natural-recovery-slots",name:"Recover spell slots",amount:"ceil({class_level}/2)",reset:"long-rest",restores:"spell-slots"}]}]}],"3":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"5":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"6":[{id:"lands-stride",name:"Land's Stride",description:"Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell."}],"7":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"9":[{id:"circle-spells",name:"Circle Spells",description:"Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. \r\n\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n**Arctic (table)**\r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | hold person, spike growth | \r\n| 5th | sleet storm, slow | \r\n| 7th | freedom of movement, ice storm | \r\n| 9th | commune with nature, cone of cold | \r\n \r\n**Coast (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | mirror image, misty step | \r\n| 5th | water breathing, water walk | \r\n| 7th | control water, freedom of movement | \r\n| 9th | conjure elemental, scrying | \r\n \r\n**Desert (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | blur, silence | \r\n| 5th | create food and water, protection from energy | \r\n| 7th | blight, hallucinatory terrain | \r\n| 9th | insect plague, wall of stone | \r\n \r\n**Forest (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | barkskin, spider climb | \r\n| 5th | call lightning, plant growth | \r\n| 7th | divination, freedom of movement | \r\n| 9th | commune with nature, tree stride | \r\n \r\n**Grassland (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | invisibility, pass without trace | \r\n| 5th | daylight, haste | \r\n| 7th | divination, freedom of movement | \r\n| 9th | dream, insect plague | \r\n \r\n**Mountain (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | spider climb, spike growth | \r\n| 5th | lightning bolt, meld into stone | \r\n| 7th | stone shape, stoneskin | \r\n| 9th | passwall, wall of stone | \r\n \r\n**Swamp (table)** \r\n \r\n| Druid Level | Circle Spells | \r\n|---|---| \r\n| 3rd | acid arrow, darkness | \r\n| 5th | water walk, stinking cloud | \r\n| 7th | freedom of movement, locate creature | \r\n| 9th | insect plague, scrying |",choices:[{kind:"select-inline",id:"land-terrain",count:1,options:[{value:"arctic",label:"Arctic"},{value:"coast",label:"Coast"},{value:"desert",label:"Desert"},{value:"forest",label:"Forest"},{value:"grassland",label:"Grassland"},{value:"mountain",label:"Mountain"},{value:"swamp",label:"Swamp"}]}]}],"10":[{id:"natures-ward",name:"Nature's Ward",description:"When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease."}],"14":[{id:"natures-sanctuary",name:"Nature's Sanctuary",description:"When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n\r\nThe creature is aware of this effect before it makes its attack against you."}]},resources:[],additional_spells:[{name:"Arctic",prepared:{"3":["hold person","spike growth"],"5":["sleet storm","slow"],"7":["freedom of movement","ice storm"],"9":["commune with nature","cone of cold"]}},{name:"Coast",prepared:{"3":["mirror image","misty step"],"5":["water breathing","water walk"],"7":["control water","freedom of movement"],"9":["conjure elemental","scrying"]}},{name:"Desert",prepared:{"3":["blur","silence"],"5":["create food and water","protection from energy"],"7":["blight","hallucinatory terrain"],"9":["insect plague","wall of stone"]}},{name:"Forest",prepared:{"3":["barkskin","spider climb"],"5":["call lightning","plant growth"],"7":["divination","freedom of movement"],"9":["commune with nature","tree stride"]}},{name:"Grassland",prepared:{"3":["invisibility","pass without trace"],"5":["daylight","haste"],"7":["divination","freedom of movement"],"9":["dream","insect plague"]}},{name:"Mountain",prepared:{"3":["spider climb","spike growth"],"5":["lightning bolt","meld into stone"],"7":["stone shape","stoneskin"],"9":["passwall","wall of stone"]}},{name:"Swamp",prepared:{"3":["darkness","acid arrow"],"5":["water walk","stinking cloud"],"7":["freedom of movement","locate creature"],"9":["insect plague","scrying"]}},{name:"Underdark",prepared:{"3":["spider climb","web"],"5":["gaseous form","stinking cloud"],"7":["greater invisibility","stone shape"],"9":["cloudkill","insect plague"]}}]},{slug:"srd-5e_subclass_college-of-lore",name:"College of Lore",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Bard]]",features_by_level:{"3":[{id:"bonus-proficiencies",name:"Bonus Proficiencies",description:"When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.",choices:[{kind:"select-proficiency",id:"skills",count:3,domain:"skill"}]},{id:"cutting-words",name:"Cutting Words",description:"Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed."}],"6":[{id:"additional-magical-secrets",name:"Additional Magical Secrets",description:"At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know."}],"14":[{id:"peerless-skill",name:"Peerless Skill",description:"Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail."}]},resources:[]},{slug:"srd-5e_subclass_draconic-bloodline",name:"Draconic Bloodline",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Sorcerer]]",features_by_level:{"1":[{id:"draconic-resilience",name:"Draconic Resilience",description:"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.\r\n\r\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.",effects:[{kind:"hp-per-level-bonus",value:1},{kind:"unarmored-ac",abilities:["dex"],base:13,allow_shield:true}]},{id:"dragon-ancestor",name:"Dragon Ancestor",description:"At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.\r\n\r\n### Draconic Ancestry (table)\r\n| Dragon | Damage Type |\r\n| --- | --- |\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |\r\n\r\nYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.",choices:[{kind:"select-inline",id:"draconic-ancestry",count:1,options:[{value:"black",label:"Black (Acid)"},{value:"blue",label:"Blue (Lightning)"},{value:"brass",label:"Brass (Fire)"},{value:"bronze",label:"Bronze (Lightning)"},{value:"copper",label:"Copper (Acid)"},{value:"gold",label:"Gold (Fire)"},{value:"green",label:"Green (Poison)"},{value:"red",label:"Red (Fire)"},{value:"silver",label:"Silver (Cold)"},{value:"white",label:"White (Cold)"}]}]}],"6":[{id:"elemental-affinity",name:"Elemental Affinity",description:"Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_type_pick:"draconic-ancestry",once:true}}]}],"14":[{id:"dragon-wings",name:"Dragon Wings",description:"At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.\r\n\r\nYou can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them."}],"18":[{id:"draconic-presence",name:"Draconic Presence",description:"Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours."}]},resources:[]},{slug:"srd-5e_subclass_hunter",name:"Hunter",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Ranger]]",features_by_level:{"3":[{id:"hunters-prey",name:"Hunter's Prey",description:"At 3rd level, you gain one of the following features of your choice.\r\n\r\n***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\n***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.",choices:[{kind:"select-inline",id:"hunters-prey",count:1,options:[{value:"colossus-slayer",label:"Colossus Slayer",description:"When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.",effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"1d8",applies_to:"weapon",condition:"once per turn, if the target is below its hit point maximum"}]},{value:"giant-killer",label:"Giant Killer",description:"When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack."},{value:"horde-breaker",label:"Horde Breaker",description:"Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon."}]}]}],"7":[{id:"defensive-tactics",name:"Defensive Tactics",description:"At 7th level, you gain one of the following features of your choice.\r\n\r\n***Escape the Horde.*** Opportunity attacks against you are made with disadvantage.\r\n\r\n***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n***Steel Will.*** You have advantage on saving throws against being frightened.",choices:[{kind:"select-inline",id:"defensive-tactics",count:1,options:[{value:"escape-the-horde",label:"Escape the Horde",description:"Opportunity attacks against you are made with disadvantage."},{value:"multiattack-defense",label:"Multiattack Defense",description:"When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn."},{value:"steel-will",label:"Steel Will",description:"You have advantage on saving throws against being frightened."}]}]}],"11":[{id:"multiattack",name:"Multiattack",description:"At 11th level, you gain one of the following features of your choice.\r\n\r\n***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.\r\n\r\n***Whirlwind Attack.*** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.",choices:[{kind:"select-inline",id:"multiattack",count:1,options:[{value:"volley",label:"Volley",description:"You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target."},{value:"whirlwind-attack",label:"Whirlwind Attack",description:"You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target."}]}]}],"15":[{id:"superior-hunters-defense",name:"Superior Hunter's Defense",description:"At 15th level, you gain one of the following features of your choice.\r\n\r\n***Evasion.*** When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.",choices:[{kind:"select-inline",id:"superior-hunters-defense",count:1,options:[{value:"evasion",label:"Evasion",description:"When you make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure."},{value:"stand-against-the-tide",label:"Stand Against the Tide",description:"When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature of your choice."},{value:"uncanny-dodge",label:"Uncanny Dodge",description:"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you."}]}]}]},resources:[]},{slug:"srd-5e_subclass_life-domain",name:"Life Domain",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Cleric]]",features_by_level:{"1":[{id:"bonus-proficiency",name:"Bonus Proficiency",description:"When you choose this domain at 1st level, you gain proficiency with heavy armor.",effects:[{kind:"proficiency",proficiency_type:"armor",value:"heavy"}]},{id:"disciple-of-life",name:"Disciple of Life",description:"Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level."},{id:"life-domain-spells-table",name:"Life Domain Spells (table)",description:"Cleric Level | Spells |\r\n|---|---|\r\n| 1st | bless, cure wounds | \r\n| 3rd | lesser restoration, spiritual weapon |\r\n| 5th | beacon of hope, revivify |\r\n| 7th | death ward, guardian of faith |\r\n| 9th | mass cure wounds, raise dead |"}],"2":[{id:"channel-divinity-preserve-life",name:"Channel Divinity: Preserve Life",description:"Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.\r\n\r\nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct."}],"6":[{id:"blessed-healer",name:"Blessed Healer",description:"Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level."}],"8":[{id:"divine-strike",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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.",effects:[{kind:"damage-bonus",damage_type:"radiant",amount:"1d8",applies_to:"weapon",condition:"once on each of your turns when you hit a creature with a weapon attack"}]}],"17":[{id:"supreme-healing",name:"Supreme Healing",description:"Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12."}]},resources:[],additional_spells:[{prepared:{"1":["bless","cure wounds"],"3":["lesser restoration","spiritual weapon"],"5":["beacon of hope","revivify"],"7":["death ward","guardian of faith"],"9":["mass cure wounds","raise dead"]}}]},{slug:"srd-5e_subclass_oath-of-devotion",name:"Oath of Devotion",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Paladin]]",features_by_level:{"3":[{id:"channel-divinity",name:"Channel Divinity",description:"When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\n**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.\r\n\r\nYou can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.\r\n\r\n**Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.",action:"action"},{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"},{id:"tenets-of-devotion",name:"Tenets of Devotion",description:"Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.\r\n\r\n*Honesty.* Don't lie or cheat. Let your word be your promise.\r\n\r\n*Courage.* Never fear to act, though caution is wise.\r\n\r\n*Compassion.* Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.\r\n\r\n*Honor.* Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.\r\n\r\n*Duty.* Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you."}],"5":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"7":[{id:"aura-of-devotion",name:"Aura of Devotion",description:"Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.",effects:[{kind:"immune-condition",condition:"Charmed"}]}],"9":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"13":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"15":[{id:"purity-of-spirit",name:"Purity of Spirit",description:"Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell."}],"17":[{id:"oath-spells",name:"Oath Spells",description:"You gain oath spells at the paladin levels listed.\r\n\r\n### Oath of Devotion Spells\r\n| Paladin Level | Spells |\r\n| --- | --- |\r\n| 3rd | protection from evil and good, sanctuary |\r\n| 5th | lesser restoration, zone of truth |\r\n| 9th | beacon of hope, dispel magic |\r\n| 13th | freedom of movement, guardian of faith |\r\n| 17th | commune, flame strike |"}],"18":[{id:"aura-of-devotion",name:"Aura of Devotion",description:"Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.",effects:[{kind:"immune-condition",condition:"Charmed"}]}],"20":[{id:"holy-nimbus",name:"Holy Nimbus",description:"At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.\r\n\r\nWhenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.\r\n\r\nIn addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",action:"action",resources:[{id:"paladin:holy-nimbus-uses",name:"Holy Nimbus",max_formula:"1",reset:"long-rest"}]}]},resources:[],additional_spells:[{prepared:{"3":["protection from evil and good","sanctuary"],"5":["lesser restoration","zone of truth"],"9":["beacon of hope","dispel magic"],"13":["freedom of movement","guardian of faith"],"17":["commune","flame strike"]}}]},{slug:"srd-5e_subclass_path-of-the-berserker",name:"Path of the Berserker",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Barbarian]]",features_by_level:{"3":[{id:"frenzy",name:"Frenzy",description:"Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A)."}],"6":[{id:"mindless-rage",name:"Mindless Rage",description:"Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.",effects:[{kind:"immune-condition",condition:"Charmed",while:"you are raging"},{kind:"immune-condition",condition:"Frightened",while:"you are raging"}]}],"10":[{id:"intimidating-presence",name:"Intimidating Presence",description:"Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours."}],"14":[{id:"retaliation",name:"Retaliation",description:"Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature."}]},resources:[]},{slug:"srd-5e_subclass_school-of-evocation",name:"School of Evocation",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Wizard]]",features_by_level:{"2":[{id:"evocation-savant",name:"Evocation Savant",description:"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved."},{id:"sculpt-spells",name:"Sculpt Spells",description:"Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."}],"6":[{id:"potent-cantrip",name:"Potent Cantrip",description:"Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."}],"10":[{id:"empowered-evocation",name:"Empowered Evocation",description:"Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{int_mod}",applies_to:"spell",spell_scope:{list:"wizard",school:"evocation",once:true}}]}],"14":[{id:"overchannel",name:"Overchannel",description:"Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.",resources:[{id:"school-of-evocation:overchannel",name:"Overchannel",max_formula:"1",reset:"long-rest"}]}]},resources:[]},{slug:"srd-5e_subclass_the-fiend",name:"The Fiend",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Warlock]]",features_by_level:{"1":[{id:"dark-ones-blessing",name:"Dark One's Blessing",description:"Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)."},{id:"expanded-spell-list",name:"Expanded Spell List",description:"The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\r\n\r\n### Fiend Expanded Spells (table)\r\n| Spell Level | Spells |\r\n| --- | --- |\r\n| 1st | burning hands, command |\r\n| 2nd | blindness/deafness, scorching ray |\r\n| 3rd | fireball, stinking cloud |\r\n| 4th | fire shield, wall of fire |\r\n| 5th | flame strike, hallow |"}],"6":[{id:"dark-ones-own-luck",name:"Dark One's Own Luck",description:"Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.",resources:[{id:"warlock:dark-ones-own-luck-uses",name:"Dark One's Own Luck",max_formula:"1",reset:"short-rest"}]}],"10":[{id:"fiendish-resilience",name:"Fiendish Resilience",description:"Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance."}],"14":[{id:"hurl-through-hell",name:"Hurl Through Hell",description:"Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.\r\n\r\nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.",resources:[{id:"warlock:hurl-through-hell-uses",name:"Hurl Through Hell",max_formula:"1",reset:"long-rest"}]}]},resources:[]},{slug:"srd-5e_subclass_thief",name:"Thief",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Rogue]]",features_by_level:{"3":[{id:"fast-hands",name:"Fast Hands",description:"Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action."},{id:"second-story-work",name:"Second-Story Work",description:"When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier."}],"9":[{id:"supreme-sneak",name:"Supreme Sneak",description:"Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn."}],"13":[{id:"use-magic-device",name:"Use Magic Device",description:"By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items."}],"17":[{id:"thiefs-reflexes",name:"Thief's Reflexes",description:"When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised."}]},resources:[]},{slug:"srd-5e_subclass_way-of-the-open-hand",name:"Way of the Open Hand",edition:"2014",source:"SRD 5.1",description:"",parent_class:"[[SRD 5e/Classes/Monk]]",features_by_level:{"3":[{id:"open-hand-technique",name:"Open Hand Technique",description:"Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:\r\n\r\n* It must succeed on a Dexterity saving throw or be knocked prone.\r\n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\n* It can't take reactions until the end of your next turn."}],"6":[{id:"wholeness-of-body",name:"Wholeness of Body",description:"At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.",action:"action",resources:[{id:"way-of-the-open-hand:wholeness-of-body",name:"Wholeness of Body",max_formula:"1",reset:"long-rest"}]}],"11":[{id:"tranquility",name:"Tranquility",description:"Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus."}],"17":[{id:"quivering-palm",name:"Quivering Palm",description:"At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.\r\n\r\nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action."}]},resources:[]}];var subclass_2024_default=[{slug:"srd-2024_subclass_champion",name:"Champion",edition:"2024",source:"SRD 5.2",description:"*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.",parent_class:"[[SRD 2024/Classes/Fighter]]",features_by_level:{"3":[{id:"improved-critical",name:"Improved Critical",description:"Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.",effects:[{kind:"crit-range",min_roll:19,applies_to:"weapon"}]},{id:"remarkable-athlete",name:"Remarkable Athlete",description:"Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.",effects:[{kind:"roll-modifier",mode:"advantage",roll:"ability-check",scope:"Strength (Athletics) checks"},{kind:"roll-modifier",mode:"advantage",roll:"ability-check",scope:"Initiative rolls"}]}],"7":[{id:"additional-fighting-style",name:"Additional Fighting Style",description:"You gain another Fighting Style feat of your choice."}],"10":[{id:"heroic-warrior",name:"Heroic Warrior",description:"The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it."}],"15":[{id:"superior-critical",name:"Superior Critical",description:"Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18\u201320 on the d20.",effects:[{kind:"crit-range",min_roll:18,applies_to:"weapon"}]}],"18":[{id:"survivor",name:"Survivor",description:"You attain the pinnacle of resilience in battle, giving you these benefits.\n\n**Defy Death**. You have Advantage on Death Saving Throws. Moreover, when you roll 18\u201320 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\n**Heroic Rally**. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."}]},resources:[],feat_progression:[{name:"Fighting Style",category:["FS"],progression:{"7":1}}]},{slug:"srd-2024_subclass_circle-of-the-land",name:"Circle of the Land",edition:"2024",source:"SRD 5.2",description:"*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.",parent_class:"[[SRD 2024/Classes/Druid]]",features_by_level:{"3":[{id:"circle-of-the-land-spells",name:"Circle of the Land Spells",description:"Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nTable: Arid Land\n\n|Druid Level|Circle Spells|\n|---|---|\n|3|Blur, Burning Hands, Fire Bolt|\n|5|Fireball|\n|7|Blight|\n|9|Wall of Stone|\n\nTable: Polar Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Fog Cloud, Hold Person, Ray of Frost|\n|5|Sleet Storm|\n|7|Ice Storm|\n|9|Cone of Cold|\n\nTable: Temperate Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Misty Step, Shocking Grasp, Sleep|\n|5|Lightning Bolt|\n|7|Freedom of Movement|\n|9|Tree Stride|\n\nTable: Tropical Land\n|Druid Level|Circle Spells|\n|---|---|\n|3|Acid Splash, Ray of Sickness, Web|\n|5|Stinking Cloud|\n|7|Polymorph|\n|9|Insect Plague|"},{id:"lands-aid",name:"Land's Aid",description:"As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."}],"6":[{id:"natural-recovery",name:"Natural Recovery",description:"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\nIn addition, 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 Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.",resources:[{id:"druid:natural-recovery-free-casts",name:"Natural Recovery Free Cast",max_formula:"1",reset:"long-rest"},{id:"circle-of-the-land:natural-recovery",name:"Natural Recovery",max_formula:"1",reset:"long-rest",recovery:[{id:"circle-of-the-land:natural-recovery-slots",name:"Recover spell slots",amount:"ceil({class_level}/2)",reset:"long-rest",restores:"spell-slots"}]}]}],"10":[{id:"natures-ward",name:"Nature's Ward",description:"You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.\n\n| Land Type | Resistance |\n|---|---|\n| Arid | Fire |\n| Polar | Cold |\n| Temperate | Lightning |\n| Tropical | Poison |"}],"14":[{id:"natures-sanctuary",name:"Nature's Sanctuary",description:"As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself."}]},resources:[],additional_spells:[{name:"Arid Land",prepared:{"3":["blur","burning hands","fire bolt"],"5":["fireball"],"7":["blight"],"9":["wall of stone"]}},{name:"Polar Land",prepared:{"3":["fog cloud","hold person","ray of frost"],"5":["sleet storm"],"7":["ice storm"],"9":["cone of cold"]}},{name:"Temperate Land",prepared:{"3":["misty step","shocking grasp","sleep"],"5":["lightning bolt"],"7":["freedom of movement"],"9":["tree stride"]}},{name:"Tropical Land",prepared:{"3":["acid splash","ray of sickness","web"],"5":["stinking cloud"],"7":["polymorph"],"9":["insect plague"]}}]},{slug:"srd-2024_subclass_college-of-lore",name:"College of Lore",edition:"2024",source:"SRD 5.2",description:"*Plumb the Depths of Magical Knowledge*\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.",parent_class:"[[SRD 2024/Classes/Bard]]",features_by_level:{"3":[{id:"bonus-proficiencies",name:"Bonus Proficiencies",description:"You gain proficiency with three skills of your choice.",choices:[{kind:"select-proficiency",id:"skills",count:3,domain:"skill"}]},{id:"cutting-words",name:"Cutting Words",description:"You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."}],"6":[{id:"magical-discoveries",name:"Magical Discoveries",description:"You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\nYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements."}],"14":[{id:"peerless-skill",name:"Peerless Skill",description:"When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended."}]},resources:[]},{slug:"srd-2024_subclass_draconic-sorcery",name:"Draconic Sorcery",edition:"2024",source:"SRD 5.2",description:"*Breathe the Magic of Dragons*\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.",parent_class:"[[SRD 2024/Classes/Sorcerer]]",features_by_level:{"3":[{id:"draconic-resilience",name:"Draconic Resilience",description:"The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\nParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.",effects:[{kind:"hp-per-level-bonus",value:1},{kind:"unarmored-ac",abilities:["dex","cha"],base:10,allow_shield:true}]},{id:"draconic-spells",name:"Draconic Spells",description:"When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nTable: Draconic Spells\n\n|Sorcerer Level|Spells|\n|---|---|\n|3|Alter Self, Chromatic Orb, Command, Dragon's Breath|\n|5|Fear, Fly|\n|7|Arcane Eye, Charm Monster|\n|9|Legend Lore, Summon Dragon|"}],"6":[{id:"elemental-affinity",name:"Elemental Affinity",description:"Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\nYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.",choices:[{kind:"select-inline",id:"elemental-affinity",count:1,options:[{value:"acid",label:"Acid",effects:[{kind:"resistance",damage_type:"Acid"},{kind:"damage-bonus",damage_type:"acid",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["acid"],once:true}}]},{value:"cold",label:"Cold",effects:[{kind:"resistance",damage_type:"Cold"},{kind:"damage-bonus",damage_type:"cold",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["cold"],once:true}}]},{value:"fire",label:"Fire",effects:[{kind:"resistance",damage_type:"Fire"},{kind:"damage-bonus",damage_type:"fire",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["fire"],once:true}}]},{value:"lightning",label:"Lightning",effects:[{kind:"resistance",damage_type:"Lightning"},{kind:"damage-bonus",damage_type:"lightning",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["lightning"],once:true}}]},{value:"poison",label:"Poison",effects:[{kind:"resistance",damage_type:"Poison"},{kind:"damage-bonus",damage_type:"poison",amount:"{cha_mod}",applies_to:"spell",spell_scope:{damage_types:["poison"],once:true}}]}]}]}],"14":[{id:"dragon-wings",name:"Dragon Wings",description:"As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.",action:"bonus-action",resources:[{id:"draconic-sorcery:dragon-wings",name:"Dragon Wings",max_formula:"1",reset:"long-rest",recovery:[{id:"draconic-sorcery:dragon-wings-sorcery-points",name:"Spend 3 Sorcery Points",amount:1,action:"free",reset:"custom"}]}]}],"18":[{id:"dragon-companion",name:"Dragon Companion",description:"You can cast *Summon Dragon* without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\nWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.",resources:[{id:"draconic-sorcery:dragon-companion-free-cast",name:"Dragon Companion",max_formula:"1",reset:"long-rest"}]}]},resources:[],additional_spells:[{prepared:{"3":["alter self","chromatic orb","command","dragon's breath"],"5":["fear","fly"],"7":["arcane eye","charm monster"],"9":["legend lore","summon dragon"]}}]},{slug:"srd-2024_subclass_evoker",name:"Evoker",edition:"2024",source:"SRD 5.2",description:"*Create Explosive Elemental Effects*\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.",parent_class:"[[SRD 2024/Classes/Wizard]]",features_by_level:{"3":[{id:"evocation-savant",name:"Evocation Savant",description:"Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\nIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."},{id:"potent-cantrip",name:"Potent Cantrip",description:"Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."}],"6":[{id:"sculpt-spells",name:"Sculpt Spells",description:"You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."}],"10":[{id:"empowered-evocation",name:"Empowered Evocation",description:"Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.",effects:[{kind:"damage-bonus",damage_type:"spell",amount:"{int_mod}",applies_to:"spell",spell_scope:{list:"wizard",school:"evocation",once:true}}]}],"14":[{id:"overchannel",name:"Overchannel",description:"You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1\u20135 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\nThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\nEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.",resources:[{id:"evoker:overchannel",name:"Overchannel",max_formula:"1",reset:"long-rest"}]}]},resources:[]},{slug:"srd-2024_subclass_fiend-patron",name:"Fiend Patron",edition:"2024",source:"SRD 5.2",description:"*Make a Deal with the Lower Planes*\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil\u2014the corruption or destruction of all things, ultimately including you\u2014and your path is defined by the extent to which you strive against those aims.",parent_class:"[[SRD 2024/Classes/Warlock]]",features_by_level:{"3":[{id:"dark-ones-blessing",name:"Dark One's Blessing",description:"When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."},{id:"fiend-spells",name:"Fiend Spells",description:"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nTable: Fiend Spells\n\n|Warlock Level|Spells|\n|---|---|\n|3|Burning Hands, Command, Scorching Ray, Suggestion|\n|5|Fireball, Stinking Cloud|\n|7|Fire Shield, Wall of Fire|\n|9|Geas, Insect Plague|"}],"6":[{id:"dark-ones-own-luck",name:"Dark One's Own Luck",description:"You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.",resources:[{id:"fiend-patron:dark-ones-own-luck",name:"Dark One's Own Luck",max_formula:"max(1, {cha_mod})",reset:"long-rest"}]}],"10":[{id:"fiendish-resilience",name:"Fiendish Resilience",description:"Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature."}],"14":[{id:"hurl-through-hell",name:"Hurl Through Hell",description:"Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.",resources:[{id:"warlock-2024:hurl-through-hell-uses",name:"Hurl Through Hell",max_formula:"1",reset:"long-rest",recovery:[{id:"warlock-2024:hurl-through-hell-uses-pact-slot",name:"Expend a Pact Magic spell slot",amount:1,action:"free",reset:"custom"}]}]}]},resources:[],additional_spells:[{prepared:{"3":["burning hands","command","scorching ray","suggestion"],"5":["fireball","stinking cloud"],"7":["fire shield","wall of fire"],"9":["geas","insect plague"]}}]},{slug:"srd-2024_subclass_hunter",name:"Hunter",edition:"2024",source:"SRD 5.2",description:"*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.",parent_class:"[[SRD 2024/Classes/Ranger]]",features_by_level:{"3":[{id:"hunters-lore",name:"Hunter's Lore",description:"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."},{id:"hunters-prey",name:"Hunter's Prey",description:"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.\n\n**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.",choices:[{kind:"select-inline",id:"hunters-prey",count:1,options:[{value:"colossus-slayer",label:"Colossus Slayer",description:"When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points (once per turn).",effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"1d8",applies_to:"weapon",condition:"once per turn, if the target is missing any of its Hit Points"}]},{value:"horde-breaker",label:"Horde Breaker",description:"Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature within 5 feet of the original target and within range."}]}]}],"7":[{id:"defensive-tactics",name:"Defensive Tactics",description:"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\n**Escape the Horde.** Opportunity Attacks have Disadvantage against you.\n\n**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.",choices:[{kind:"select-inline",id:"defensive-tactics",count:1,options:[{value:"escape-the-horde",label:"Escape the Horde",description:"Opportunity Attacks have Disadvantage against you."},{value:"multiattack-defense",label:"Multiattack Defense",description:"When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn."}]}]}],"11":[{id:"superior-hunters-prey",name:"Superior Hunter's Prey",description:"Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature."}],"15":[{id:"superior-hunters-defense",name:"Superior Hunter's Defense",description:"When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn."}]},resources:[]},{slug:"srd-2024_subclass_life-domain",name:"Life Domain",edition:"2024",source:"SRD 5.2",description:"*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.",parent_class:"[[SRD 2024/Classes/Cleric]]",features_by_level:{"3":[{id:"disciple-of-life",name:"Disciple of Life",description:"When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level."},{id:"life-domain-spells",name:"Life Domain Spells",description:"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nTable: Life Domain Spells\n\n|Cleric Level|Prepared Spells|\n|---|---|\n|3|Aid, Bless, Cure Wounds, Lesser Restoration|\n|5|Mass Healing Word, Revivify|\n|7|Aura of Life, Death Ward|\n|9|Greater Restoration, Mass Cure Wounds|"},{id:"preserve-life",name:"Preserve Life",description:"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum."}],"6":[{id:"blessed-healer",name:"Blessed Healer",description:"The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level."}],"17":[{id:"supreme-healing",name:"Supreme Healing",description:"When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12."}]},resources:[],additional_spells:[{prepared:{"3":["aid","bless","cure wounds","lesser restoration"],"5":["mass healing word","revivify"],"7":["aura of life","death ward"],"9":["greater restoration","mass cure wounds"]}}]},{slug:"srd-2024_subclass_oath-of-devotion",name:"Oath of Devotion",edition:"2024",source:"SRD 5.2",description:"*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some\u2014for better or worse\u2014hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.",parent_class:"[[SRD 2024/Classes/Paladin]]",features_by_level:{"3":[{id:"sacred-weapon",name:"Sacred Weapon",description:"When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\nThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\nYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."},{id:"oath-of-devotion-spells",name:"Oath of Devotion Spells",description:"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nTable: Oath of Devotion Spells\n\n|Paladin Level|Spells|\n|---|---|\n|3|Protection from Evil and Good, Shield of Faith|\n|5|Aid, Zone of Truth|\n|9|Beacon of Hope, Dispel Magic|\n|13|Freedom of Movement, Guardian of Faith|\n|17|Commune, Flame Strike|"}],"7":[{id:"aura-of-devotion",name:"Aura of Devotion",description:"You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.",effects:[{kind:"immune-condition",condition:"Charmed"}]}],"15":[{id:"smite-of-protection",name:"Smite of Protection",description:"Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn."}],"20":[{id:"holy-nimbus",name:"Holy Nimbus",description:"As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\n**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\n**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\n**Sunlight.** The aura is filled with Bright Light that is sunlight.",action:"bonus-action",resources:[{id:"paladin-2024:holy-nimbus-uses",name:"Holy Nimbus",max_formula:"1",reset:"long-rest",recovery:[{id:"paladin-2024:holy-nimbus-uses-level-5-slot",name:"Expend a level 5 spell slot",amount:1,action:"free",reset:"custom"}]}]}]},resources:[],additional_spells:[{prepared:{"3":["protection from evil and good","shield of faith"],"5":["aid","zone of truth"],"9":["beacon of hope","dispel magic"],"13":["freedom of movement","guardian of faith"],"17":["commune","flame strike"]}}]},{slug:"srd-2024_subclass_path-of-the-berserker",name:"Path of the Berserker",edition:"2024",source:"SRD 5.2",description:"*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.",parent_class:"[[SRD 2024/Classes/Barbarian]]",features_by_level:{"3":[{id:"frenzy",name:"Frenzy",description:"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."}],"6":[{id:"mindless-rage",name:"Mindless Rage",description:"You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.",effects:[{kind:"immune-condition",condition:"Charmed",while:"your Rage is active"},{kind:"immune-condition",condition:"Frightened",while:"your Rage is active"}]}],"10":[{id:"retaliation",name:"Retaliation",description:"When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike."}],"14":[{id:"intimidating-presence",name:"Intimidating Presence",description:"As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\nOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.",action:"bonus-action",resources:[{id:"barbarian:intimidating-presence-uses",name:"Intimidating Presence",max_formula:"1",reset:"long-rest",recovery:[{id:"barbarian:intimidating-presence-uses-rage",name:"Expend a use of Rage",amount:1,action:"free",reset:"custom"}]}]}]},resources:[]},{slug:"srd-2024_subclass_thief",name:"Thief",edition:"2024",source:"SRD 5.2",description:"*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.",parent_class:"[[SRD 2024/Classes/Rogue]]",features_by_level:{"3":[{id:"fast-hands",name:"Fast Hands",description:"As a Bonus Action, you can do one of the following.\n\n**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\n**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action."},{id:"second-story-work",name:"Second-Story Work",description:"You've trained to get into especially hard-to-reach places, granting you these benefits.\n\n**Climber.** You gain a Climb Speed equal to your Speed.\n\n**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength."}],"9":[{id:"supreme-sneak",name:"Supreme Sneak",description:"You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."}],"13":[{id:"use-magic-device",name:"Use Magic Device",description:"You've learned how to maximize use of magic items, granting you the following benefits.\n\n**Attunement.** You can attune to up to four magic items at once.\n\n**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\n**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates."}],"17":[{id:"thiefs-reflexes",name:"Thief's Reflexes",description:"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10."}]},resources:[]},{slug:"srd-2024_subclass_warrior-of-the-open-hand",name:"Warrior of the Open Hand",edition:"2024",source:"SRD 5.2",description:"*Master Unarmed Combat Techniques*\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.",parent_class:"[[SRD 2024/Classes/Monk]]",features_by_level:{"3":[{id:"open-hand-technique",name:"Open Hand Technique",description:"Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\n**Addle.** The target can't make Opportunity Attacks until the start of its next turn.\n\n**Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\n**Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition."}],"6":[{id:"wholeness-of-body",name:"Wholeness of Body",description:"You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.",action:"bonus-action",resources:[{id:"warrior-of-the-open-hand:wholeness-of-body",name:"Wholeness of Body",max_formula:"max(1, {wis_mod})",reset:"long-rest"}]}],"11":[{id:"fleet-step",name:"Fleet Step",description:"When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."}],"17":[{id:"quivering-palm",name:"Quivering Palm",description:"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\nYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."}]},resources:[]}];var background_2014_default=[{slug:"srd-5e_background_acolyte",name:"Acolyte",edition:"2014",source:"SRD 5.1",description:'You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric performing sacred rites is not the same thing as channeling divine power.\r\n\r\nChoose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.',skill_proficiencies:["insight","religion"],tool_proficiencies:[],language_proficiencies:[{kind:"choice",count:2,from:"any"}],equipment:[{kind:"fixed",label:"A Holy Symbol, a Prayer Book, 5 Sticks of Incense, Vestments, Common Clothes, and a Pouch (15 GP)",grants:[{gold:15},{item:"book",display_name:"Prayer Book"},{item:"common-clothes"},{item:"pouch"}]}],feature:{name:"Shelter of the Faithful",description:"As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.\r\n\r\nYou might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple."},ability_score_increases:null,origin_feat:null,suggested_characteristics:{personality_traits:{_prose:"Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |\r\n| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |\r\n| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |\r\n| 4 | Nothing can shake my optimistic attitude. |\r\n| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |\r\n| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |\r\n| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |\r\n| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |\r\n| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |\r\n| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |\r\n| 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |\r\n| 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |\r\n| 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |\r\n| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |\r\n| 3 | I owe my life to the priest who took me in when my parents died. |\r\n| 4 | Everything I do is for the common people. |\r\n| 5 | I will do anything to protect the temple where I served. |\r\n| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I judge others harshly, and myself even more severely. |\r\n| 2 | I put too much trust in those who wield power within my temple's hierarchy. |\r\n| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |\r\n| 4 | I am inflexible in my thinking. |\r\n| 5 | I am suspicious of strangers and expect the worst of them. |\r\n| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |"}},choices:[{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]}];var background_2024_default=[{slug:"srd-2024_background_acolyte",name:"Acolyte",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["insight","religion"],tool_proficiencies:[{kind:"fixed",items:["calligrapher's-supplies"]}],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"Calligrapher's Supplies, Book (Prayers), Holy Symbol, 10 sheets Parchment, Robe, and 8 GP",grants:[{gold:8},{item:"calligraphers-supplies"},{item:"book",display_name:"Book (Prayers)"},{item:"parchment",qty:10},{item:"robe"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["int","wis","cha"]},origin_feat:"[[SRD 2024/Feats/Magic Initiate]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["int","wis","cha"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{slug:"srd-2024_background_criminal",name:"Criminal",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["sleight-of-hand","stealth"],tool_proficiencies:[{kind:"fixed",items:["thieves'-tools"]}],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, and 16 GP",grants:[{item:"dagger",qty:2},{gold:16},{item:"thieves-tools"},{item:"crowbar"},{item:"pouch",qty:2},{item:"travelers-clothes"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["dex","con","int"]},origin_feat:"[[SRD 2024/Feats/Alert]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["dex","con","int"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{slug:"srd-2024_background_sage",name:"Sage",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["arcana","history"],tool_proficiencies:[{kind:"fixed",items:["calligrapher's-supplies"]}],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"Quarterstaff, Calligrapher's Supplies, Book (History), 8 sheets Parchment, Robe, and 8 GP",grants:[{item:"quarterstaff"},{gold:8},{item:"calligraphers-supplies"},{item:"book",display_name:"Book (History)"},{item:"parchment",qty:8},{item:"robe"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["con","int","wis"]},origin_feat:"[[SRD 2024/Feats/Magic Initiate]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["con","int","wis"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]},{slug:"srd-2024_background_soldier",name:"Soldier",edition:"2024",source:"SRD 5.2",description:"",skill_proficiencies:["athletics","intimidation"],tool_proficiencies:[],language_proficiencies:[{kind:"fixed",languages:["common"]}],equipment:[{kind:"choice",options:[{label:"Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, and 14 GP",grants:[{item:"spear"},{item:"shortbow"},{gold:14},{item:"arrows-20"},{category:"gaming-set"},{item:"healers-kit"},{item:"quiver"},{item:"travelers-clothes"}]},{label:"50 GP",grants:[{gold:50}]}]}],feature:{name:"Background Feature",description:"(No description provided.)"},ability_score_increases:{pool:["str","dex","con"]},origin_feat:"[[SRD 2024/Feats/Savage Attacker]]",suggested_characteristics:null,choices:[{kind:"ability-points",id:"abilities",points:3,max_per:2,pool:["str","dex","con"]},{kind:"select-proficiency",id:"tool",count:1,domain:"tool",from:["dice-set","playing-cards"]},{kind:"select-proficiency",id:"languages",count:2,domain:"language"}]}];var race_2014_default=[{slug:"srd-5e_race_dragonborn",name:"Dragonborn",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{},description:"Your draconic heritage manifests in a variety of traits you share with other dragonborn.",ability_score_increases:[{ability:"str",amount:2},{ability:"cha",amount:1}],age:"Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.",alignment:"Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.",languages:{fixed:["common","draconic"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Strength score increases by 2, and your Charisma score increases by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Age",description:"Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80."},{name:"Alignment",description:"Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains."},{name:"Size",description:"Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants."},{name:"Draconic Ancestry table",description:"| Dragon | Damage Type | Breath Weapon |\r\n|--------------|-------------------|------------------------------|\r\n| Black | Acid | 5 by 30 ft. line (Dex. save) |\r\n| Blue | Lightning | 5 by 30 ft. line (Dex. save) |\r\n| Brass | Fire | 5 by 30 ft. line (Dex. save) |\r\n| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |\r\n| Copper | Acid | 5 by 30 ft. line (Dex. save) |\r\n| Gold | Fire | 15 ft. cone (Dex. save) |\r\n| Green | Poison | 15 ft. cone (Con. save) |\r\n| Red | Fire | 15 ft. cone (Dex. save) |\r\n| Silver | Cold | 15 ft. cone (Con. save) |\r\n| White | Cold | 15 ft. cone (Con. save) |"},{name:"Draconic Ancestry",description:"You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.",id:"draconic-ancestry",choices:[{kind:"select-inline",id:"draconic-ancestry",count:1,options:[{value:"black",label:"Black (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"blue",label:"Blue (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"brass",label:"Brass (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"bronze",label:"Bronze (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"copper",label:"Copper (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"gold",label:"Gold (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"green",label:"Green (Poison)",effects:[{kind:"resistance",damage_type:"Poison"}]},{value:"red",label:"Red (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"silver",label:"Silver (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]},{value:"white",label:"White (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]}]}]},{name:"Breath Weapon",description:"You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.\r\nWhen you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.",action_cost:"action",save:{ability:"dex",dc_formula:"8 + {con_mod} + {prof_bonus}"},id:"breath-weapon",resources:[{id:"dragonborn:breath-weapon",name:"Breath Weapon",max_formula:"1",reset:"short-rest"}]},{name:"Damage Resistance",description:"You have resistance to the damage type associated with your draconic ancestry."}]},{slug:"srd-5e_race_dwarf",name:"Dwarf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:25},vision:{darkvision:60},description:"Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.",ability_score_increases:[{ability:"con",amount:2}],age:"Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.",alignment:"Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.",languages:{fixed:["common","dwarvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Constitution score increases by 2."},{name:"Speed",description:"Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.",effects:[{kind:"speed-rule",flag:"ignore-armor-strength"}]},{name:"Darkvision",description:"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years."},{name:"Alignment",description:"Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order."},{name:"Size",description:"Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak."},{name:"Dwarven Resilience",description:"You have advantage on saving throws against poison, and you have resistance against poison damage.",effects:[{kind:"resistance",damage_type:"Poison"},{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",condition:"against poison"}]},{name:"Dwarven Combat Training",description:"You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.",effects:[{kind:"proficiency",proficiency_type:"weapon",value:"battleaxes"},{kind:"proficiency",proficiency_type:"weapon",value:"handaxes"},{kind:"proficiency",proficiency_type:"weapon",value:"light hammers"},{kind:"proficiency",proficiency_type:"weapon",value:"warhammers"}]},{name:"Tool Proficiency",description:"You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.",id:"tool-proficiency",choices:[{kind:"select-proficiency",id:"tool",count:1,domain:"tool",from:["smith's-tools","brewer's-supplies","mason's-tools"]}]},{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 proficiency bonus to the check, instead of your normal proficiency bonus."}]},{slug:"srd-5e_race_elf",name:"Elf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.",ability_score_increases:[{ability:"dex",amount:2}],age:"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.",alignment:"Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others\u2019 freedom as well as their own, and they are more often good than not.",languages:{fixed:["common","elvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Dexterity score increases by 2."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old."},{name:"Alignment",description:"Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others\u2019 freedom as well as their own, and they are more often good than not."},{name:"Size",description:"Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires."},{name:"Keen Senses",description:"You have proficiency in the Perception skill.",effects:[{kind:"proficiency",proficiency_type:"skill",value:"perception"}]},{name:"Fey Ancestry",description:"You have advantage on saving throws against being charmed, and magic can't put you to sleep."},{name:"Trance",description:"Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \u201Ctrance.\u201D) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep."}]},{slug:"srd-5e_race_gnome",name:"Gnome",edition:"2014",source:"SRD 5.1",size:"small",speed:{walk:25},vision:{darkvision:60},description:"Your gnome character has certain characteristics in common with all other gnomes.",ability_score_increases:[{ability:"int",amount:2}],age:"Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.",alignment:"Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.",languages:{fixed:["common","gnomish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Intelligence score increases by 2."},{name:"Speed",description:"Your base walking speed is 25 feet."},{name:"Darkvision",description:"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years."},{name:"Alignment",description:"Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious."},{name:"Size",description:"Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small."},{name:"Languages",description:"You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world."},{name:"Gnome Cunning",description:"You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic."}]},{slug:"srd-5e_race_half-elf",name:"Half-Elf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Your half-elf character has some qualities in common with elves and some that are unique to half-elves.",ability_score_increases:[{ability:"cha",amount:2}],age:"Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.",alignment:"Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.",languages:{fixed:["common","elvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Charisma score increases by 2, and two other ability scores of your choice increase by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years."},{name:"Alignment",description:"Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable."},{name:"Size",description:"Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common, Elvish, and one extra language of your choice."},{name:"Fey Ancestry",description:"You have advantage on saving throws against being charmed, and magic can't put you to sleep."},{name:"Skill Versatility",description:"You gain proficiency in two skills of your choice.",id:"skill-versatility",choices:[{kind:"select-proficiency",id:"skills",count:2,domain:"skill"}]}],choices:[{kind:"ability-points",id:"abilities",points:2,max_per:1,pool:["str","dex","con","int","wis"]},{kind:"select-proficiency",id:"languages",count:1,domain:"language"}]},{slug:"srd-5e_race_half-orc",name:"Half-Orc",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Your half-orc character has certain traits deriving from your orc ancestry.",ability_score_increases:[{ability:"str",amount:2},{ability:"con",amount:1}],age:"Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.",alignment:"Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.",languages:{fixed:["common","orc"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Strength score increases by 2, and your Constitution score increases by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years."},{name:"Alignment",description:"Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil."},{name:"Size",description:"Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script."},{name:"Menacing",description:"You gain proficiency in the Intimidation skill.",effects:[{kind:"proficiency",proficiency_type:"skill",value:"intimidation"}]},{name:"Relentless Endurance",description:"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.",action_cost:"special",id:"relentless-endurance",resources:[{id:"half-orc:relentless-endurance",name:"Relentless Endurance",max_formula:"1",reset:"long-rest"}]},{name:"Savage Attacks",description:"When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit."}]},{slug:"srd-5e_race_halfling",name:"Halfling",edition:"2014",source:"SRD 5.1",size:"small",speed:{walk:25},vision:{},description:"Your halfling character has a number of traits in common with all other halflings.",ability_score_increases:[{ability:"dex",amount:2}],age:"A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.",alignment:"Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.",languages:{fixed:["common","halfling"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Dexterity score increases by 2."},{name:"Speed",description:"Your base walking speed is 25 feet."},{name:"Age",description:"A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century."},{name:"Alignment",description:"Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways."},{name:"Size",description:"Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small."},{name:"Languages",description:"You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling."},{name:"Lucky",description:"When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.",effects:[{kind:"roll-modifier",mode:"reroll",roll:"any",condition:"when you roll a 1 on the d20"}]},{name:"Brave",description:"You have advantage on saving throws against being frightened."},{name:"Halfling Nimbleness",description:"You can move through the space of any creature that is of a size larger than yours."}]},{slug:"srd-5e_race_high-elf",name:"High Elf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.",ability_score_increases:[{ability:"int",amount:1}],age:"",alignment:"",languages:{fixed:["common","elvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Intelligence score increases by 1."},{name:"Elf Weapon Training",description:"You have proficiency with the longsword, shortsword, shortbow, and longbow.",effects:[{kind:"proficiency",proficiency_type:"weapon",value:"longswords"},{kind:"proficiency",proficiency_type:"weapon",value:"shortswords"},{kind:"proficiency",proficiency_type:"weapon",value:"shortbows"},{kind:"proficiency",proficiency_type:"weapon",value:"longbows"}]},{name:"Cantrip",description:"You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it."},{name:"Extra Language",description:"You can speak, read, and write one extra language of your choice.",id:"extra-language",choices:[{kind:"select-proficiency",id:"languages",count:1,domain:"language"}]}],subspecies_of:"[[SRD 5e/Races/Elf]]"},{slug:"srd-5e_race_hill-dwarf",name:"Hill Dwarf",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.",ability_score_increases:[{ability:"wis",amount:1}],age:"",alignment:"",languages:{fixed:["common","dwarvish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Wisdom score increases by 1."},{name:"Dwarven Toughness",description:"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.",effects:[{kind:"hp-per-level-bonus",value:1}]}],subspecies_of:"[[SRD 5e/Races/Dwarf]]"},{slug:"srd-5e_race_human",name:"Human",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{},description:"It\u2019s hard to make generalizations about humans, but your human character has these traits.",ability_score_increases:[{ability:"str",amount:1},{ability:"dex",amount:1},{ability:"con",amount:1},{ability:"int",amount:1},{ability:"wis",amount:1},{ability:"cha",amount:1}],age:"Humans reach adulthood in their late teens and live less than a century.",alignment:"Humans tend toward no particular alignment. The best and the worst are found among them.",languages:{fixed:["common"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your ability scores each increase by 1."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Age",description:"Humans reach adulthood in their late teens and live less than a century."},{name:"Alignment",description:"Humans tend toward no particular alignment. The best and the worst are found among them."},{name:"Size",description:"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."}],choices:[{kind:"select-proficiency",id:"languages",count:1,domain:"language"}]},{slug:"srd-5e_race_lightfoot",name:"Lightfoot",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.",ability_score_increases:[{ability:"cha",amount:1}],age:"",alignment:"",languages:{fixed:["common","halfling"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Charisma score increases by 1."},{name:"Naturally Stealthy",description:"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you."}],subspecies_of:"[[SRD 5e/Races/Halfling]]"},{slug:"srd-5e_race_rock-gnome",name:"Rock Gnome",edition:"2014",source:"SRD 5.1",size:"medium",speed:{},vision:{},description:"As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.",ability_score_increases:[{ability:"con",amount:1}],age:"",alignment:"",languages:{fixed:["common","gnomish"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Constitution score increases by 1."},{name:"Artificer's Lore",description:"Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply."},{name:"Tinker",description:"You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.\r\n\r\nWhen you create a device, choose one of the following options:\r\n* _Clockwork Toy._ This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.\r\n* _Fire Starter._ The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.\r\n* _Music Box._ When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.",effects:[{kind:"proficiency",proficiency_type:"tool",value:"tinker's-tools"}]}],subspecies_of:"[[SRD 5e/Races/Gnome]]"},{slug:"srd-5e_race_tiefling",name:"Tiefling",edition:"2014",source:"SRD 5.1",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"Tieflings share certain racial traits as a result of their infernal descent.",ability_score_increases:[{ability:"int",amount:1},{ability:"cha",amount:2}],age:"Tieflings mature at the same rate as humans but live a few years longer.",alignment:"Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.",languages:{fixed:["common","infernal"]},variant_label:"base",traits:[{name:"Ability Score Increase",description:"Your Intelligence score increases by 1, and your Charisma score increases by 2."},{name:"Speed",description:"Your base walking speed is 30 feet."},{name:"Darkvision",description:"Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."},{name:"Age",description:"Tieflings mature at the same rate as humans but live a few years longer."},{name:"Alignment",description:"Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment."},{name:"Size",description:"Tieflings are about the same size and build as humans. Your size is Medium."},{name:"Languages",description:"You can speak, read, and write Common and Infernal."},{name:"Hellish Resistance",description:"You have resistance to fire damage."},{name:"Infernal Legacy",description:"You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.",id:"infernal-legacy",resources:[{id:"tiefling:infernal-legacy",name:"Infernal Legacy Spells",max_formula:"0",scales_at:[{level:3,max:"1"},{level:5,max:"2"}],reset:"long-rest"}]}],additional_spells:[{ability:"cha",known:{"1":["thaumaturgy"]},innate:{"3":{daily:{"1":["hellish rebuke"]}},"5":{daily:{"1":["darkness"]}}}}]}];var race_2024_default=[{slug:"srd-2024_race_dragonborn",name:"Dragonborn",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 5\u20137 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Draconic Ancestry",description:"Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.\n\nTable: Draconic Ancestors\n\n| Dragon | Damage Type |\n|---|---|\n| Black | Acid |\n| Blue | Lightning |\n| Brass |Fire |\n| Bronze | Lightning |\n| Copper | Acid|\n|Gold|Fire|\n|Green|Poison|\n|Red|Fire|\n|Silver|Cold|\n|White|Cold|",id:"draconic-ancestry",choices:[{kind:"select-inline",id:"draconic-ancestry",count:1,options:[{value:"black",label:"Black (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"blue",label:"Blue (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"brass",label:"Brass (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"bronze",label:"Bronze (Lightning)",effects:[{kind:"resistance",damage_type:"Lightning"}]},{value:"copper",label:"Copper (Acid)",effects:[{kind:"resistance",damage_type:"Acid"}]},{value:"gold",label:"Gold (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"green",label:"Green (Poison)",effects:[{kind:"resistance",damage_type:"Poison"}]},{value:"red",label:"Red (Fire)",effects:[{kind:"resistance",damage_type:"Fire"}]},{value:"silver",label:"Silver (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]},{value:"white",label:"White (Cold)",effects:[{kind:"resistance",damage_type:"Cold"}]}]}]},{name:"Breath Weapon",description:"When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).\n\nYou can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.",action_cost:"action",save:{ability:"dex",dc_formula:"8 + {con_mod} + {prof_bonus}"},id:"breath-weapon",resources:[{id:"dragonborn:breath-weapon",name:"Breath Weapon",max_formula:"prof",reset:"long-rest"}]},{name:"Damage Resistance",description:"You have Resistance to the damage type determined by your Draconic Ancestry trait."},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet"},{name:"Draconic Flight",description:"When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.",action_cost:"bonus-action",id:"draconic-flight",resources:[{id:"dragonborn:draconic-flight",name:"Draconic Flight",max_formula:"0",scales_at:[{level:5,max:"1"}],reset:"long-rest"}]}]},{slug:"srd-2024_race_dwarf",name:"Dwarf",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:120},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 4\u20135 feet tall) "},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 120 feet."},{name:"Dwarven Resilience",description:"You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.",effects:[{kind:"resistance",damage_type:"Poison"},{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",condition:"to avoid or end the Poisoned condition"}]},{name:"Dwarven Toughness",description:"Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.",effects:[{kind:"hp-per-level-bonus",value:1}]},{name:"Stonecunning",description:"As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.\n\nYou can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.",action_cost:"bonus-action",id:"stonecunning",resources:[{id:"dwarf:stonecunning",name:"Stonecunning",max_formula:"prof",reset:"long-rest"}]}]},{slug:"srd-2024_race_elf",name:"Elf",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 5\u20136 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet."},{name:"Elven Lineage",description:"You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.\n\nWhen you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\nTable: Elven Lineages\n\n|Lineage|Level 1|Level 3|Level 5|\n|---|---|---|---|\n|Drow|The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.|Faerie Fire|Darkness|\n|High Elf|You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.|Detect Magic|Misty Step|\n|Wood Elf|Your Speed increases to 35 feet. You also know the Druidcraft cantrip.|Longstrider|Pass without Trace|\n\nIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).",id:"elven-lineage",resources:[{id:"elf:elven-lineage",name:"Elven Lineage Spells",max_formula:"0",scales_at:[{level:3,max:"1"},{level:5,max:"2"}],reset:"long-rest"}],choices:[{kind:"select-inline",id:"elven-lineage",count:1,options:[{value:"drow",label:"Drow",description:"The range of your Darkvision increases to 120 feet, and you know the Dancing Lights cantrip."},{value:"high-elf",label:"High Elf",description:"You know the Prestidigitation cantrip; on a Long Rest you can swap it for a different Wizard cantrip."},{value:"wood-elf",label:"Wood Elf",description:"Your Speed increases to 35 feet, and you know the Druidcraft cantrip."}]},{kind:"select-inline",id:"spellcasting-ability",count:1,options:[{value:"int",label:"Intelligence"},{value:"wis",label:"Wisdom"},{value:"cha",label:"Charisma"}]}]},{name:"Fey Ancestry",description:"You have Advantage on saving throws you make to avoid or end the Charmed condition."},{name:"Keen Senses",description:"You have proficiency in the Insight, Perception, or Survival skill.",id:"keen-senses",choices:[{kind:"select-proficiency",id:"skill",count:1,domain:"skill",from:["insight","perception","survival"]}]},{name:"Trance",description:"You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."}],additional_spells:[{name:"Drow",ability:{choose:["int","wis","cha"]},known:{"1":["dancing lights"]},innate:{"3":{daily:{"1":["faerie fire"]}},"5":{daily:{"1":["darkness"]}}}},{name:"High Elf",ability:{choose:["int","wis","cha"]},innate:{"3":{daily:{"1":["detect magic"]}},"5":{daily:{"1":["misty step"]}}},known:{"1":["prestidigitation"]}},{name:"Wood Elf",ability:{choose:["int","wis","cha"]},known:{"1":["druidcraft"]},innate:{"3":{daily:{"1":["longstrider"]}},"5":{daily:{"1":["pass without trace"]}}}}]},{slug:"srd-2024_race_gnome",name:"Gnome",edition:"2024",source:"SRD 5.2",size:"small",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Small (about 3\u20134 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet."},{name:"Gnomish Cunning",description:"You have Advantage on Intelligence, Wisdom, and Charisma saving throws."},{name:"Gnomish Lineage",description:"You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):\n\n**Forest Gnome.** You know the *Minor Illusion* cantrip. You also always have the *Speak with Animals* spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.\n\n**Rock Gnome.** You know the *Mending* and *Prestidigitation* cantrips. In addition, you can spend 10 minutes casting *Prestidigitation* to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from *Prestidigitation*; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.",id:"gnomish-lineage",choices:[{kind:"select-inline",id:"gnomish-lineage",count:1,options:[{value:"forest-gnome",label:"Forest Gnome",description:"You know the Minor Illusion cantrip and always have Speak with Animals prepared (PB casts without a slot per Long Rest)."},{value:"rock-gnome",label:"Rock Gnome",description:"You know the Mending and Prestidigitation cantrips and can build a Tiny clockwork device (AC 5, 1 HP)."}]},{kind:"select-inline",id:"spellcasting-ability",count:1,options:[{value:"int",label:"Intelligence"},{value:"wis",label:"Wisdom"},{value:"cha",label:"Charisma"}]}]}],additional_spells:[{name:"Forest Gnome",ability:{choose:["int","wis","cha"]},known:{"1":["minor illusion"]},prepared:{"1":["speak with animals"]}},{name:"Rock Gnome",ability:{choose:["int","wis","cha"]},known:{"1":["mending","prestidigitation"]}}]},{slug:"srd-2024_race_goliath",name:"Goliath",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:35},vision:{},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 7\u20138 feet tall)"},{name:"Speed",description:"35 feet"},{name:"Giant Ancestry",description:"You are descended from Giants. Choose one of the following benefits\u2014a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:\n\n- **Cloud's Jaunt (Cloud Giant)**. As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.\n- **Fire's Burn (Fire Giant)**. When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.\n- **Frost's Chill (Frost Giant)**. When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.\n- **Hill's Tumble (Hill Giant)**. When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.\n- **Stone's Endurance (Stone Giant)**. When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.\n- **Storm's Thunder (Storm Giant)**. When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.",id:"giant-ancestry",resources:[{id:"goliath:giant-ancestry",name:"Giant Ancestry",max_formula:"prof",reset:"long-rest"}],choices:[{kind:"select-inline",id:"giant-ancestry",count:1,options:[{value:"clouds-jaunt",label:"Cloud's Jaunt (Cloud Giant)",description:"As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see."},{value:"fires-burn",label:"Fire's Burn (Fire Giant)",description:"When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.",effects:[{kind:"damage-bonus",damage_type:"fire",amount:"1d10",applies_to:"all",condition:"when you hit a target with an attack roll and deal damage to it; spends a use of Giant Ancestry"}]},{value:"frosts-chill",label:"Frost's Chill (Frost Giant)",description:"When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage and reduce its Speed by 10 feet until the start of your next turn.",effects:[{kind:"damage-bonus",damage_type:"cold",amount:"1d6",applies_to:"all",condition:"when you hit a target with an attack roll and deal damage to it; spends a use of Giant Ancestry and reduces its Speed by 10 feet"}]},{value:"hills-tumble",label:"Hill's Tumble (Hill Giant)",description:"When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition."},{value:"stones-endurance",label:"Stone's Endurance (Stone Giant)",description:"When you take damage, you can take a Reaction to roll 1d12, add your Constitution modifier, and reduce the damage by that total."},{value:"storms-thunder",label:"Storm's Thunder (Storm Giant)",description:"When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature."}]}]},{name:"Large Form",description:"Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.",action_cost:"bonus-action",id:"large-form",resources:[{id:"goliath:large-form",name:"Large Form",max_formula:"0",scales_at:[{level:5,max:"1"}],reset:"long-rest"}]},{name:"Powerful Build",description:"You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity."}]},{slug:"srd-2024_race_halfling",name:"Halfling",edition:"2024",source:"SRD 5.2",size:"small",speed:{walk:30},vision:{},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Small (about 2\u20133 feet tall) "},{name:"Speed",description:"30 feet"},{name:"Brave",description:"You have Advantage on saving throws you make to avoid or end the Frightened condition."},{name:"Halfling Nimbleness",description:"You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."},{name:"Luck",description:"When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.",effects:[{kind:"roll-modifier",mode:"reroll",roll:"any",condition:"when you roll a 1 on the d20"}]},{name:"Naturally Stealthy",description:"You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."}]},{slug:"srd-2024_race_human",name:"Human",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 4\u20137 feet tall) or Small (about 2\u20134 feet tall), chosen when you select this species"},{name:"Speed",description:"30 feet"},{name:"Resourceful",description:"You gain Heroic Inspiration whenever you finish a Long Rest."},{name:"Skillful",description:"You gain proficiency in one skill of your choice.",id:"skillful",choices:[{kind:"select-proficiency",id:"skill",count:1,domain:"skill"}]},{name:"Versatile",description:'You gain an Origin feat of your choice (see "Feats"). Skilled is recommended.',id:"versatile",choices:[{kind:"select-entity",id:"origin-feat",count:1,entity_type:"feat",where:{category:"origin"}}]}]},{slug:"srd-2024_race_orc",name:"Orc",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:120},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 6\u20137 feet tall)"},{name:"Speed",description:"30 feet"},{name:"Adrenaline Rush",description:"You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\nYou can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.",action_cost:"bonus-action",id:"adrenaline-rush",resources:[{id:"orc:adrenaline-rush",name:"Adrenaline Rush",max_formula:"prof",reset:"either"}]},{name:"Darkvision",description:"You have Darkvision with a range of 120 feet."},{name:"Relentless Endurance",description:"When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.",action_cost:"special",id:"relentless-endurance",resources:[{id:"orc:relentless-endurance",name:"Relentless Endurance",max_formula:"1",reset:"long-rest"}]}]},{slug:"srd-2024_race_tiefling",name:"Tiefling",edition:"2024",source:"SRD 5.2",size:"medium",speed:{walk:30},vision:{darkvision:60},description:"",ability_score_increases:[],age:"",alignment:"",languages:{fixed:[]},variant_label:"base",traits:[{name:"Size",description:"Medium (about 4\u20137 feet tall) or Small (about 3\u20134 feet tall), chosen when you select this species"},{name:"Speed",description:"30 feet"},{name:"Darkvision",description:"You have Darkvision with a range of 60 feet."},{name:"Fiendish Legacy",description:"You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.\n\nWhen you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\nIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\n\n**Table: Fiendish Legacies**\n\n|Legacy|Level 1|Level 3|Level 5|\n|---|---|---|---|\n|Abyssal|You have Resistance to Poison damage. You also know the Poison Spray cantrip.|Ray of Sickness|Hold Person|\n|Chthonic|You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.|False Life|Ray of Enfeeblement|\n|Infernal|You have Resistance to Fire damage. You also know the Fire Bolt cantrip.|Hellish Rebuke|Darkness|",id:"fiendish-legacy",resources:[{id:"tiefling:fiendish-legacy",name:"Fiendish Legacy Spells",max_formula:"0",scales_at:[{level:3,max:"1"},{level:5,max:"2"}],reset:"long-rest"}],choices:[{kind:"select-inline",id:"fiendish-legacy",count:1,options:[{value:"abyssal",label:"Abyssal",description:"You know the Poison Spray cantrip.",effects:[{kind:"resistance",damage_type:"Poison"}]},{value:"chthonic",label:"Chthonic",description:"You know the Chill Touch cantrip.",effects:[{kind:"resistance",damage_type:"Necrotic"}]},{value:"infernal",label:"Infernal",description:"You know the Fire Bolt cantrip.",effects:[{kind:"resistance",damage_type:"Fire"}]}]},{kind:"select-inline",id:"spellcasting-ability",count:1,options:[{value:"int",label:"Intelligence"},{value:"wis",label:"Wisdom"},{value:"cha",label:"Charisma"}]}]},{name:"Otherworldly Presence",description:"You know the *Thaumaturgy* cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait."}],additional_spells:[{name:"Abyssal",ability:{choose:["int","wis","cha"]},known:{"1":["thaumaturgy","poison spray"]},innate:{"3":{daily:{"1":["ray of sickness"]}},"5":{daily:{"1":["hold person"]}}}},{name:"Chthonic",ability:{choose:["int","wis","cha"]},known:{"1":["thaumaturgy","chill touch"]},innate:{"3":{daily:{"1":["false life"]}},"5":{daily:{"1":["ray of enfeeblement"]}}}},{name:"Infernal",ability:{choose:["int","wis","cha"]},known:{"1":["thaumaturgy","fire bolt"]},innate:{"3":{daily:{"1":["hellish rebuke"]}},"5":{daily:{"1":["darkness"]}}}}]}];var optional_feature_2014_default=[{slug:"srd-5e_optional-feature_agonizing-blast",name:"Agonizing Blast",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you cast _eldritch blast_, add your Charisma modifier to the damage it deals on a hit.",prerequisites:[{kind:"spell-known",spell:"[[SRD 5e/eldritch-blast]]"}],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"your Charisma modifier",applies_to:"spell"}]},{slug:"srd-5e_optional-feature_archery",name:"Archery",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"You gain a +2 bonus to attack rolls you make with ranged weapons.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/ranger]]"],effects:[]},{slug:"srd-5e_optional-feature_armor-of-shadows",name:"Armor of Shadows",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _mage armor_ on yourself at will, without expending a spell slot or material components.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_ascendant-step",name:"Ascendant Step",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _levitate_ on yourself at will, without expending a spell slot or material components.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_beast-speech",name:"Beast Speech",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _speak with animals_ at will, without expending a spell slot.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_beguiling-influence",name:"Beguiling Influence",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You gain proficiency in the Deception and Persuasion skills.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_bewitching-whispers",name:"Bewitching Whispers",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _compulsion_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_book-of-ancient-secrets",name:"Book of Ancient Secrets",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You 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 spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book 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.\n\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.",prerequisites:[{kind:"pact",pact:"tome"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_careful-spell",name:"Careful Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_chains-of-carceri",name:"Chains of Carceri",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _hold monster_ at will\u2014targeting a celestial, fiend, or elemental\u2014without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.",prerequisites:[{kind:"level",min:15},{kind:"pact",pact:"chain"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_defense",name:"Defense",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"While you are wearing armor, you gain a +1 bonus to AC.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]","[[SRD 5e/ranger]]"],effects:[{kind:"ac-bonus",value:1,requires_armor:true}]},{slug:"srd-5e_optional-feature_devil-s-sight",name:"Devil's Sight",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"sense",type:"darkvision",range:120}]},{slug:"srd-5e_optional-feature_distant-spell",name:"Distant Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\n\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_dreadful-word",name:"Dreadful Word",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _confusion_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_dueling",name:"Dueling",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"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.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]","[[SRD 5e/ranger]]"],effects:[{kind:"damage-bonus",damage_type:"weapon",amount:"2",applies_to:"melee",condition:"when you are wielding a melee weapon in one hand and no other weapons"}]},{slug:"srd-5e_optional-feature_eldritch-sight",name:"Eldritch Sight",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _detect magic_ at will, without expending a spell slot.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_eldritch-spear",name:"Eldritch Spear",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you cast _eldritch blast_, its range is 300 feet.",prerequisites:[{kind:"spell-known",spell:"[[SRD 5e/eldritch-blast]]"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_empowered-spell",name:"Empowered Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\n\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_extended-spell",name:"Extended Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_eyes-of-the-rune-keeper",name:"Eyes of the Rune Keeper",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can read all writing.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_fiendish-vigor",name:"Fiendish Vigor",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _false life_ on yourself at will as a 1st-level spell, without expending a spell slot or material components.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_gaze-of-two-minds",name:"Gaze of Two Minds",edition:"2014",source:"SRD 5.1",feature_type:"invocation",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.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_great-weapon-fighting",name:"Great Weapon Fighting",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]"],effects:[{kind:"damage-roll-option",mode:"reroll-below",value:3,applies_to:"melee",two_handed:true}]},{slug:"srd-5e_optional-feature_heightened-spell",name:"Heightened Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:3}},{slug:"srd-5e_optional-feature_lifedrinker",name:"Lifedrinker",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).",prerequisites:[{kind:"level",min:12},{kind:"pact",pact:"blade"}],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"necrotic",amount:"your Charisma modifier (minimum of 1)",applies_to:"pact-weapon"}]},{slug:"srd-5e_optional-feature_mask-of-many-faces",name:"Mask of Many Faces",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _disguise self_ at will, without expending a spell slot.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_master-of-myriad-forms",name:"Master of Myriad Forms",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _alter self_ at will, without expending a spell slot.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_minions-of-chaos",name:"Minions of Chaos",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _conjure elemental_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_mire-the-mind",name:"Mire the Mind",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _slow_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_misty-visions",name:"Misty Visions",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _silent image_ at will, without expending a spell slot or material components.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_one-with-shadows",name:"One with Shadows",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When 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.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_otherworldly-leap",name:"Otherworldly Leap",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _jump_ on yourself at will, without expending a spell slot or material components.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_protection",name:"Protection",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/paladin]]"],effects:[]},{slug:"srd-5e_optional-feature_quickened-spell",name:"Quickened Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2}},{slug:"srd-5e_optional-feature_repelling-blast",name:"Repelling Blast",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"When you hit a creature with _eldritch blast_, you can push the creature up to 10 feet away from you in a straight line.",prerequisites:[{kind:"spell-known",spell:"[[SRD 5e/eldritch-blast]]"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_sculptor-of-flesh",name:"Sculptor of Flesh",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _polymorph_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_sign-of-ill-omen",name:"Sign of Ill Omen",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _bestow curse_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_subtle-spell",name:"Subtle Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1}},{slug:"srd-5e_optional-feature_thief-of-five-fates",name:"Thief of Five Fates",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _bane_ once using a warlock spell slot. You can't do so again until you finish a long rest.",prerequisites:[],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_thirsting-blade",name:"Thirsting Blade",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can attack with your pact weapon twice, instead of once, whenever you take the **Attack** action on your turn.",prerequisites:[{kind:"level",min:5},{kind:"pact",pact:"blade"}],available_to:["[[SRD 5e/warlock]]"],effects:[{kind:"extra-attack",count:1,applies_to:"pact-weapon"}]},{slug:"srd-5e_optional-feature_twinned-spell",name:"Twinned Spell",edition:"2014",source:"SRD 5.1",feature_type:"metamagic",description:"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\n\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, _magic missile_ and _scorching ray_ aren't eligible, but _ray of frost_ and _chromatic orb_ are.",prerequisites:[],available_to:["[[SRD 5e/sorcerer]]"],effects:[]},{slug:"srd-5e_optional-feature_two-weapon-fighting",name:"Two-Weapon Fighting",edition:"2014",source:"SRD 5.1",feature_type:"fighting_style",description:"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",prerequisites:[],available_to:["[[SRD 5e/fighter]]","[[SRD 5e/ranger]]"],effects:[]},{slug:"srd-5e_optional-feature_visions-of-distant-realms",name:"Visions of Distant Realms",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _arcane eye_ at will, without expending a spell slot.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_voice-of-the-chain-master",name:"Voice of the Chain Master",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.",prerequisites:[{kind:"pact",pact:"chain"}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_whispers-of-the-grave",name:"Whispers of the Grave",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You can cast _speak with dead_ at will, without expending a spell slot.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 5e/warlock]]"],effects:[]},{slug:"srd-5e_optional-feature_witch-sight",name:"Witch Sight",edition:"2014",source:"SRD 5.1",feature_type:"invocation",description:"You 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.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 5e/warlock]]"],effects:[]}];var optional_feature_2024_default=[{slug:"srd-2024_optional-feature_agonizing-blast",name:"Agonizing Blast",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\n\nYou can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.",prerequisites:[{kind:"spell-choose",choose:"level=0|class=Warlock",entry:"a Warlock Cantrip That Deals Damage",entry_summary:"Warlock Cantrip That Deals Damage"},{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"your Charisma modifier",applies_to:"spell"}],passive:true},{slug:"srd-2024_optional-feature_armor-of-shadows",name:"Armor of Shadows",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Mage Armor_ on yourself without expending a spell slot.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["mage armor"]}}],activatable:true},{slug:"srd-2024_optional-feature_ascendant-step",name:"Ascendant Step",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Levitate_ on yourself without expending a spell slot.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["levitate"]}}],activatable:true},{slug:"srd-2024_optional-feature_careful-spell",name:"Careful Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_devil-s-sight",name:"Devil's Sight",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can see normally in Dim Light and Darkness\u2014both magical and nonmagical\u2014within 120 feet of yourself.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"sense",type:"darkvision",range:120}],passive:true},{slug:"srd-2024_optional-feature_devouring-blade",name:"Devouring Blade",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.",prerequisites:[{kind:"level",min:12},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Thirsting Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"extra-attack",count:2,applies_to:"pact-weapon"}],passive:true},{slug:"srd-2024_optional-feature_distant-spell",name:"Distant Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_eldritch-mind",name:"Eldritch Mind",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You have Advantage on Constitution saving throws that you make to maintain **Concentration**.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",scope:"Constitution saving throws that you make to maintain Concentration"}],passive:true},{slug:"srd-2024_optional-feature_eldritch-smite",name:"Eldritch Smite",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra `damage:1d8` Force damage to the target, plus another `roll:1d8` per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.",prerequisites:[{kind:"level",min:5},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"force",amount:"1d8 plus another 1d8 per level of the spell slot",applies_to:"pact-weapon",condition:"when you hit a creature with your pact weapon"}],activatable:true},{slug:"srd-2024_optional-feature_eldritch-spear",name:"Eldritch Spear",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\n\nYou can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.",prerequisites:[{kind:"spell-choose",choose:"level=0|class=Warlock",entry:"a Warlock Cantrip That Deals Damage",entry_summary:"Warlock Cantrip That Deals Damage"},{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],passive:true},{slug:"srd-2024_optional-feature_empowered-spell",name:"Empowered Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\n\nYou can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_extended-spell",name:"Extended Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\n\nIf the affected spell requires **Concentration**, you have Advantage on any saving throw you make to maintain that **Concentration**.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[{kind:"roll-modifier",mode:"advantage",roll:"saving-throw",scope:"any saving throw you make to maintain that Concentration",condition:"If the affected spell requires Concentration"}],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_fiendish-vigor",name:"Fiendish Vigor",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _False Life_ on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["false life"]}}],passive:true,activatable:true},{slug:"srd-2024_optional-feature_gaze-of-two-minds",name:"Gaze of Two Minds",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\n\nWhile perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],action_cost:"bonus-action",activatable:true},{slug:"srd-2024_optional-feature_gift-of-the-depths",name:"Gift of the Depths",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can breathe underwater, and you gain a Swim Speed equal to your Speed.\n\nYou can also cast _Water Breathing_ once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:{daily:{"1e":["water breathing"]}}}}],passive:true,activatable:true},{slug:"srd-2024_optional-feature_gift-of-the-protectors",name:"Gift of the Protectors",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\n\nWhen any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.\n\nAs a **Magic** action, you can erase a name on the page by touching it.",prerequisites:[{kind:"level",min:9},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Tome]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[],action_cost:"action",uses:{max:1,recharge:"long-rest"},passive:true,activatable:true},{slug:"srd-2024_optional-feature_heightened-spell",name:"Heightened Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_investment-of-the-chain-master",name:"Investment of the Chain Master",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"When you cast _Find Familiar_, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\n\nThe familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\n\nAs a Bonus Action, you can command the familiar to take the **Attack** action.\n\nWhenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\n\nIf the familiar forces a creature to make a saving throw, it uses your spell save DC.\n\nWhen the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.",prerequisites:[{kind:"level",min:5},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Chain]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[],passive:true,activatable:true},{slug:"srd-2024_optional-feature_lessons-of-the-first-ones",name:"Lessons of the First Ones",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice.\n\nYou can gain this invocation more than once. Each time you do so, choose a different Origin feat.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],passive:true,feat_progression:[{name:"Origin Feat",progression:{"*":1},category:["O"]}]},{slug:"srd-2024_optional-feature_lifedrinker",name:"Lifedrinker",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Once per turn when you hit a creature with your pact weapon, you can deal an extra `damage:1d6` Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).",prerequisites:[{kind:"level",min:9},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"damage-bonus",damage_type:"chosen",amount:"1d6",applies_to:"pact-weapon"},{kind:"heal",amount:"the roll plus your Constitution modifier (minimum of 1)"}],activatable:true},{slug:"srd-2024_optional-feature_mask-of-many-faces",name:"Mask of Many Faces",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Disguise Self_ without expending a spell slot.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["disguise self"]}}],activatable:true},{slug:"srd-2024_optional-feature_master-of-myriad-forms",name:"Master of Myriad Forms",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Alter Self_ without expending a spell slot.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["alter self"]}}],activatable:true},{slug:"srd-2024_optional-feature_misty-visions",name:"Misty Visions",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Silent Image_ without expending a spell slot.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["silent image"]}}],activatable:true},{slug:"srd-2024_optional-feature_one-with-shadows",name:"One with Shadows",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"While you're in an area of Dim Light or Darkness, you can cast _Invisibility_ on yourself without expending a spell slot.",prerequisites:[{kind:"level",min:5}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["invisibility"]}}],activatable:true},{slug:"srd-2024_optional-feature_otherworldly-leap",name:"Otherworldly Leap",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Jump_ on yourself without expending a spell slot.",prerequisites:[{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["jump"]}}],activatable:true},{slug:"srd-2024_optional-feature_pact-of-the-blade",name:"Pact of the Blade",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"As a Bonus Action, you can conjure a pact weapon in your hand\u2014a Simple or Martial Melee weapon of your choice with which you bond\u2014or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\n\nWhenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\n\nYour bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"weapon-ability",ability:"cha",weapons:"pact-weapon"}],action_cost:"bonus-action",passive:true,activatable:true,choices:[{kind:"select-entity",id:"pact-weapon",label:"Pact weapon",count:1,entity_type:"weapon",where:{inventory:true},target:true}]},{slug:"srd-2024_optional-feature_pact-of-the-chain",name:"Pact of the Chain",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You learn the _Find Familiar_ spell and can cast it as a **Magic** action without expending a spell slot.\n\nWhen you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).\n\nAdditionally, when you take the **Attack** action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{ability:"cha",innate:{_:["find familiar"]}}],action_cost:"action",activatable:true},{slug:"srd-2024_optional-feature_pact-of-the-tome",name:"Pact of the Tome",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\n\nWhen the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\n\nYou can use the book as a Spellcasting Focus.",prerequisites:[],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{ability:"cha",known:{_:[{choose:"level=0",count:3}]},prepared:{_:[{choose:"level=1|components & miscellaneous=ritual",count:2}]}}],passive:true,activatable:true},{slug:"srd-2024_optional-feature_quickened-spell",name:"Quickened Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:2},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_repelling-blast",name:"Repelling Blast",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\n\nYou can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.",prerequisites:[{kind:"spell-choose",choose:"level=0|class=Warlock|spell attack=m;r;o",entry:"a Warlock Cantrip That Deals Damage via an Attack Roll",entry_summary:"Warlock Cantrip That Deals Damage via an Attack Roll"},{kind:"level",min:2}],available_to:["[[SRD 2024/warlock]]"],effects:[],activatable:true},{slug:"srd-2024_optional-feature_seeking-spell",name:"Seeking Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the `roll:d20`, and you must use the new roll.\n\nYou can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[{kind:"roll-modifier",mode:"reroll",roll:"attack",scope:"an attack roll for a spell"}],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_subtle-spell",name:"Subtle Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_thirsting-blade",name:"Thirsting Blade",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the **Attack** action on your turn.",prerequisites:[{kind:"level",min:5},{kind:"optionalfeature",optionalfeature:"[[SRD 2024/OptionalFeatures/Pact of the Blade]]"}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"extra-attack",count:1,applies_to:"pact-weapon"}],passive:true},{slug:"srd-2024_optional-feature_transmuted-spell",name:"Transmuted Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_twinned-spell",name:"Twinned Spell",edition:"2024",source:"SRD 5.2",feature_type:"metamagic",description:"When you cast a spell, such as _Charm Person_, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.",prerequisites:[],available_to:["[[SRD 2024/sorcerer]]"],effects:[],consumes:{source:"resource",resource:"sorcerer:sorcery-points",amount:1},activatable:true,rendering_hint:"point-pool"},{slug:"srd-2024_optional-feature_visions-of-distant-realms",name:"Visions of Distant Realms",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Arcane Eye_ without expending a spell slot.",prerequisites:[{kind:"level",min:9}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["arcane eye"]}}],activatable:true},{slug:"srd-2024_optional-feature_whispers-of-the-grave",name:"Whispers of the Grave",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You can cast _Speak with Dead_ without expending a spell slot.",prerequisites:[{kind:"level",min:7}],available_to:["[[SRD 2024/warlock]]"],effects:[],additional_spells:[{innate:{_:["speak with dead"]}}],activatable:true},{slug:"srd-2024_optional-feature_witch-sight",name:"Witch Sight",edition:"2024",source:"SRD 5.2",feature_type:"invocation",description:"You have Truesight with a range of 30 feet.",prerequisites:[{kind:"level",min:15}],available_to:["[[SRD 2024/warlock]]"],effects:[{kind:"sense",type:"truesight",range:30}],passive:true}];var TYPE_MAP={monsters:"monster",spells:"spell",magicitems:"item",weapons:"weapon",feats:"feat",conditions:"condition",classes:"class",backgrounds:"background",monster:"monster",spell:"spell",item:"item",armor:"armor",weapon:"weapon",feat:"feat",condition:"condition",class:"class",subclass:"subclass",background:"background",race:"race","optional-feature":"optional-feature"};var SrdStore=class{constructor(){this.bySlug=new Map;this.byType=new Map}loadFromData(sources){var _a,_b,_c,_d;this.bySlug.clear();this.byType.clear();for(const[sourceKey,items]of Object.entries(sources)){const entityType=(_a=TYPE_MAP[sourceKey])!=null?_a:sourceKey;const bucket=(_b=this.byType.get(entityType))!=null?_b:[];for(const raw of items){const slug=(_c=raw.slug)!=null?_c:"";const name=(_d=raw.name)!=null?_d:"";const entity={slug,name,entityType,data:raw};this.bySlug.set(slug,entity);bucket.push(entity)}this.byType.set(entityType,bucket)}}loadFromBundledJson(){const asRows=rows=>rows;const sources={monster:[...asRows(monster_2014_default),...asRows(monster_2024_default)],spell:[...asRows(spell_2014_default),...asRows(spell_2024_default)],item:[...asRows(item_2014_default),...asRows(item_2024_default)],armor:[...asRows(armor_2014_default),...asRows(armor_2024_default)],weapon:[...asRows(weapon_2014_default),...asRows(weapon_2024_default)],feat:[...asRows(feat_2014_default),...asRows(feat_2024_default)],condition:[...asRows(condition_2014_default),...asRows(condition_2024_default)],class:[...asRows(class_2014_default),...asRows(class_2024_default)],subclass:[...asRows(subclass_2014_default),...asRows(subclass_2024_default)],background:[...asRows(background_2014_default),...asRows(background_2024_default)],race:[...asRows(race_2014_default),...asRows(race_2024_default)],"optional-feature":[...asRows(optional_feature_2014_default),...asRows(optional_feature_2024_default)]};this.loadFromData(sources)}getBySlug(slug){return this.bySlug.get(slug)}search(query,entityType,limit=20){var _a;const q=query.toLowerCase();const pool=entityType?(_a=this.byType.get(entityType))!=null?_a:[]:Array.from(this.bySlug.values());const matches=pool.filter(e=>e.name.toLowerCase().includes(q)).sort((a,b)=>{const aName=a.name.toLowerCase();const bName=b.name.toLowerCase();if(aName===q&&bName!==q)return-1;if(bName===q&&aName!==q)return 1;if(aName.startsWith(q)&&!bName.startsWith(q))return-1;if(bName.startsWith(q)&&!aName.startsWith(q))return 1;return aName.localeCompare(bName)});return matches.slice(0,limit)}getAllOfType(entityType){var _a;return(_a=this.byType.get(entityType))!=null?_a:[]}getTypes(){return Array.from(this.byType.keys())}count(){return this.bySlug.size}getByName(name,entityType){var _a,_b;const q=name.toLowerCase();const pool=entityType?(_a=this.byType.get(entityType))!=null?_a:[]:Array.from(this.bySlug.values());return(_b=pool.find(e=>e.name.toLowerCase()===q))!=null?_b:null}};export{SrdStore,dnd5ePack,enrichMonster,monsterCodec,monsterEntityType,monsterGeneratable,parseInlineTag,parseMonster,resolveMonster};
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