@rpgengine/system-5e 0.0.0-stage → 0.9.0
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/LICENSE.md +41 -0
- package/README.md +31 -2
- package/dist/dying.js +278 -0
- package/dist/index.js +3 -0
- package/dist/page-style.js +634 -0
- package/dist/page.js +166 -0
- package/dist/shown.js +23 -0
- package/images/abacus.svg +1 -0
- package/images/acid-blob.svg +1 -0
- package/images/acid-tube.svg +1 -0
- package/images/angel-outfit.svg +1 -0
- package/images/angler-fish.svg +1 -0
- package/images/angular-spider.svg +1 -0
- package/images/animal-hide.svg +1 -0
- package/images/animal-skull.svg +1 -0
- package/images/anvil.svg +1 -0
- package/images/arrow-cluster.svg +1 -0
- package/images/backpack.svg +1 -0
- package/images/bad-gnome.svg +1 -0
- package/images/badger.svg +1 -0
- package/images/bagpipes.svg +1 -0
- package/images/bandit.svg +1 -0
- package/images/barbed-spear.svg +1 -0
- package/images/barn-owl.svg +1 -0
- package/images/barrel.svg +1 -0
- package/images/basket.svg +1 -0
- package/images/basset-hound-head.svg +1 -0
- package/images/bat.svg +1 -0
- package/images/battle-axe.svg +1 -0
- package/images/bear-face.svg +1 -0
- package/images/bear-head.svg +1 -0
- package/images/beer-horn.svg +1 -0
- package/images/beetle-shell.svg +1 -0
- package/images/belt-buckles.svg +1 -0
- package/images/berry-bush.svg +1 -0
- package/images/bestial-fangs.svg +1 -0
- package/images/big-wave.svg +1 -0
- package/images/bird-scepter.svg +1 -0
- package/images/black-knight-helm.svg +1 -0
- package/images/blanket.svg +1 -0
- package/images/boar-tusks.svg +1 -0
- package/images/boar.svg +1 -0
- package/images/bone-gnawer.svg +1 -0
- package/images/book-cover.svg +1 -0
- package/images/boots.svg +1 -0
- package/images/bottle-vapors.svg +1 -0
- package/images/bow-arrow.svg +1 -0
- package/images/bowl-spiral.svg +1 -0
- package/images/bracer.svg +1 -0
- package/images/breastplate.svg +1 -0
- package/images/broadsword.svg +1 -0
- package/images/broom.svg +1 -0
- package/images/brute.svg +1 -0
- package/images/bullets.svg +1 -0
- package/images/caltrops.svg +1 -0
- package/images/camel-head.svg +1 -0
- package/images/camp-cooking-pot.svg +1 -0
- package/images/campfire.svg +1 -0
- package/images/camping-tent.svg +1 -0
- package/images/candle-flame.svg +1 -0
- package/images/candle-light.svg +1 -0
- package/images/canoe.svg +1 -0
- package/images/cape.svg +1 -0
- package/images/caravel.svg +1 -0
- package/images/card-pick.svg +1 -0
- package/images/carnivore-mouth.svg +1 -0
- package/images/cassowary-head.svg +1 -0
- package/images/cat.svg +1 -0
- package/images/centaur.svg +1 -0
- package/images/centipede.svg +1 -0
- package/images/chain-mail.svg +1 -0
- package/images/chained-arrow-heads.svg +1 -0
- package/images/charging-bull.svg +1 -0
- package/images/chariot.svg +1 -0
- package/images/chest.svg +1 -0
- package/images/chisel.svg +1 -0
- package/images/claw-hammer.svg +1 -0
- package/images/closed-barbute.svg +1 -0
- package/images/cobra.svg +1 -0
- package/images/colombian-statue.svg +1 -0
- package/images/condor-emblem.svg +1 -0
- package/images/cooking-pot.svg +1 -0
- package/images/cowled.svg +1 -0
- package/images/crab-claw.svg +1 -0
- package/images/crab.svg +1 -0
- package/images/crescent-staff.svg +1 -0
- package/images/croc-jaws.svg +1 -0
- package/images/crossbow.svg +1 -0
- package/images/crossed-chains.svg +1 -0
- package/images/crow-dive.svg +1 -0
- package/images/crowbar.svg +1 -0
- package/images/crown.svg +1 -0
- package/images/crowned-skull.svg +1 -0
- package/images/crystal-ball.svg +1 -0
- package/images/crystal-cluster.svg +1 -0
- package/images/crystal-eye.svg +1 -0
- package/images/cube.svg +1 -0
- package/images/cubes.svg +1 -0
- package/images/cultist-lorc.svg +1 -0
- package/images/cultist-skoll.svg +1 -0
- package/images/curled-tentacle.svg +1 -0
- package/images/daemon-skull.svg +1 -0
- package/images/dart.svg +1 -0
- package/images/deer-head.svg +1 -0
- package/images/desert-skull.svg +1 -0
- package/images/devil-mask.svg +1 -0
- package/images/diablo-skull.svg +1 -0
- package/images/dice-six-faces-five.svg +1 -0
- package/images/dinosaur-rex.svg +1 -0
- package/images/direwolf.svg +1 -0
- package/images/djinn.svg +1 -0
- package/images/donkey.svg +1 -0
- package/images/dragon-head-faithtoken.svg +1 -0
- package/images/dragon-head-lorc.svg +1 -0
- package/images/dragon-orb.svg +1 -0
- package/images/dragon-shield.svg +1 -0
- package/images/dragon-spiral.svg +1 -0
- package/images/drakkar.svg +1 -0
- package/images/dread-skull.svg +1 -0
- package/images/drum.svg +1 -0
- package/images/duality-mask.svg +1 -0
- package/images/dust-cloud.svg +1 -0
- package/images/dwarf-face.svg +1 -0
- package/images/dwarf-helmet.svg +1 -0
- package/images/eagle-emblem.svg +1 -0
- package/images/eagle-head.svg +1 -0
- package/images/egyptian-sphinx.svg +1 -0
- package/images/elephant-head.svg +1 -0
- package/images/elf-ear.svg +1 -0
- package/images/elf-helmet.svg +1 -0
- package/images/empty-wood-bucket-handle.svg +1 -0
- package/images/ent-mouth.svg +1 -0
- package/images/ermine.svg +1 -0
- package/images/eruption.svg +1 -0
- package/images/evil-bat.svg +1 -0
- package/images/evil-minion.svg +1 -0
- package/images/evil-tree.svg +1 -0
- package/images/evil-wings.svg +1 -0
- package/images/eye-shield.svg +1 -0
- package/images/eyestalk.svg +1 -0
- package/images/fairy-wand.svg +1 -0
- package/images/fairy.svg +1 -0
- package/images/farmer.svg +1 -0
- package/images/feather.svg +1 -0
- package/images/feathered-wing.svg +1 -0
- package/images/feline.svg +1 -0
- package/images/fire-bottle.svg +1 -0
- package/images/fire-gem.svg +1 -0
- package/images/fire-silhouette.svg +1 -0
- package/images/first-aid-kit.svg +1 -0
- package/images/fish-monster.svg +1 -0
- package/images/fishing-hook.svg +1 -0
- package/images/fishing-net.svg +1 -0
- package/images/fishing-pole.svg +1 -0
- package/images/fist.svg +1 -0
- package/images/flail.svg +1 -0
- package/images/flanged-mace.svg +1 -0
- package/images/flat-hammer.svg +1 -0
- package/images/fleshy-mass.svg +1 -0
- package/images/flint-spark.svg +1 -0
- package/images/floating-crystal.svg +1 -0
- package/images/fluffy-flame.svg +1 -0
- package/images/flute.svg +1 -0
- package/images/fly.svg +1 -0
- package/images/fox-head.svg +1 -0
- package/images/frankenstein-creature.svg +1 -0
- package/images/frog.svg +1 -0
- package/images/galleon.svg +1 -0
- package/images/gargoyle.svg +1 -0
- package/images/gauntlet.svg +1 -0
- package/images/gecko.svg +1 -0
- package/images/gem-necklace.svg +1 -0
- package/images/gem-pendant.svg +1 -0
- package/images/gems.svg +1 -0
- package/images/ghost.svg +1 -0
- package/images/giant.svg +1 -0
- package/images/gladius.svg +1 -0
- package/images/glaive.svg +1 -0
- package/images/glass-ball.svg +1 -0
- package/images/gloves.svg +1 -0
- package/images/goat.svg +1 -0
- package/images/goblin-head.svg +1 -0
- package/images/goblin.svg +1 -0
- package/images/gold-scarab.svg +1 -0
- package/images/golem-head.svg +1 -0
- package/images/gooey-daemon.svg +1 -0
- package/images/gorilla.svg +1 -0
- package/images/grain-bundle.svg +1 -0
- package/images/greek-sphinx.svg +1 -0
- package/images/griffin-symbol.svg +1 -0
- package/images/grim-reaper.svg +1 -0
- package/images/halberd.svg +1 -0
- package/images/hand-saw.svg +1 -0
- package/images/handheld-fan.svg +1 -0
- package/images/hanging-spider.svg +1 -0
- package/images/harp.svg +1 -0
- package/images/harpy.svg +1 -0
- package/images/hatchet.svg +1 -0
- package/images/hawk-emblem.svg +1 -0
- package/images/headband-knot.svg +1 -0
- package/images/health-potion.svg +1 -0
- package/images/heart-bottle.svg +1 -0
- package/images/herbs-bundle.svg +1 -0
- package/images/hole-ladder.svg +1 -0
- package/images/holy-symbol.svg +1 -0
- package/images/holy-water.svg +1 -0
- package/images/honey-jar.svg +1 -0
- package/images/hood.svg +1 -0
- package/images/hooded-assassin.svg +1 -0
- package/images/horned-reptile.svg +1 -0
- package/images/horse-head-delapouite.svg +1 -0
- package/images/horse-head-lorc.svg +1 -0
- package/images/horseshoe.svg +1 -0
- package/images/hound.svg +1 -0
- package/images/hourglass.svg +1 -0
- package/images/hunting-horn.svg +1 -0
- package/images/hydra.svg +1 -0
- package/images/hyena-head.svg +1 -0
- package/images/icicles-aura.svg +1 -0
- package/images/ifrit.svg +1 -0
- package/images/imp-laugh.svg +1 -0
- package/images/imp.svg +1 -0
- package/images/insect-jaws.svg +1 -0
- package/images/invisible-face.svg +1 -0
- package/images/jester-hat.svg +1 -0
- package/images/jug.svg +1 -0
- package/images/jumping-dog.svg +1 -0
- package/images/katana.svg +1 -0
- package/images/key-lock.svg +1 -0
- package/images/kitchen-scale.svg +1 -0
- package/images/knapsack.svg +1 -0
- package/images/kraken-tentacle.svg +1 -0
- package/images/labrador-head.svg +1 -0
- package/images/ladder.svg +1 -0
- package/images/lantern.svg +1 -0
- package/images/leather-armor.svg +1 -0
- package/images/leather-boot.svg +1 -0
- package/images/leather-vest.svg +1 -0
- package/images/light-backpack.svg +1 -0
- package/images/light-helm.svg +1 -0
- package/images/lion.svg +1 -0
- package/images/lizard-tongue.svg +1 -0
- package/images/lizardman.svg +1 -0
- package/images/locked-box.svg +1 -0
- package/images/locked-fortress.svg +1 -0
- package/images/lockpicks.svg +1 -0
- package/images/long-antennae-bug.svg +1 -0
- package/images/long-legged-spider.svg +1 -0
- package/images/lunar-wand.svg +1 -0
- package/images/lyre.svg +1 -0
- package/images/magic-lamp.svg +1 -0
- package/images/magnifying-glass.svg +1 -0
- package/images/mail-shirt.svg +1 -0
- package/images/mammoth.svg +1 -0
- package/images/manacles.svg +1 -0
- package/images/mandrill-head.svg +1 -0
- package/images/manta-ray.svg +1 -0
- package/images/marbles.svg +1 -0
- package/images/masked-spider.svg +1 -0
- package/images/meat.svg +1 -0
- package/images/medal.svg +1 -0
- package/images/medusa-head.svg +1 -0
- package/images/mermaid.svg +1 -0
- package/images/metal-golem-head.svg +1 -0
- package/images/mimic-chest.svg +1 -0
- package/images/minotaur.svg +1 -0
- package/images/mirror-mirror.svg +1 -0
- package/images/monk-face.svg +1 -0
- package/images/moon-bats.svg +1 -0
- package/images/mountain-climbing.svg +1 -0
- package/images/mucous-pillar.svg +1 -0
- package/images/mummy-head.svg +1 -0
- package/images/mushrooms-cluster.svg +1 -0
- package/images/octopus.svg +1 -0
- package/images/ogre.svg +1 -0
- package/images/oil-can.svg +1 -0
- package/images/old-lantern.svg +1 -0
- package/images/old-wagon.svg +1 -0
- package/images/oni.svg +1 -0
- package/images/orb-wand.svg +1 -0
- package/images/orc-head.svg +1 -0
- package/images/owl.svg +1 -0
- package/images/oyster-pearl.svg +1 -0
- package/images/paint-brush.svg +1 -0
- package/images/painted-pottery.svg +1 -0
- package/images/palette.svg +1 -0
- package/images/pan-flute.svg +1 -0
- package/images/paper.svg +1 -0
- package/images/pegasus.svg +1 -0
- package/images/pencil.svg +1 -0
- package/images/perfume-bottle.svg +1 -0
- package/images/person.svg +1 -0
- package/images/pilgrim-hat.svg +1 -0
- package/images/pipes.svg +1 -0
- package/images/piranha.svg +1 -0
- package/images/plain-arrow.svg +1 -0
- package/images/plain-dagger.svg +1 -0
- package/images/plesiosaurus.svg +1 -0
- package/images/pointy-hat.svg +1 -0
- package/images/poison-bottle.svg +1 -0
- package/images/polar-bear.svg +1 -0
- package/images/powder-bag.svg +1 -0
- package/images/prayer-beads.svg +1 -0
- package/images/pulley-hook.svg +1 -0
- package/images/quill-ink.svg +1 -0
- package/images/quill.svg +1 -0
- package/images/quiver.svg +1 -0
- package/images/rat.svg +1 -0
- package/images/rattlesnake.svg +1 -0
- package/images/raven.svg +1 -0
- package/images/red-carpet.svg +1 -0
- package/images/rhinoceros-horn.svg +1 -0
- package/images/ring.svg +1 -0
- package/images/ringing-bell.svg +1 -0
- package/images/robber.svg +1 -0
- package/images/robe.svg +1 -0
- package/images/robin-hood-hat.svg +1 -0
- package/images/robot-golem.svg +1 -0
- package/images/rock-golem.svg +1 -0
- package/images/rolled-cloth.svg +1 -0
- package/images/rooster.svg +1 -0
- package/images/rope-coil.svg +1 -0
- package/images/round-bottom-flask.svg +1 -0
- package/images/round-potion.svg +1 -0
- package/images/rune-stone.svg +1 -0
- package/images/saber-toothed-cat-head.svg +1 -0
- package/images/saddle.svg +1 -0
- package/images/salamander.svg +1 -0
- package/images/scale-mail.svg +1 -0
- package/images/school-of-fish.svg +1 -0
- package/images/scorpion.svg +1 -0
- package/images/scroll-unfurled.svg +1 -0
- package/images/sea-serpent.svg +1 -0
- package/images/seahorse.svg +1 -0
- package/images/seated-mouse.svg +1 -0
- package/images/secret-book.svg +1 -0
- package/images/sensuousness.svg +1 -0
- package/images/sewing-needle.svg +1 -0
- package/images/shadow-follower.svg +1 -0
- package/images/shambling-mound.svg +1 -0
- package/images/shambling-zombie.svg +1 -0
- package/images/shark-fin.svg +1 -0
- package/images/shark-jaws.svg +1 -0
- package/images/shield.svg +1 -0
- package/images/shirt-button.svg +1 -0
- package/images/sickle.svg +1 -0
- package/images/siege-ram.svg +1 -0
- package/images/skeleton.svg +1 -0
- package/images/skull-staff.svg +1 -0
- package/images/sleeping-bag.svg +1 -0
- package/images/slime.svg +1 -0
- package/images/sling.svg +1 -0
- package/images/slippers.svg +1 -0
- package/images/small-fire.svg +1 -0
- package/images/small-fishing-sailboat.svg +1 -0
- package/images/smoking-orb.svg +1 -0
- package/images/snake-spiral.svg +1 -0
- package/images/snake-tongue.svg +1 -0
- package/images/snake-totem.svg +1 -0
- package/images/snake.svg +1 -0
- package/images/soap.svg +1 -0
- package/images/spade.svg +1 -0
- package/images/spark-spirit.svg +1 -0
- package/images/sparkling-sabre.svg +1 -0
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- package/images/spectre.svg +1 -0
- package/images/spell-book.svg +1 -0
- package/images/sperm-whale.svg +1 -0
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- package/images/spiked-dragon-head.svg +1 -0
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- package/images/thor-hammer.svg +1 -0
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- package/images/warlord-helmet.svg +1 -0
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- package/images/wood-club.svg +1 -0
- package/images/worm-mouth.svg +1 -0
- package/images/wyvern.svg +1 -0
- package/instructions/adventure.md +4 -0
- package/instructions/combat.md +9 -0
- package/instructions/import.md +1 -0
- package/instructions/level-up.md +1 -0
- package/instructions/mentor-tutorial.md +1 -0
- package/instructions/play.md +7 -0
- package/instructions/quest-ends.md +1 -0
- package/instructions/rest.md +1 -0
- package/instructions/session-zero.md +5 -0
- package/instructions/setup.md +1 -0
- package/package.json +61 -4
- package/rules/Adventuring.md +228 -0
- package/rules/Beyond 1st Level.md +241 -0
- package/rules/Combat Encounters.md +103 -0
- package/rules/Combat.md +504 -0
- package/rules/Conditions.md +110 -0
- package/rules/Diseases.md +41 -0
- package/rules/Equipment.md +731 -0
- package/rules/Fantasy-Historical Pantheons.md +112 -0
- package/rules/Madness.md +72 -0
- package/rules/Magic Items.md +142 -0
- package/rules/Monsters.md +403 -0
- package/rules/Nonplayer Characters.md +15 -0
- package/rules/Objects.md +40 -0
- package/rules/Poisons.md +64 -0
- package/rules/Races.md +33 -0
- package/rules/Spellcasting.md +225 -0
- package/rules/The Planes of Existence.md +59 -0
- package/rules/Traps.md +170 -0
- package/rules/Using Ability Scores.md +394 -0
- package/system.yaml +847 -0
- package/versions/srd-5.1/system.yaml +2 -0
- package/words/ar.yaml +533 -0
- package/words/cs.yaml +533 -0
- package/words/da.yaml +533 -0
- package/words/de.yaml +533 -0
- package/words/el.yaml +533 -0
- package/words/en.yaml +20 -0
- package/words/es.yaml +533 -0
- package/words/fi.yaml +533 -0
- package/words/fr.yaml +533 -0
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---
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category: class
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spellcasting: full
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spell-save-dc: "8 + proficiency + cha-mod + bonus-spell-dc"
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spell-attack: "proficiency + cha-mod + bonus-spell-attack"
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hit-die: d8
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save-proficiencies: [dex, cha]
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armor-proficiencies: [light armor]
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weapon-proficiencies: [simple weapons, hand crossbows, longswords, rapiers, shortswords]
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---
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**The Bard**
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| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
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| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
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| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
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| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
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| 5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
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| 6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
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| 7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
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| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
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| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
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| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
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| 11th | +4 | — | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
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| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
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| 13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
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| 14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
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| 15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
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| 16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
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| 17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
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| 18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
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| 19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
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| 20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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## Class Features
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As a bard, you gain the following class features.
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### Hit Points
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**Hit Dice:** 1d8 per bard level
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**Hit Points at 1st Level:** 8 + your Constitution modifier
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**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st
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### Proficiencies
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**Armor:** Light armor
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**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
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**Tools:** Three musical instruments of your choice
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**Saving Throws:** Dexterity, Charisma
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**Skills:** Choose any three
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### Equipment
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You start with the following equipment, in addition to the equipment granted by your background:
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- (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon
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- (*a*) a diplomat's pack or (*b*) an entertainer's pack
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- (*a*) a lute or (*b*) any other musical instrument
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- Leather armor and a dagger
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### Spellcasting
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You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
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#### Cantrips
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|
+
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
|
|
71
|
+
|
|
72
|
+
#### Spell Slots
|
|
73
|
+
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
|
74
|
+
|
|
75
|
+
For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot.
|
|
76
|
+
|
|
77
|
+
#### Spells Known of 1st Level and Higher
|
|
78
|
+
You know four 1st-level spells of your choice from the bard spell list.
|
|
79
|
+
|
|
80
|
+
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
|
|
81
|
+
|
|
82
|
+
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
|
|
83
|
+
|
|
84
|
+
#### Spellcasting Ability
|
|
85
|
+
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
|
|
86
|
+
|
|
87
|
+
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
|
|
88
|
+
|
|
89
|
+
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
|
|
90
|
+
|
|
91
|
+
#### Ritual Casting
|
|
92
|
+
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
|
|
93
|
+
|
|
94
|
+
#### Spellcasting Focus
|
|
95
|
+
You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard spells.
|
|
96
|
+
|
|
97
|
+
### Bardic Inspiration
|
|
98
|
+
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
|
|
99
|
+
|
|
100
|
+
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
|
|
101
|
+
|
|
102
|
+
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
|
|
103
|
+
|
|
104
|
+
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
|
|
105
|
+
|
|
106
|
+
### Jack of All Trades
|
|
107
|
+
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
|
|
108
|
+
|
|
109
|
+
### Song of Rest
|
|
110
|
+
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
|
|
111
|
+
|
|
112
|
+
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
|
|
113
|
+
|
|
114
|
+
### Bard College
|
|
115
|
+
At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.
|
|
116
|
+
|
|
117
|
+
### Expertise
|
|
118
|
+
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
|
|
119
|
+
|
|
120
|
+
At 10th level, you can choose another two skill proficiencies to gain this benefit.
|
|
121
|
+
|
|
122
|
+
### Ability Score Improvement
|
|
123
|
+
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
|
124
|
+
|
|
125
|
+
### Font of Inspiration
|
|
126
|
+
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
|
|
127
|
+
|
|
128
|
+
### Countercharm
|
|
129
|
+
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
|
|
130
|
+
|
|
131
|
+
### Magical Secrets
|
|
132
|
+
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
|
|
133
|
+
|
|
134
|
+
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
|
|
135
|
+
|
|
136
|
+
You learn two additional spells from any class at 14th level and again at 18th level.
|
|
137
|
+
|
|
138
|
+
### Superior Inspiration
|
|
139
|
+
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 2
|
|
4
|
+
school: transmutation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Touch
|
|
7
|
+
components: V, S, M (a handful of oak bark)
|
|
8
|
+
duration: Concentration, up to 1 hour
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Druid, Ranger]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: abjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 30 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Cleric]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: necromancy
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Touch
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Bard, Cleric, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
|
|
14
|
+
|
|
15
|
+
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
|
|
16
|
+
- While cursed, the target has disadvantage on attack rolls against you.
|
|
17
|
+
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
|
|
18
|
+
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
|
|
19
|
+
|
|
20
|
+
A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
|
|
21
|
+
|
|
22
|
+
***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 4
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 90 feet
|
|
7
|
+
components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
|
|
14
|
+
|
|
15
|
+
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
|
|
16
|
+
|
|
17
|
+
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 6
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 90 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 10 minutes
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Cleric]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
|
|
14
|
+
|
|
15
|
+
When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 1
|
|
4
|
+
school: enchantment
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 30 feet
|
|
7
|
+
components: V, S, M (a sprinkling of holy water)
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Cleric, Paladin]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
|
|
14
|
+
|
|
15
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 4
|
|
4
|
+
school: necromancy
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 30 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Druid, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
|
|
13
|
+
|
|
14
|
+
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
|
|
15
|
+
|
|
16
|
+
If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
|
|
17
|
+
|
|
18
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
---
|
|
2
|
+
aliases: [Blindness/Deafness]
|
|
3
|
+
category: spell
|
|
4
|
+
spell-level: 2
|
|
5
|
+
school: necromancy
|
|
6
|
+
casting-time: 1 action
|
|
7
|
+
range: 30 feet
|
|
8
|
+
components: V
|
|
9
|
+
duration: 1 minute
|
|
10
|
+
spell-lists: [Bard, Cleric, Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
|
|
14
|
+
|
|
15
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: transmutation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Self
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: 1 minute
|
|
9
|
+
spell-lists: [Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
|
|
13
|
+
|
|
14
|
+
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 2
|
|
4
|
+
school: illusion
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Self
|
|
7
|
+
components: V
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 2
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 bonus action
|
|
6
|
+
range: Self
|
|
7
|
+
components: V
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Paladin]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
|
|
14
|
+
|
|
15
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 1
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Self (15-foot cone)
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
|
|
13
|
+
|
|
14
|
+
The fire ignites any flammable objects in the area that aren’t being worn or carried.
|
|
15
|
+
|
|
16
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 120 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 10 minutes
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Druid]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
|
|
14
|
+
|
|
15
|
+
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
|
|
16
|
+
|
|
17
|
+
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
|
|
18
|
+
|
|
19
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 2
|
|
4
|
+
school: enchantment
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 60 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Bard, Cleric]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
|
|
14
|
+
|
|
15
|
+
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
|
|
16
|
+
|
|
17
|
+
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 6
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 150 feet
|
|
7
|
+
components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
|
|
13
|
+
|
|
14
|
+
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
|
|
15
|
+
|
|
16
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: subclass
|
|
3
|
+
class: "[[Fighter]]"
|
|
4
|
+
features: [Improved Critical 3, Remarkable Athlete 7, Additional Fighting Style 10, Superior Critical 15, Survivor 18]
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
|
|
8
|
+
|
|
9
|
+
### Improved Critical
|
|
10
|
+
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
|
|
11
|
+
|
|
12
|
+
### Remarkable Athlete
|
|
13
|
+
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.
|
|
14
|
+
|
|
15
|
+
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
|
|
16
|
+
|
|
17
|
+
### Additional Fighting Style
|
|
18
|
+
At 10th level, you can choose a second option from the Fighting Style class feature.
|
|
19
|
+
|
|
20
|
+
### Superior Critical
|
|
21
|
+
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
|
|
22
|
+
|
|
23
|
+
### Survivor
|
|
24
|
+
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.
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 1
|
|
4
|
+
school: enchantment
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 30 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: 1 hour
|
|
9
|
+
spell-lists: [Bard, Druid, Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
|
|
13
|
+
|
|
14
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 0
|
|
4
|
+
school: necromancy
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 120 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: 1 round
|
|
9
|
+
spell-lists: [Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
|
|
13
|
+
|
|
14
|
+
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
|
|
15
|
+
|
|
16
|
+
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 6
|
|
4
|
+
school: necromancy
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 150 feet
|
|
7
|
+
components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Sorcerer, Warlock, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
|
|
13
|
+
|
|
14
|
+
***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
|
|
@@ -0,0 +1,96 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: subclass
|
|
3
|
+
class: "[[Druid]]"
|
|
4
|
+
features: [Bonus Cantrip 2, Natural Recovery 2, Circle Spells 3, Land's Stride 6, Nature's Ward 10, Nature's Sanctuary 14]
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
|
|
8
|
+
|
|
9
|
+
### Bonus Cantrip
|
|
10
|
+
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
|
|
11
|
+
|
|
12
|
+
### Natural Recovery
|
|
13
|
+
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.
|
|
14
|
+
|
|
15
|
+
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
|
|
16
|
+
|
|
17
|
+
### Circle Spells
|
|
18
|
+
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.
|
|
19
|
+
|
|
20
|
+
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
|
|
21
|
+
|
|
22
|
+
**Arctic**
|
|
23
|
+
|
|
24
|
+
| Druid Level | Circle Spells |
|
|
25
|
+
|---|---|
|
|
26
|
+
| 3rd | *hold person*, *spike growth* |
|
|
27
|
+
| 5th | *sleet storm*, *slow* |
|
|
28
|
+
| 7th | *freedom of movement*, *ice storm* |
|
|
29
|
+
| 9th | *commune with nature*, *cone of cold* |
|
|
30
|
+
|
|
31
|
+
**Coast**
|
|
32
|
+
|
|
33
|
+
| Druid Level | Circle Spells |
|
|
34
|
+
|---|---|
|
|
35
|
+
| 3rd | *mirror image*, *misty step* |
|
|
36
|
+
| 5th | *water breathing*, *water walk* |
|
|
37
|
+
| 7th | *control water*, *freedom of movement* |
|
|
38
|
+
| 9th | *conjure elemental*, *scrying* |
|
|
39
|
+
|
|
40
|
+
**Desert**
|
|
41
|
+
|
|
42
|
+
| Druid Level | Circle Spells |
|
|
43
|
+
|---|---|
|
|
44
|
+
| 3rd | *blur*, *silence* |
|
|
45
|
+
| 5th | *create food and water*, *protection from energy* |
|
|
46
|
+
| 7th | *blight*, *hallucinatory terrain* |
|
|
47
|
+
| 9th | *insect plague*, *wall of stone* |
|
|
48
|
+
|
|
49
|
+
**Forest**
|
|
50
|
+
|
|
51
|
+
| Druid Level | Circle Spells |
|
|
52
|
+
|---|---|
|
|
53
|
+
| 3rd | *barkskin*, *spider climb* |
|
|
54
|
+
| 5th | *call lightning*, *plant growth* |
|
|
55
|
+
| 7th | *divination*, *freedom of movement* |
|
|
56
|
+
| 9th | *commune with nature*, *tree stride* |
|
|
57
|
+
|
|
58
|
+
**Grassland**
|
|
59
|
+
|
|
60
|
+
| Druid Level | Circle Spells |
|
|
61
|
+
|---|---|
|
|
62
|
+
| 3rd | *invisibility*, *pass without trace* |
|
|
63
|
+
| 5th | *daylight*, *haste* |
|
|
64
|
+
| 7th | *divination*, *freedom of movement* |
|
|
65
|
+
| 9th | *dream*, *insect plague* |
|
|
66
|
+
|
|
67
|
+
**Mountain**
|
|
68
|
+
|
|
69
|
+
| Druid Level | Circle Spells |
|
|
70
|
+
|---|---|
|
|
71
|
+
| 3rd | *spider climb*, *spike growth* |
|
|
72
|
+
| 5th | *lightning bolt*, *meld into stone* |
|
|
73
|
+
| 7th | *stone shape*, *stoneskin* |
|
|
74
|
+
| 9th | *passwall*, *wall of stone* |
|
|
75
|
+
|
|
76
|
+
**Swamp**
|
|
77
|
+
|
|
78
|
+
| Druid Level | Circle Spells |
|
|
79
|
+
|---|---|
|
|
80
|
+
| 3rd | *acid arrow*, *darkness* |
|
|
81
|
+
| 5th | *water walk*, *stinking cloud* |
|
|
82
|
+
| 7th | *freedom of movement*, *locate creature* |
|
|
83
|
+
| 9th | *insect plague*, *scrying* |
|
|
84
|
+
|
|
85
|
+
### Land's Stride
|
|
86
|
+
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.
|
|
87
|
+
|
|
88
|
+
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
|
|
89
|
+
|
|
90
|
+
### Nature's Ward
|
|
91
|
+
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
|
|
92
|
+
|
|
93
|
+
### Nature's Sanctuary
|
|
94
|
+
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.
|
|
95
|
+
|
|
96
|
+
The creature is aware of this effect before it makes its attack against you.
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 3
|
|
4
|
+
school: divination
|
|
5
|
+
casting-time: 10 minutes
|
|
6
|
+
range: 1 mile
|
|
7
|
+
components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
|
|
8
|
+
duration: Concentration, up to 10 minutes
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Bard, Cleric, Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
|
|
14
|
+
|
|
15
|
+
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
|
|
16
|
+
|
|
17
|
+
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
|