feature: Add additional optional features
- Alchemical formulas, Arcane shots, elemental disciplines, Onomancy reasonants, Pact boons, and Runespull/109/head
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@ -44,16 +44,29 @@ Source: Player's Handbook p. 110</text>
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On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
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Source: Player's Handbook p. 110</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Breath of Winter</name>
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<prerequisite>17th level</prerequisite>
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<text>You can spend 6 ki points to cast cone of cold.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Invocation: Chains of Carceri</name>
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<prerequisite>15th level, Pact of the Chain</prerequisite>
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<text>You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
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Source: Player's Handbook p. 110</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Clench of the North Wind</name>
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<prerequisite>6th level</prerequisite>
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<text>You can spend 3 ki points to cast hold person.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Maneuver: Commander's Strike</name>
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<prerequisite></prerequisite>
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<text>When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
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<text>Maneuver: Battle Master
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When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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@ -65,13 +78,15 @@ Source: Player's Handbook p. 110</text>
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<feat>
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<name>Maneuver: Disarming Attack</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
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<text>Maneuver: Battle Master
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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Maneuver: Distracting Strike</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
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<text>Maneuver: Battle Master
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When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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@ -92,10 +107,27 @@ Source: Player's Handbook p. 110</text>
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<text>When you cast eldritch blast, its range is 300 feet.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Elemental Attunement</name>
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<prerequisite></prerequisite>
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<text>You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
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• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
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• Instantaneously light or snuff out a candle, a torch, or a small campfire.
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• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
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• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Eternal Mountain Defense</name>
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<prerequisite>17th level</prerequisite>
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<text>You can spend 5 ki points to cast stoneskin, targeting yourself.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Maneuver: Evasive Footwork</name>
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<prerequisite></prerequisite>
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<text>When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
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<text>Maneuver: Battle Master
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When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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@ -104,10 +136,17 @@ Source: Player's Handbook p. 74</text>
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<text>You can read all writing.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Fangs of the Fire Snake</name>
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<prerequisite></prerequisite>
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<text>When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Maneuver: Feinting Attack</name>
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<prerequisite></prerequisite>
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<text>You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
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<text>Maneuver: Battle Master
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You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
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The advantage is lost if not used on the turn you gain it.
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Source: Player's Handbook p. 74</text>
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</feat>
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@ -117,6 +156,18 @@ Source: Player's Handbook p. 74</text>
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<text>You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Fist of Four Thunders</name>
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<prerequisite></prerequisite>
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<text>You can spend 2 ki points to cast thunderwave.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Flames of the Phoenix</name>
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<prerequisite>11th level</prerequisite>
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<text>You can spend 4 ki points to cast fireball.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Invocation: Gaze of Two Minds</name>
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<prerequisite></prerequisite>
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@ -126,9 +177,16 @@ Source: Player's Handbook p. 111</text>
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<feat>
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<name>Maneuver: Goading Attack</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
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<text>Maneuver: Battle Master
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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Gong of the Summit</name>
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<prerequisite>6th level</prerequisite>
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<text>You can spend 3 ki points to cast shatter.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Invocation: Lifedrinker</name>
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<prerequisite>12th level, Pact of the Blade</prerequisite>
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@ -138,13 +196,15 @@ Source: Player's Handbook p. 111</text>
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<feat>
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<name>Maneuver: Lunging Attack</name>
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<prerequisite></prerequisite>
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<text>When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
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<text>Maneuver: Battle Master
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When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Maneuver: Maneuvering Attack</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
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<text>Maneuver: Battle Master
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When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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@ -162,7 +222,8 @@ Source: Player's Handbook p. 111</text>
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<feat>
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<name>Maneuver: Menacing Attack</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
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<text>Maneuver: Battle Master
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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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@ -177,6 +238,12 @@ Source: Player's Handbook p. 111</text>
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<text>You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Mist Stance</name>
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<prerequisite>11th level</prerequisite>
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<text>You can spend 4 ki points to cast gaseous form, targeting yourself.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Invocation: Misty Visions</name>
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<prerequisite></prerequisite>
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@ -195,28 +262,54 @@ Source: Player's Handbook p. 111</text>
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<text>You can cast jump on yourself at will, without expending a spell slot or material components.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Pact Boon: Pact of the Blade</name>
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<prerequisite></prerequisite>
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<text>You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
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You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
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Source: Player's Handbook p. 107</text>
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</feat>
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<feat>
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<name>Pact Boon: Pact of the Chain</name>
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<prerequisite></prerequisite>
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<text>You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
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When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
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Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
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Source: Player's Handbook p. 107</text>
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</feat>
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<feat>
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<name>Pact Boon: Pact of the Tome</name>
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<prerequisite></prerequisite>
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<text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
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Source: Player's Handbook p. 108</text>
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</feat>
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<feat>
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<name>Maneuver: Parry</name>
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<prerequisite></prerequisite>
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<text>When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
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<text>Maneuver: Battle Master
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When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Maneuver: Precision Attack</name>
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<prerequisite></prerequisite>
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<text>When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
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<text>Maneuver: Battle Master
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When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Maneuver: Pushing Attack</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
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<text>Maneuver: Battle Master
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When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Maneuver: Rally</name>
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<prerequisite></prerequisite>
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<text>On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
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<text>Maneuver: Battle Master
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On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<text>When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Ride the Wind</name>
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<prerequisite>11th level</prerequisite>
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<text>You can spend 4 ki points to cast fly, targeting yourself.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Maneuver: Riposte</name>
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<prerequisite></prerequisite>
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<text>When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
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<text>Maneuver: Battle Master
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When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Elemental Discipline: River of Hungry Flame</name>
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<prerequisite>17th level</prerequisite>
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<text>You can spend 5 ki points to cast wall of fire.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Rush of the Gale Spirits</name>
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<prerequisite></prerequisite>
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<text>You can spend 2 ki points to cast gust of wind.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Invocation: Sculptor of Flesh</name>
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<prerequisite>7th level</prerequisite>
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<text>You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
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Source: Player's Handbook p. 111</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Shape the Flowing River</name>
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<prerequisite></prerequisite>
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<text>As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
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<name>Invocation: Sign of Ill Omen</name>
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<prerequisite>5th level</prerequisite>
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@ -246,9 +364,16 @@ Source: Player's Handbook p. 111</text>
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<feat>
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<name>Maneuver: Sweeping Attack</name>
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<prerequisite></prerequisite>
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<text>When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
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<text>Maneuver: Battle Master
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When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
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Source: Player's Handbook p. 74</text>
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</feat>
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<feat>
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<name>Elemental Discipline: Sweeping Cinder Strike</name>
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<prerequisite></prerequisite>
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<text>You can spend 2 ki points to cast burning hands.
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Source: Player's Handbook p. 81</text>
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</feat>
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<feat>
|
||||
<name>Invocation: Thief of Five Fates</name>
|
||||
<prerequisite></prerequisite>
|
||||
|
|
@ -264,9 +389,16 @@ Source: Player's Handbook p. 111</text>
|
|||
<feat>
|
||||
<name>Maneuver: Trip Attack</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
|
||||
<text>Maneuver: Battle Master
|
||||
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Elemental Discipline: Unbroken Air</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
|
||||
Source: Player's Handbook p. 81</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Visions of Distant Realms</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
|
|
@ -279,6 +411,18 @@ Source: Player's Handbook p. 111</text>
|
|||
<text>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.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Elemental Discipline: Water Whip</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
|
||||
Source: Player's Handbook p. 81</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Elemental Discipline: Wave of Rolling Earth</name>
|
||||
<prerequisite>17th level</prerequisite>
|
||||
<text>You can spend 6 ki points to cast wall of stone.
|
||||
Source: Player's Handbook p. 81</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Whispers of the Grave</name>
|
||||
<prerequisite>9th level</prerequisite>
|
||||
|
|
|
|||
|
|
@ -3,7 +3,8 @@
|
|||
<feat>
|
||||
<name>Maneuver: Ambush</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
|
||||
<text>Maneuver: Battle Master
|
||||
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -28,7 +29,8 @@ Source: Tasha's Cauldron of Everything p. 20</text>
|
|||
<feat>
|
||||
<name>Maneuver: Bait and Switch</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
|
||||
<text>Maneuver: Battle Master
|
||||
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
|
||||
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
|
|
@ -47,13 +49,22 @@ Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War
|
|||
<feat>
|
||||
<name>Maneuver: Brace</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
|
||||
<text>Maneuver: Battle Master
|
||||
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Cloud Rune</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
|
||||
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Commanding Presence</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
|
||||
<text>Maneuver: Battle Master
|
||||
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -91,6 +102,20 @@ You can cast the sending spell, targeting a creature whose name is on the page,
|
|||
As an action, you can magically erase a name on the page by touching it.
|
||||
Source: Tasha's Cauldron of Everything p. 71</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Fire Rune</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
|
||||
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Frost Rune</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
|
||||
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 45</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gift of the Protectors</name>
|
||||
<prerequisite>9th level, Pact of the Tome</prerequisite>
|
||||
|
|
@ -102,7 +127,8 @@ Source: Tasha's Cauldron of Everything p. 71</text>
|
|||
<feat>
|
||||
<name>Maneuver: Grappling Strike</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
|
||||
<text>Maneuver: Battle Master
|
||||
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -111,6 +137,13 @@ Source: Tasha's Cauldron of Everything p. 42</text>
|
|||
<text>While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
|
||||
Source: Tasha's Cauldron of Everything p. 21</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Hill Rune</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
|
||||
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 45</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Homunculus Servant</name>
|
||||
<prerequisite>A gem or crystal worth at least 100 gp</prerequisite>
|
||||
|
|
@ -138,6 +171,13 @@ Source: Tasha's Cauldron of Everything p. 71</text>
|
|||
<text>The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
|
||||
Source: Tasha's Cauldron of Everything p. 22</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Pact Boon: Pact of the Talisman</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
|
||||
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
|
||||
Source: Tasha's Cauldron of Everything p. 71</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Protection of the Talisman</name>
|
||||
<prerequisite>7th level, Pact of the Talisman</prerequisite>
|
||||
|
|
@ -147,7 +187,8 @@ Source: Tasha's Cauldron of Everything p. 71</text>
|
|||
<feat>
|
||||
<name>Maneuver: Quick Toss</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
|
||||
<text>Maneuver: Battle Master
|
||||
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -261,10 +302,25 @@ Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War
|
|||
<text>While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything p. 23</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Stone Rune</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
|
||||
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 45</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Storm Rune</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
|
||||
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 45</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Tactical Assessment</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
|
||||
<text>Maneuver: Battle Master
|
||||
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,45 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Formula: Alchemical Acid (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula's damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
|
||||
Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Formula: Alchemical Fire (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
|
||||
Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Formula: Healing Draught (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As an action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can't use this formula. This formula's healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
|
||||
Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Formula: Smoke Stick (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.
|
||||
Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Formula: Swift Step Draught (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature's speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can't do so again for 1 minute.
|
||||
Source: Unearthed Arcana: Artificer p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Formula: Tanglefoot (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute.
|
||||
Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Formula: Thunderstone (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don't hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
|
||||
Source: Unearthed Arcana: Artificer p. 6</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -3,13 +3,15 @@
|
|||
<feat>
|
||||
<name>Maneuver: Ambush (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
|
||||
<text>Maneuver: Battle Master
|
||||
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Bait and Switch (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
|
||||
<text>Maneuver: Battle Master
|
||||
When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
|
||||
Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
|
|
@ -22,7 +24,8 @@ Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
|||
<feat>
|
||||
<name>Maneuver: Brace (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
|
||||
<text>Maneuver: Battle Master
|
||||
When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -67,6 +70,14 @@ Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
|||
• The familiar no longer needs to breathe.
|
||||
• The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
|
||||
• If the familiar forces a creature to make a saving throw, it uses your spell save DC.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Pact Boon: Pact of the Talisman (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.
|
||||
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet.
|
||||
The talisman turns to ash when you die.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -84,25 +95,29 @@ Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
|||
<feat>
|
||||
<name>Maneuver: Restraining Strike (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
|
||||
<text>Maneuver: Battle Master
|
||||
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Silver Tongue (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
|
||||
<text>Maneuver: Battle Master
|
||||
When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Snipe (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll.
|
||||
<text>Maneuver: Battle Master
|
||||
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Studious Eye (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
|
||||
<text>Maneuver: Battle Master
|
||||
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,39 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Resonant: Absorption (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Resonant: Devastation (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Resonant: Dissolution (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Resonant: Nullification (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Resonant: Puppetry (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Resonant: Sympathy (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell.
|
||||
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,59 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Arcane Shot: Beguiling Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can't attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target.
|
||||
Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Brute Bane Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature's attacks is halved until the end of your next turn.
|
||||
Source: Unearthed Arcana: Fighter p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Bursting Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage.
|
||||
Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Defending Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
You use abjuration magic to weave a charm that disrupts your enemy's magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.
|
||||
Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Grasping Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a -10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute.
|
||||
Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Piercing Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line.
|
||||
Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Seeking Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon's range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don't learn the target's location unless it's within your line of sight.
|
||||
Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Shadow Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V1 (UA)
|
||||
You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can't see more than 30 feet away.
|
||||
Source: Unearthed Arcana: Fighter p. 2</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,45 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Rune: Haug (Hill Rune) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
|
||||
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Ild (Fire Rune) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
|
||||
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Ise (Frost Rune) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
|
||||
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Skye (Cloud Rune) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
|
||||
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Fighter Ranger Rogue p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Stein (Stone Rune) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
|
||||
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Fighter Ranger Rogue p. 2</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Rune: Uvar (Storm Rune) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.
|
||||
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Fighter Ranger Rogue p. 2</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -17,7 +17,8 @@ Source: Unearthed Arcana: Revised Class Options p. 5</text>
|
|||
<feat>
|
||||
<name>Maneuver: Control Mount (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
|
||||
<text>Maneuver: Cavalier V2 (UA)
|
||||
When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -77,7 +78,8 @@ Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
|||
<feat>
|
||||
<name>Maneuver: Precision Attack (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
|
||||
<text>Maneuver: Cavalier V2 (UA)
|
||||
When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -108,13 +110,15 @@ Source: Unearthed Arcana: Revised Class Options p. 7</text>
|
|||
<feat>
|
||||
<name>Maneuver: Trip Attack (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
|
||||
<text>Maneuver: Cavalier V2 (UA)
|
||||
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Warding Maneuver (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
|
||||
<text>Maneuver: Cavalier V2 (UA)
|
||||
If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,67 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Arcane Shot: Banishing Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
|
||||
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Brute Bane Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
You weave necromantic magic into your arrow. If your arrow hits a creature, the target takes an extra 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the damage of the target's attacks is halved until the next turn.
|
||||
The necrotic damage increases to 4d6 when you reach 18th level with this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Bursting Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it takes 2d6 force damage.
|
||||
The force damage increases to 4d6 when you reach 18th level with this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Grasping Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
|
||||
The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Mind-Scrambling Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can't attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
|
||||
The psychic damage increases to 4d6 when you reach 18th level in this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Piercing Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
|
||||
The piercing damage increases to 2d6 when you reach 18th level in this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Seeking Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
|
||||
The force damage increases to 2d6 when you reach 18th level in this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Shadow Arrow (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Arcane Shot: V2 (UA)
|
||||
You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
|
||||
The psychic damage increases to 4d6 when you reach 18th level in this class.
|
||||
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Pact Boon: Pact of the Star Chain (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>At 3rd level, a character dedicated to the Warlock can select this option instead of one of the warlock's existing Pact Boon options.
|
||||
The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
|
||||
Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
|
||||
If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.
|
||||
The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
|
||||
Source: Unearthed Arcana: The Faithful p. 1</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -6,6 +6,27 @@
|
|||
<text>You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
|
||||
Source: Xanathar's Guide to Everything p. 56</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Banishing Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
|
||||
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
|
||||
Source: Xanathar's Guide to Everything p. 29</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Beguiling Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
|
||||
The psychic damage increases to 4d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 29</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Bursting Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
|
||||
The force damage increases to 4d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 29</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Cloak of Flies</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
|
|
@ -20,6 +41,13 @@ Source: Xanathar's Guide to Everything p. 56</text>
|
|||
<text>Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
|
||||
Source: Xanathar's Guide to Everything p. 56</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Enfeebling Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
|
||||
The necrotic damage increases to 4d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 29</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Ghostly Gaze</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
|
|
@ -46,6 +74,13 @@ Source: Xanathar's Guide to Everything p. 57</text>
|
|||
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Grasping Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
|
||||
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 29</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Improved Pact Weapon</name>
|
||||
<prerequisite>Pact of the Blade</prerequisite>
|
||||
|
|
@ -66,12 +101,33 @@ Source: Xanathar's Guide to Everything p. 57</text>
|
|||
<text>As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Piercing Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
|
||||
The piercing damage increases to 2d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 29</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Relentless Hex</name>
|
||||
<prerequisite>The ability to cast Hex/Curse#X, 7th level</prerequisite>
|
||||
<text>Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Seeking Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
|
||||
The force damage increases to 2d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 30</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Arcane Shot: Shadow Arrow</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
|
||||
The psychic damage increases to 4d6 when you reach 18th level in this class.
|
||||
Source: Xanathar's Guide to Everything p. 30</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Shroud of Shadow</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
|
|
|
|||
Loading…
Reference in New Issue