diff --git a/FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml b/FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml
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+
+
+
+ Cleric
+
+
+ Divine Domain: Death Domain
+ The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
+ At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
+
+ Death Domain Spells
+ Cleric Level | Spells
+ 1st | false life, ray of sickness
+ 3rd | blindness/deafness, ray of enfeeblement
+ 5th | animate dead, vampiric touch
+ 7th | blight, death ward
+ 9th | antilife shell, cloudkill
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Bonus Proficiency
+ When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Reaper
+ At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Channel Divinity: Touch of Death
+ Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.
+ When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Inescapable Destruction
+ Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Divine Strike
+ At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
+ Death Domain: Improved Reaper
+ Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
+
+ Source: Dungeon Master's Guide p. 96
+
+
+
+
diff --git a/FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml b/FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml
@@ -0,0 +1,74 @@
+
+
+
+ Paladin
+
+
+ Sacred Oath: Oathbreaker
+ An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.
+ A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
+ Oathbreaker: Oathbreaker Channel Divinity: Control Undead
+ As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
+ Oathbreaker: Oathbreaker Channel Divinity: Dreadful Aspect
+ As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
+ Oathbreaker: Oathbreaker Spells
+ You gain oathbreaker spells at the paladin levels listed.
+
+ Oathbreaker Spells
+ Paladin Level | Spells
+ 3rd | hellish rebuke, inflict wounds
+ 5th | crown of madness, darkness
+ 9th | animate dead, bestow curse
+ 13th | blight, confusion
+ 17th | contagion, dominate person
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
+ Oathbreaker: Aura of Hate
+ Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
+ Oathbreaker: Supernatural Resistance
+ At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
+ Oathbreaker: Dread Lord
+ At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
+ While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.
+ After activating the aura, the paladin can't do so again until he or she finishes a long rest.
+
+ Source: Dungeon Master's Guide p. 97
+
+
+
+
diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml
@@ -0,0 +1,755 @@
+
+
+
+ Artificer
+ 8
+ Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand
+ 2
+ Intelligence
+
+
+ Starting Artificer
+ As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields
+ • Weapons: simple
+ • Tools: {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of {@item artisan's tools|PHB} of your choice
+ • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • any two simple weapons of your choice
+ • a light crossbow and crossbow bolts (20)
+ • (a) studded leather armor or (b) scale mail
+ • thieves' tools and a dungeoneer's pack
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Multiclass Artificer
+ To multiclass as a Artificer, you must meet the following prerequisites:
+ • Intelligence 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields
+ • Weapons: none
+ • Tools: none
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+ light, medium, shields
+ simple
+ {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of {@item artisan's tools|PHB} of your choice
+ 5d4x10
+
+ 2, 2
+
+
+
+ Optional Rule: Firearm Proficiency
+ The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Magical Tinkering
+ At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
+ • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
+ • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
+ • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
+ • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
+ The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
+ You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Spellcasting
+ You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.
+
+ Tools Required:
+ You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
+ After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
+
+ The Magic of Artifice:
+ As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
+ The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
+ Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
+
+ Cantrips (0-Level Spells):
+ At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
+ When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
+
+ Preparing and Casting Spells:
+ The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
+ For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
+
+ Spellcasting Ability:
+ Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
+
+ Ritual Casting:
+ You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 2
+
+
+
+ Infuse Item
+ At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
+
+ Artificer Infusions:
+ Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
+ The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.
+ Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
+ Unless an infusion's description says otherwise, you can't learn an infusion more than once.
+
+ Infusing an Item:
+ Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
+ Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
+ You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 3
+
+
+
+ Artificer Specialist
+ At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Artificer Specialist: Alchemist
+ An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Alchemist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Alchemist Spells
+ Artificer Level | Spell
+ 3rd | healing word, ray of sickness
+ 5th | flaming sphere, Melf's acid arrow
+ 9th | gaseous form, mass healing word
+ 13th | blight, death ward
+ 17th | cloudkill, raise dead
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Experimental Elixir
+ Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
+ Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
+ When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
+ You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
+
+ Experimental Elixir
+ d6 | Effect
+ 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
+ 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
+ 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
+ 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
+ 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
+ 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 3rd level, you learn an additional Alchemical Formula.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Artificer Specialist: Alchemist
+ An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Alchemical Homunculus
+ At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.
+ Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.
+ The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
+ In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Alchemist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Alchemist Spells
+ Artificer Level | Spell
+ 3rd | purify food and drink, ray of sickness
+ 5th | Melf's acid arrow, web
+ 9th | create food and water, stinking cloud
+ 13th | blight, death ward
+ 17th | cloudkill, raise dead
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+
+ Proficiencies
+ You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization.
+
+ Crafting
+ If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Artificer Specialist: Artillerist
+ An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.
+ The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artillerist: Artillerist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Artillerist Spells
+ Artificer Level | Spell
+ 3rd | shield, thunderwave
+ 5th | scorching ray, shatter
+ 9th | fireball, wind wall
+ 13th | ice storm, wall of fire
+ 17th | cone of cold, wall of force
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artillerist: Eldritch Cannon
+ At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
+ Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.
+ The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
+ When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
+
+ Eldritch Cannons
+ Cannon | Activation
+ Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
+ Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
+ Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artillerist: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artificer Specialist: Artillerist
+ An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artillerist: Arcane Turret
+ At 3rd level, you learn how to create a magical turret. With your smith's tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.
+ The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.
+ When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.
+ You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.
+ As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.
+
+ Arcane Turrets
+ Turret | Activation
+ Flamethrower | The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
+ Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.
+ Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artillerist: Artillerist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Artillerist Spells
+ Artificer Level | Spell
+ 3rd | shield, thunderwave
+ 5th | scorching ray, shatter
+ 9th | fireball, wind wall
+ 13th | ice storm, wall of fire
+ 17th | cone of cold, wall of force
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artillerist: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+ Artillerist: Proficiencies
+ You gain proficiency with smith's tools and woodcarver's tools, assuming you don't already have them. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization.
+ In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you've carved in your spare time.
+ Artillerist: Crafting
+ If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Artificer Specialist: Battle Smith
+ Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
+ Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Battle Ready
+ When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
+ • You gain proficiency with martial weapons.
+ • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Battle Smith Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Battle Smith Spells
+ Artificer Level | Spell
+ 3rd | heroism, shield
+ 5th | branding smite, warding bond
+ 9th | aura of vitality, conjure barrage
+ 13th | aura of purity, fire shield
+ 17th | banishing smite, mass cure wounds
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Steel Defender
+ By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
+ In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
+ At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Artificer Specialist: Battle Smith
+ Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.
+ Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Battle Ready
+ When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:
+ • You gain proficiency with martial weapons.
+ • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Battle Smith Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Battle Smith Spells
+ Artificer Level | Spell
+ 3rd | heroism, searing smite
+ 5th | branding smite, warding bond
+ 9th | aura of vitality, blinding smite
+ 13th | aura of purity, staggering smite
+ 17th | banishing smite, mass cure wounds
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Iron Defender
+ By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the iron defender stat block.
+ In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.
+ At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ Battle Smith: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+ Battle Smith: Proficiencies
+ You gain proficiency with leatherworker's tools and smith's tools, assuming you don't already have them. You also gain leatherworker's tools and smith's tools for free—the result of tinkering you've done as you've prepared for this specialization.
+ Battle Smith: Crafting
+ If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+
+ The Right Tool for the Job
+ At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 4, 2
+
+
+
+ Artificer Specialist Feature
+ At 5th level, you gain a feature granted by your Artificer Specialist choice.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Alchemist: Alchemical Savant
+ At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Artillerist: Arcane Firearm
+ At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
+ You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Battle Smith: Extra Attack
+ Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+ 2, 4, 2
+
+
+
+ Tool Expertise
+ Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 4, 3
+
+
+
+ Flash of Genius
+ Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 2, 4, 3, 2
+
+
+
+ Artificer Specialist Feature
+ At 9th level, you gain a feature granted by your Artificer Specialist choice.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Alchemist: Restorative Reagents
+ Starting at 9th level, you can incorporate restorative reagents into some of your works:
+ • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
+ • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 9th level, you learn an additional Alchemical Formula.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Artillerist: Explosive Cannon
+ Starting at 9th level, every eldritch cannon you create is more destructive:
+ • The cannon's damage rolls all increase by 1d8.
+ • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Battle Smith: Arcane Jolt
+ At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
+ • The target takes an extra 2d6 force damage.
+ • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
+ You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+ 3, 4, 3, 2
+
+
+
+ Magic Item Adept
+ When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
+ • You can attune to up to four magic items at once.
+ • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 3, 4, 3, 3
+
+
+
+ Spell-Storing Item
+ At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
+ While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 3, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 3, 4, 3, 3, 1
+
+
+ 4, 4, 3, 3, 1
+
+
+
+ Magic Item Savant
+ At 14th level, your skill with magic items deepens more:
+ • You can attune to up to five magic items at once.
+ • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 4, 4, 3, 3, 2
+
+
+
+ Artificer Specialist Feature
+ At 15th level, you gain a feature granted by your Artificer Specialist choice.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
+ Alchemist: Chemical Mastery
+ By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
+ • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
+ • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
+
+ Source: Eberron: Rising from the Last War p. 58
+
+
+
+
+ Artillerist: Fortified Position
+ Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:
+ • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
+ • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
+
+ Source: Eberron: Rising from the Last War p. 59
+
+
+
+
+ Battle Smith: Improved Defender
+ At 15th level, your Arcane Jolt and steel defender become more powerful:
+ • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
+ • Your steel defender gains a +2 bonus to Armor Class.
+ • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
+
+ Source: Eberron: Rising from the Last War p. 60
+
+
+
+ 4, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 4, 4, 3, 3, 3, 1
+
+
+ 4, 4, 3, 3, 3, 1
+
+
+
+ Magic Item Master
+ Starting at 18th level, you can attune to up to six magic items at once.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 4, 4, 3, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+ 4, 4, 3, 3, 3, 2
+
+
+
+ Soul of Artifice
+ At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
+ • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
+ • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
+
+ Source: Eberron: Rising from the Last War p. 54
+
+
+
+
diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml
new file mode 100644
index 0000000..59bbd88
--- /dev/null
+++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml
@@ -0,0 +1,77 @@
+
+
+
+ Fighter
+
+
+ Martial Archetype: Echo Knight
+ A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
+ Echo Knight: Manifest Echo
+ 3rd-level Echo Knight feature
+ You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
+ Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
+ You can use the echo in the following ways:
+ • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
+ • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
+ • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
+ Echo Knight: Unleash Incarnation
+ 3rd-level Echo Knight feature
+ You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
+ You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
+ Echo Knight: Echo Avatar
+ 7th-level Echo Knight feature
+ You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
+ Echo Knight: Shadow Martyr
+ 10th-level Echo Knight feature
+ You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
+ Echo Knight: Reclaim Potential
+ 15th-level Echo Knight feature
+ You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
+ You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
+ Echo Knight: Legion of One
+ 18th-level Echo Knight feature
+ You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
+ In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
+
+ Source: Explorer's Guide to Wildemount p. 183
+
+
+
+
diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml
new file mode 100644
index 0000000..f1aa5a5
--- /dev/null
+++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml
@@ -0,0 +1,113 @@
+
+
+
+ Wizard
+
+
+ Arcane Tradition: Chronurgy Magic
+ Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
+
+ Source: Explorer's Guide to Wildemount p. 184
+
+
+
+
+ Chronurgy Magic: Chronal Shift
+ 2nd-level Chronurgy Magic feature
+ You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
+ You can use this ability twice, and you regain any expended uses when you finish a long rest.
+
+ Source: Explorer's Guide to Wildemount p. 184
+
+
+
+
+ Chronurgy Magic: Temporal Awareness
+ 2nd-level Chronurgy Magic feature
+ You can add your Intelligence modifier to your initiative rolls.
+
+ Source: Explorer's Guide to Wildemount p. 184
+
+
+
+
+ Arcane Tradition: Graviturgy Magic
+ Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
+
+ Source: Explorer's Guide to Wildemount p. 185
+
+
+
+
+ Graviturgy Magic: Adjust Density
+ 2nd-level Graviturgy Magic feature
+ As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
+ While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
+ Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
+
+ Source: Explorer's Guide to Wildemount p. 185
+
+
+
+
+ Chronurgy Magic: Momentary Stasis
+ 6th-level Chronurgy Magic feature
+ As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
+ You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Explorer's Guide to Wildemount p. 184
+
+
+
+
+ Graviturgy Magic: Gravity Well
+ 6th-level Graviturgy Magic feature
+ You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
+
+ Source: Explorer's Guide to Wildemount p. 185
+
+
+
+
+ Chronurgy Magic: Arcane Abeyance
+ 10th-level Chronurgy Magic feature
+ When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
+ A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
+ Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
+
+ Source: Explorer's Guide to Wildemount p. 184
+
+
+
+
+ Graviturgy Magic: Violent Attraction
+ 10th-level Graviturgy Magic feature
+ When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.
+ Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
+ You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Explorer's Guide to Wildemount p. 185
+
+
+
+
+ Chronurgy Magic: Convergent Future
+ 14th-level Chronurgy Magic feature
+ You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
+ When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
+
+ Source: Explorer's Guide to Wildemount p. 184
+
+
+
+
+ Graviturgy Magic: Event Horizon
+ 14th-level Graviturgy Magic feature
+ As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
+ Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
+
+ Source: Explorer's Guide to Wildemount p. 185
+
+
+
+
diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml
new file mode 100644
index 0000000..05225a5
--- /dev/null
+++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml
@@ -0,0 +1,86 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Order Domain
+ The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
+ The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.
+ Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Order Domain Spells
+ Cleric Level | Spells
+ 1st | command, heroism
+ 3rd | hold person, zone of truth
+ 5th | mass healing word, slow
+ 7th | compulsion, locate creature
+ 9th | commune, dominate person
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Bonus Proficiencies
+ When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Voice of Authority
+ Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
+ If the spell targets more than one ally, you choose the ally who can make the attack.
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Channel Divinity: Order's Demand
+ Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
+ As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Embodiment of the Law
+ At 6th level, you become remarkably adept at channeling magical energy to compel others.
+ If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
+ Order Domain: Order's Wrath
+ Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
+
+ Source: Guildmasters' Guide to Ravnica p. 25
+
+
+
+
diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml
new file mode 100644
index 0000000..5be3669
--- /dev/null
+++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml
@@ -0,0 +1,79 @@
+
+
+
+ Druid
+
+
+ Druid Circle: Circle of Spores
+ Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
+ These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
+ Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
+ Circle of Spores: Circle Spells
+ Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
+ Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
+
+ Circle of Spores Spells
+ Druid Level | Circle Spells
+ 3rd | blindness/deafness, gentle repose
+ 5th | animate dead, gaseous form
+ 7th | blight, confusion
+ 9th | cloudkill, contagion
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
+ Circle of Spores: Halo of Spores
+ Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
+ Circle of Spores: Symbiotic Entity
+ At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
+ • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
+ • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
+ These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
+ Circle of Spores: Fungal Infestation
+ At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
+ In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
+ Circle of Spores: Spreading Spores
+ At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
+ Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
+ While the cube of spores persists, you can't use your Halo of Spores reaction.
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
+ Circle of Spores: Fungal Body
+ At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
+
+ Source: Guildmasters' Guide to Ravnica p. 26
+
+
+
+
diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml
new file mode 100644
index 0000000..5e6376b
--- /dev/null
+++ b/FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml
@@ -0,0 +1,61 @@
+
+
+
+ Bard
+
+
+ Bard College: College of Eloquence
+ Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
+
+ Source: Mythic Odysseys of Theros p. 28
+
+
+
+
+ College of Eloquence: Silver Tongue
+ 3rd-level College of Eloquence feature
+ You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
+
+ Source: Mythic Odysseys of Theros p. 28
+
+
+
+
+ College of Eloquence: Unsettling Words
+ 3rd-level College of Eloquence feature
+ You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
+
+ Source: Mythic Odysseys of Theros p. 28
+
+
+
+
+ College of Eloquence: Unfailing Inspiration
+ 6th-level College of Eloquence feature
+ Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
+
+ Source: Mythic Odysseys of Theros p. 28
+
+
+
+
+ College of Eloquence: Universal Speech
+ 6th-level College of Eloquence feature
+ You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
+ Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
+
+ Source: Mythic Odysseys of Theros p. 28
+
+
+
+
+ College of Eloquence: Infectious Inspiration
+ 14th-level College of Eloquence feature
+ When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
+ You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Mythic Odysseys of Theros p. 28
+
+
+
+
diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml
new file mode 100644
index 0000000..d892646
--- /dev/null
+++ b/FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml
@@ -0,0 +1,109 @@
+
+
+
+ Paladin
+
+
+ Sacred Oath: Oath of Glory
+ Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Channel Divinity
+ 3rd-level Oath of Glory feature
+ You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Oath Spells
+ 3rd-level Oath of Glory feature
+ You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
+
+ Oath of Glory Spells
+ Paladin Level | Spells
+ 3rd | guiding bolt, heroism
+ 5th | enhance ability, magic weapon
+ 9th | haste, protection from energy
+ 13th | compulsion, freedom of movement
+ 17th | commune, flame strike
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Tenets of Glory
+ The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
+
+ Actions over Words
+ Strive to be known by glorious deeds, not words.
+
+ Challenges Are but Tests
+ Face hardships with courage, and encourage your allies to face them with you.
+
+ Hone the Body
+ Like raw stone, your body must be worked so its potential can be realized.
+
+ Discipline the Soul
+ You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Inspiring Smite
+ Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Peerless Athlete
+ As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Aura of Alacrity
+ 7th-level Oath of Glory feature
+ You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
+ When you reach 18th level in this class, the range of the aura increases to 10 feet.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Glorious Defense
+ 15th-level Oath of Glory feature
+ You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.
+ You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
+ Oath of Glory: Living Legend
+ 20th-level Oath of Glory feature
+ You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
+ • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
+ • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
+ • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
+ Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
+
+ Source: Mythic Odysseys of Theros p. 29
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlaneShift/class-cleric-ps-a.xml b/FightClub5eXML/Sources/PlaneShift/class-cleric-ps-a.xml
new file mode 100644
index 0000000..2ab25cf
--- /dev/null
+++ b/FightClub5eXML/Sources/PlaneShift/class-cleric-ps-a.xml
@@ -0,0 +1,348 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Knowledge Domain (PSA)
+ "The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife."
+ Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power.
+ Kefnet's domain is identical to the Knowledge domain in the Player's Handbook.
+
+ Source: Plane Shift: Amonkhet p. 25
+
+
+
+
+ Divine Domain: Solidarity Domain (PSA)
+ "The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action."
+ Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Solidarity Domain Spells
+ Cleric Level | Spells
+ 1st | bless, guiding bolt
+ 3rd | aid, warding bond
+ 5th | beacon of hope, crusader's mantle
+ 7th | aura of life, guardian of faith
+ 9th | circle of power, mass cure wounds
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Solidarity Domain (PSA): Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Solidarity Domain (PSA): Solidarity's Action
+ Also at 1st level, when you take the Help action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Divine Domain: Strength Domain (PSA)
+ "The worthy shall hone a strong body that can withstand the boundless energies of the afterlife."
+ It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Strength Domain Spells
+ Cleric Level | Spells
+ 1st | divine favor, shield of faith
+ 3rd | enhance ability, protection from poison
+ 5th | haste, protection from energy
+ 7th | dominate beast, stoneskin
+ 9th | destructive wave, insect plague
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Strength Domain (PSA): Acolyte of Strength
+ At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Strength Domain (PSA): Bonus Proficiency
+ Also at 1st level, you gain proficiency with heavy armor.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Divine Domain: Ambition Domain (PSA)
+ "The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."
+ Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Ambition Domain Spells
+ Cleric Level | Spells
+ 1st | bane, disguise self
+ 3rd | mirror image, ray of enfeeblement
+ 5th | bestow curse, vampiric touch
+ 7th | death ward, dimension door
+ 9th | dominate person, modify memory
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Ambition Domain (PSA): Warding Flare
+ When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
+ You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Divine Domain: Zeal Domain (PSA)
+ "The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way."
+ The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Zeal Domain Spells
+ Cleric Level | Spells
+ 1st | searing smite, thunderous smite
+ 3rd | magic weapon, shatter
+ 5th | haste, fireball
+ 7th | fire shield, freedom of movement
+ 9th | destructive wave, flame strike
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Zeal Domain (PSA): Bonus Proficiencies
+ At 1st level, you gain proficiency with martial weapons and heavy armor.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Zeal Domain (PSA): Priest of Zeal
+ From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
+ You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Knowledge Domain (PSA): Subclass Feature
+ See the Knowledge domain.
+
+ Source: Plane Shift: Amonkhet p. 25
+
+
+
+
+ Solidarity Domain (PSA): Channel Divinity: Preserve Life
+ Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
+ As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Strength Domain (PSA): Channel Divinity: Feat of Strength
+ At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Ambition Domain (PSA): Channel Divinity: Invoke Duplicity
+ Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
+ As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
+ For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Zeal Domain (PSA): Channel Divinity: Consuming Fervor
+ Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
+ When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Knowledge Domain (PSA): Subclass Feature
+ See the Knowledge domain.
+
+ Source: Plane Shift: Amonkhet p. 25
+
+
+
+
+ Solidarity Domain (PSA): Oketra's Blessing
+ At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Strength Domain (PSA): Rhonas's Blessing
+ At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Ambition Domain (PSA): Channel Divinity: Cloak of Shadows
+ Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Zeal Domain (PSA): Resounding Strike
+ At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Knowledge Domain (PSA): Subclass Feature
+ See the Knowledge domain.
+
+ Source: Plane Shift: Amonkhet p. 25
+
+
+
+
+ Solidarity Domain (PSA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Solidarity Domain (PSA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Strength Domain (PSA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Strength Domain (PSA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Ambition Domain (PSA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Ambition Domain (PSA): Potent Spellcasting
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Zeal Domain (PSA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Zeal Domain (PSA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
+ Knowledge Domain (PSA): Subclass Feature
+ See the Knowledge domain.
+
+ Source: Plane Shift: Amonkhet p. 25
+
+
+
+
+ Solidarity Domain (PSA): Supreme Healing
+ Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
+
+ Source: Plane Shift: Amonkhet p. 24
+
+
+
+
+ Strength Domain (PSA): Avatar of Battle
+ At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
+
+ Source: Plane Shift: Amonkhet p. 26
+
+
+
+
+ Ambition Domain (PSA): Improved Duplicity
+ At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
+
+ Source: Plane Shift: Amonkhet p. 27
+
+
+
+
+ Zeal Domain (PSA): Blaze of Glory
+ Starting at 17th level, you can delay death for an instant to perform a final heroic act.
+ When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Plane Shift: Amonkhet p. 28
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlaneShift/class-sorcerer-ps-k.xml b/FightClub5eXML/Sources/PlaneShift/class-sorcerer-ps-k.xml
new file mode 100644
index 0000000..2fbd585
--- /dev/null
+++ b/FightClub5eXML/Sources/PlaneShift/class-sorcerer-ps-k.xml
@@ -0,0 +1,46 @@
+
+
+
+ Sorcerer
+
+
+ Sorcerous Origin: Pyromancer (PSK)
+ Your innate magic manifests in fire. You are your fire, and your fire is you.
+
+ Source: Plane Shift: Kaladesh p. 9
+
+
+
+
+ Pyromancer (PSK): Heart of Fire
+ At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
+
+ Source: Plane Shift: Kaladesh p. 9
+
+
+
+
+ Pyromancer (PSK): Fire in the Veins
+ At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
+
+ Source: Plane Shift: Kaladesh p. 9
+
+
+
+
+ Pyromancer (PSK): Pyromancer's Fury
+ Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
+
+ Source: Plane Shift: Kaladesh p. 9
+
+
+
+
+ Pyromancer (PSK): Fiery Soul
+ At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
+
+ Source: Plane Shift: Kaladesh p. 9
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml
new file mode 100644
index 0000000..fb33256
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml
@@ -0,0 +1,459 @@
+
+
+
+ Barbarian
+ 12
+ Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
+ 2
+
+
+ Starting Barbarian
+ As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields
+ • Weapons: simple, martial
+ • Tools: none
+ • Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a greataxe or (b) any martial melee weapon
+ • (a) two handaxe or (b) any simple weapon
+ • An explorer's pack, and four javelin
+
+ Alternatively, you may start with 2d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Multiclass Barbarian
+ To multiclass as a Barbarian, you must meet the following prerequisites:
+ • Strength 13
+
+ You gain the following proficiencies:
+ • Armor: shields
+
+ • Tools: none
+
+ Source: Player's Handbook p. 46
+
+
+ light, medium, shields
+ simple, martial
+ none
+ 2d4x10
+
+
+ Rage
+ In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
+ While raging, you gain the following benefits if you aren't wearing heavy armor:
+ • You have advantage on Strength checks and Strength saving throws.
+ • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
+ • You have resistance to bludgeoning, piercing, and slashing damage.
+ If you are able to cast spells, you can't cast them or concentrate on them while raging.
+ Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
+ Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Unarmored Defense
+ While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Danger Sense
+ At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Reckless Attack
+ Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Primal Path
+ At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Primal Path: Path of the Berserker
+ For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
+
+ Source: Player's Handbook p. 49
+
+
+
+
+ Path of the Berserker: Frenzy
+ Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
+
+ Source: Player's Handbook p. 49
+
+
+
+
+ Path of the Totem Warrior: Bear
+ While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Eagle
+ While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Primal Path: Path of the Totem Warrior
+ The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
+ Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Wolf
+ While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Spirit Seeker
+ Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Totem Spirit
+ At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
+ Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Elk
+ While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Tiger
+ While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Fast Movement
+ Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Path Feature
+ At 6th level, you gain a feature from your Primal Path.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Path of the Berserker: Mindless Rage
+ Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
+
+ Source: Player's Handbook p. 49
+
+
+
+
+ Path of the Totem Warrior: Bear
+ You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Eagle
+ You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Wolf
+ You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Aspect of the Beast
+ At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Elk
+ Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Tiger
+ You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Feral Instinct
+ By 7th level, your instincts are so honed that you have advantage on initiative rolls.
+ Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM uses the optional Feats, you can instead take a feat.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Brutal Critical (1 die)
+ Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
+ This increases to two additional dice at 13th level and three additional dice at 17th level.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Path feature
+ At 10th level, you gain a feature from your Primal Path.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Path of the Berserker: Intimidating Presence
+ Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
+ If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
+
+ Source: Player's Handbook p. 49
+
+
+
+
+ Path of the Totem Warrior: Spirit Walker
+ At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Relentless Rage
+ Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
+ Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM uses the optional Feats, you can instead take a feat.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Brutal Critical (2 dice)
+ At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
+ This increases to three additional dice at 17th level.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Path feature
+ At 14th level, you gain a feature from your Primal Path.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Path of the Berserker: Retaliation
+ Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
+
+ Source: Player's Handbook p. 49
+
+
+
+
+ Path of the Totem Warrior: Bear
+ While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Eagle
+ While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Wolf
+ While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Totemic Attunement
+ At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Elk
+ While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Path of the Totem Warrior: Tiger
+ While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
+
+ Source: Player's Handbook p. 50
+
+
+
+
+ Persistent Rage
+ Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM uses the optional Feats, you can instead take a feat.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Brutal Critical (3 dice)
+ At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Indomitable Might
+ Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM uses the optional Feats, you can instead take a feat.
+
+ Source: Player's Handbook p. 46
+
+
+
+
+ Primal Champion
+ At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
+
+ Source: Player's Handbook p. 46
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml
new file mode 100644
index 0000000..bc1db3b
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml
@@ -0,0 +1,435 @@
+
+
+
+ Bard
+ 8
+ Dexterity, Charisma, Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion
+ 3
+ Charisma
+
+
+ Starting Bard
+ As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light
+ • Weapons: simple, hand crossbows, longswords, rapiers, shortswords
+ • Tools: three {@item musical instrument|PHB|musical instruments} of your choice
+ • Skills: Choose 3 from Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a rapier, (b) a longsword, or (c) any simple weapon
+ • (a) a diplomat's pack or (b) an entertainer's pack
+ • (a) a lute or (b) any other musical instrument
+ • Leather armor, and a dagger
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Multiclass Bard
+ To multiclass as a Bard, you must meet the following prerequisites:
+ • Charisma 13
+
+ You gain the following proficiencies:
+ • Armor: light
+ • Weapons: none
+ • Tools: none
+
+ Source: Player's Handbook p. 51
+
+
+ light
+ simple, hand crossbows, longswords, rapiers, shortswords
+ three {@item musical instrument|PHB|musical instruments} of your choice
+ 5d4x10
+
+ 2, 2
+
+
+
+ Bardic Inspiration
+ You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
+ Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
+ You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
+ Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Spellcasting
+ You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
+
+ Cantrips:
+ You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
+
+ Spell Slots:
+ The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
+
+ Spells Known of 1st Level and Higher:
+ You know four 1st-level spells of your choice from the bard spell list.
+ You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
+ Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability:
+ Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
+
+ Ritual Casting:
+ You can cast any bard spell you know as a ritual if that spell has the ritual tag.
+
+ Spellcasting Focus:
+ You can use a musical instrument as a spellcasting focus for your bard spells.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 2, 3
+
+
+
+ Jack of All Trades
+ Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Song of Rest (d6)
+ Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
+ The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 2, 4, 2
+
+
+
+ Bard College
+ At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Bard College: College of Lore
+ Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
+ The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
+ The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
+
+ Source: Player's Handbook p. 54
+
+
+
+
+ College of Lore: Bonus Proficiencies
+ When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
+
+ Source: Player's Handbook p. 54
+
+
+
+
+ College of Lore: Cutting Words
+ Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
+
+ Source: Player's Handbook p. 54
+
+
+
+
+ Bard College: College of Valor
+ Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
+
+ Source: Player's Handbook p. 55
+
+
+
+
+ College of Valor: Bonus Proficiencies
+ When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
+
+ Source: Player's Handbook p. 55
+
+
+
+
+ College of Valor: Combat Inspiration
+ Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
+
+ Source: Player's Handbook p. 55
+
+
+
+
+ Expertise
+ At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
+ At 10th level, you can choose another two skill proficiencies to gain this benefit.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 3, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 3, 4, 3, 2
+
+
+
+ Bardic Inspiration (d8)
+ At 5th level, your Bardic Inspiration die changes to a d8.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Font of Inspiration
+ Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 3, 4, 3, 3
+
+
+
+ Countercharm
+ At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Bard College feature
+ At 6th level, you gain a feature from your Bard College.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ College of Lore: Additional Magical Secrets
+ At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
+
+ Source: Player's Handbook p. 54
+
+
+
+
+ College of Valor: Extra Attack
+ Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 55
+
+
+
+ 3, 4, 3, 3, 1
+
+
+ 3, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 3, 4, 3, 3, 3, 1
+
+
+
+ Song of Rest (d8)
+ At 9th level, the extra hit points gained from Song of Rest increases to 1d8.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 2
+
+
+
+ Bardic Inspiration (d10)
+ At 10th level, your Bardic Inspiration die changes to a d10.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Expertise
+ At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Magical Secrets
+ By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
+ The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
+ You learn two additional spells from any classes at 14th level and again at 18th level.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 2, 1
+
+
+ 4, 4, 3, 3, 3, 2, 1
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1
+
+
+
+ Song of Rest (d10)
+ At 13th level, the extra hit points gained from Song of Rest increases to 1d10.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1
+
+
+
+ Magical Secrets
+ At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
+ The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ Bard College feature
+ At 14th level, you gain a feature from your Bard College.
+
+ Source: Player's Handbook p. 51
+
+
+
+
+ College of Lore: Peerless Skill
+ Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
+
+ Source: Player's Handbook p. 54
+
+
+
+
+ College of Valor: Battle Magic
+ At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+
+ Source: Player's Handbook p. 55
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Bardic Inspiration (d12)
+ At 15th level, your Bardic Inspiration die changes to a d12.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1, 1, 1
+
+
+
+ Song of Rest (d12)
+ At 17th level, the extra hit points gained from Song of Rest increases to 1d12.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 3, 1, 1, 1, 1
+
+
+
+ Magical Secrets
+ At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
+ The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 51
+
+
+
+ 4, 4, 3, 3, 3, 3, 2, 2, 1, 1
+
+
+
+ Superior Inspiration
+ At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
+
+ Source: Player's Handbook p. 51
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml
new file mode 100644
index 0000000..8f71adb
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml
@@ -0,0 +1,831 @@
+
+
+
+ Cleric
+ 8
+ Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion
+ 2
+ Wisdom
+
+
+ Starting Cleric
+ As a 1st-level Cleric, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields
+ • Weapons: simple
+ • Tools: none
+ • Skills: Choose 2 from History, Insight, Medicine, Persuasion, Religion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a mace or (b) a warhammer (if proficient)
+ • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
+ • (a) a light crossbow and Crossbow Bolts (20) or (b) any simple weapon
+ • (a) a priest's pack or (b) an explorer's pack
+ • A shield and a holy symbol
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Multiclass Cleric
+ To multiclass as a Cleric, you must meet the following prerequisites:
+ • Wisdom 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields
+ • Weapons: none
+ • Tools: none
+
+ Source: Player's Handbook p. 36
+
+
+ light, medium, shields
+ simple
+ none
+ 5d4x10
+
+ 3, 2
+
+
+
+ Spellcasting
+ As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
+
+ Cantrips:
+ At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
+
+ Preparing and Casting Spells:
+ The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
+ For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
+
+ Spellcasting Ability:
+ Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
+
+ Ritual Casting:
+ You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
+
+ Spellcasting Focus:
+ You can use a holy symbol as a spellcasting focus for your cleric spells.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Divine Domain
+ Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
+
+ Domain Spells:
+ Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
+ If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Divine Domain: Knowledge Domain
+ The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Knowledge Domain Spells
+ Cleric Level | Spells
+ 1st | command, identify
+ 3rd | augury, suggestion
+ 5th | nondetection, speak with dead
+ 7th | arcane eye, confusion
+ 9th | legend lore, scrying
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Knowledge Domain: Blessings of Knowledge
+ At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
+ Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Divine Domain: Life Domain
+ The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Life Domain Spells
+ Cleric Level | Spells
+ 1st | bless, cure wounds
+ 3rd | lesser restoration, spiritual weapon
+ 5th | beacon of hope, revivify
+ 7th | death ward, guardian of faith
+ 9th | mass cure wounds, raise dead
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Life Domain: Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Life Domain: Disciple of Life
+ Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Divine Domain: Light Domain
+ Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Light Domain Spells
+ Cleric Level | Spells
+ 1st | burning hands, faerie fire
+ 3rd | flaming sphere, scorching ray
+ 5th | daylight, fireball
+ 7th | guardian of faith, wall of fire
+ 9th | flame strike, scrying
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Bonus Cantrip
+ When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Warding Flare
+ Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
+ You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Divine Domain: Nature Domain
+ Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Nature Domain Spells
+ Cleric Level | Spells
+ 1st | animal friendship, speak with animals
+ 3rd | barkskin, spike growth
+ 5th | plant growth, wind wall
+ 7th | dominate beast, grasping vine
+ 9th | insect plague, tree stride
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Nature Domain: Acolyte of Nature
+ At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Nature Domain: Bonus Proficiency
+ Also at 1st level, you gain proficiency with heavy armor.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Divine Domain: Tempest Domain
+ Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Tempest Domain Spells
+ Cleric Level | Spells
+ 1st | fog cloud, thunderwave
+ 3rd | gust of wind, shatter
+ 5th | call lightning, sleet storm
+ 7th | control water, ice storm
+ 9th | destructive wave, insect plague
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Tempest Domain: Bonus Proficiencies
+ At 1st level, you gain proficiency with martial weapons and heavy armor.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Tempest Domain: Wrath of the Storm
+ Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
+ You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Divine Domain: Trickery Domain
+ Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Trickery Domain Spells
+ Cleric Level | Spells
+ 1st | charm person, disguise self
+ 3rd | mirror image, pass without trace
+ 5th | blink, dispel magic
+ 7th | dimension door, polymorph
+ 9th | dominate person, modify memory
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Trickery Domain: Blessing of the Trickster
+ Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Divine Domain: War Domain
+ War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ War Domain Spells
+ Cleric Level | Spells
+ 1st | divine favor, shield of faith
+ 3rd | magic weapon, spiritual weapon
+ 5th | crusader's mantle, spirit guardians
+ 7th | freedom of movement, stoneskin
+ 9th | flame strike, hold monster
+
+ Source: Player's Handbook p. 63
+
+
+
+
+ War Domain: Bonus Proficiencies
+ At 1st level, you gain proficiency with martial weapons and heavy armor.
+
+ Source: Player's Handbook p. 63
+
+
+
+
+ War Domain: War Priest
+ From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Player's Handbook p. 63
+
+
+
+ 3, 3
+
+
+
+ Channel Divinity (1/rest)
+ At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
+ When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
+ Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
+ Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Divine Domain feature
+ At 2nd level, you gain a feature from your Divine Domain.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Knowledge Domain: Channel Divinity: Knowledge of the Ages
+ Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Life Domain: Channel Divinity: Preserve Life
+ Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
+ As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Channel Divinity: Radiance of the Dawn
+ Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
+ As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Nature Domain: Channel Divinity: Charm Animals and Plants
+ Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
+ As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Tempest Domain: Channel Divinity: Destructive Wrath
+ Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
+ When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Trickery Domain: Channel Divinity: Invoke Duplicity
+ Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
+ As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
+ For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ War Domain: Channel Divinity: Guided Strike
+ Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
+ Source: Player's Handbook p. 63
+
+
+
+ 3, 4, 2
+
+
+ 4, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 4, 4, 3, 2
+
+
+
+ Destroy Undead (CR 1/2)
+ Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 4, 4, 3, 3
+
+
+
+ Channel Divinity (2/rest)
+ Beginning at 6th level, you can use your Channel Divinity twice between rests.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Divine Domain feature
+ At 6th level, you gain a feature from your Divine Domain.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Knowledge Domain: Channel Divinity: Read Thoughts
+ At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
+ As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
+ If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
+ During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Life Domain: Blessed Healer
+ Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Improved Flare
+ Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Nature Domain: Dampen Elements
+ Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Tempest Domain: Thunderbolt Strike
+ At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Trickery Domain: Channel Divinity: Cloak of Shadows
+ Starting at 6th level, you can use your Channel Divinity to vanish.
+ As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ War Domain: Channel Divinity: War God's Blessing
+ At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
+ Source: Player's Handbook p. 63
+
+
+
+ 4, 4, 3, 3, 1
+
+
+ 4, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Destroy Undead (CR 1)
+ Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Divine Domain feature
+ At 8th level, you gain a feature from your Divine Domain.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Knowledge Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Knowledge Domain: Potent Spellcasting
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Life Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Life Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Potent Spellcasting
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Nature Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Nature Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Tempest Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Tempest Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Trickery Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Trickery Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ War Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Player's Handbook p. 63
+
+
+
+
+ War Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Player's Handbook p. 63
+
+
+
+ 4, 4, 3, 3, 3, 1
+
+
+ 5, 4, 3, 3, 3, 2
+
+
+
+ Divine Intervention
+ Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
+ Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
+ At 20th level, your call for intervention succeeds automatically, no roll required.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 2, 1
+
+
+
+ Destroy Undead (CR 2)
+ Starting at 11th level, when an undead of CR 2 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 2, 1
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1
+
+
+
+ Destroy Undead (CR 3)
+ Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1, 1, 1
+
+
+
+ Destroy Undead (CR 4)
+ Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Divine Domain feature
+ At 17th level, you gain a feature from your Divine Domain.
+
+ Source: Player's Handbook p. 36
+
+
+
+
+ Knowledge Domain: Visions of the Past
+ Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ Knowledge Domain: Object Reading
+ Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
+ Knowledge Domain: Area Reading
+ As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
+
+ Source: Player's Handbook p. 59
+
+
+
+
+ Life Domain: Supreme Healing
+ Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Light Domain: Corona of Light
+ Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
+
+ Source: Player's Handbook p. 60
+
+
+
+
+ Nature Domain: Master of Nature
+ At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
+
+ Source: Player's Handbook p. 61
+
+
+
+
+ Tempest Domain: Stormborn
+ At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ Trickery Domain: Improved Duplicity
+ At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
+
+ Source: Player's Handbook p. 62
+
+
+
+
+ War Domain: Avatar of Battle
+ At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
+
+ Source: Player's Handbook p. 63
+
+
+
+ 5, 4, 3, 3, 3, 3, 1, 1, 1, 1
+
+
+
+ Channel Divinity (3/rest)
+ Beginning at 18th level, you can use your Channel Divinity three times between rests.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 36
+
+
+
+ 5, 4, 3, 3, 3, 3, 2, 2, 1, 1
+
+
+
+ Divine Intervention Improvement
+ At 20th level, your call for intervention succeeds automatically, no roll required.
+
+ Source: Player's Handbook p. 36
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml
new file mode 100644
index 0000000..3f2d897
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml
@@ -0,0 +1,461 @@
+
+
+
+ Druid
+ 8
+ Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
+ 2
+ Wisdom
+
+
+ Starting Druid
+ As a 1st-level Druid, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields (druids will not wear armor or use shields made of metal)
+ • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
+ • Tools: {@item Herbalism kit|PHB}
+ • Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a wooden shield or (b) any simple weapon
+ • (a) a scimitar or (b) any simple melee weapon
+ • Leather armor, an explorer's pack, and a druidic focus
+
+ Alternatively, you may start with 2d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Multiclass Druid
+ To multiclass as a Druid, you must meet the following prerequisites:
+ • Wisdom 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields (druids will not wear armor or use shields made of metal)
+ • Weapons: none
+ • Tools: none
+
+ Source: Player's Handbook p. 64
+
+
+ light, medium, shields (druids will not wear armor or use shields made of metal)
+ clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
+ {@item Herbalism kit|PHB}
+ 2d4x10
+
+ 2, 2
+
+
+
+ Druidic
+ You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Spellcasting
+ Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
+
+ Cantrips:
+ At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
+
+ Preparing and Casting Spells:
+ The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
+ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
+ You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
+
+ Spellcasting Ability:
+ Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
+
+ Ritual Casting:
+ You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
+
+ Spellcasting Focus:
+ You can use a druidic focus as a spellcasting focus for your druid spells
+
+ Source: Player's Handbook p. 64
+
+
+
+ 2, 3
+
+
+
+ Wild Shape
+ Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
+ Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
+
+ Beast Shapes
+ Level | Max. CR | Limitations | Example
+ 2nd | 1/4 | No flying or swimming speed | Wolf
+ 4th | 1/2 | No flying speed | Crocodile
+ 8th | 1 | — | Giant eagle
+ You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
+ While you are transformed, the following rules apply:
+ • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
+ • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
+ • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
+ • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
+ • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Druid Circle
+ At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Druid Circle: Circle of the Land
+ The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Circle of the Land: Bonus Cantrip
+ You learn one additional druid cantrip of your choice.
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Circle of the Land: Circle Spells
+ Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells.
+ Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
+
+ Arctic
+ Druid Level | Circle Spells
+ 3rd | hold person, spike growth
+ 5th | sleet storm, slow
+ 7th | freedom of movement, ice storm
+ 9th | commune with nature, cone of cold
+
+ Coast
+ Druid Level | Circle Spells
+ 3rd | mirror image, misty step
+ 5th | water breathing, water walk
+ 7th | control water, freedom of movement
+ 9th | conjure elemental, scrying
+
+ Desert
+ Druid Level | Circle Spells
+ 3rd | blur, silence
+ 5th | create food and water, protection from energy
+ 7th | blight, hallucinatory terrain
+ 9th | insect plague, wall of stone
+
+ Forest
+ Druid Level | Circle Spells
+ 3rd | barkskin, spider climb
+ 5th | call lightning, plant growth
+ 7th | divination, freedom of movement
+ 9th | commune with nature, tree stride
+
+ Grassland
+ Druid Level | Circle Spells
+ 3rd | invisibility, pass without trace
+ 5th | daylight, haste
+ 7th | divination, freedom of movement
+ 9th | dream, insect plague
+
+ Mountain
+ Druid Level | Circle Spells
+ 3rd | spider climb, spike growth
+ 5th | lightning bolt, meld into stone
+ 7th | stone shape, stoneskin
+ 9th | passwall, wall of stone
+
+ Swamp
+ Druid Level | Circle Spells
+ 3rd | darkness, Melf's acid arrow
+ 5th | water walk, stinking cloud
+ 7th | freedom of movement, locate creature
+ 9th | insect plague, scrying
+
+ Underdark
+ Druid Level | Circle Spells
+ 3rd | spider climb, web
+ 5th | gaseous form, stinking cloud
+ 7th | greater invisibility, stone shape
+ 9th | cloudkill, insect plague
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Circle of the Land: Natural Recovery
+ Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest
+ For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Druid Circle: Circle of the Moon
+ Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
+ Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
+
+ Source: Player's Handbook p. 69
+
+
+
+
+ Circle of the Moon: Circle Forms
+ The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
+ Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
+
+ Circle of the Moon Beast Shapes
+ Level | Max. CR | Limitations
+ 2nd | 1 | No flying or swimming speed
+ 4th | 1 | No flying speed
+ 6th | 2 | No flying speed
+ 8th | 2 | —
+ 9th | 3 | —
+ 12th | 4 | —
+ 15th | 5 | —
+ 18th | 6 | —
+
+ Source: Player's Handbook p. 69
+
+
+
+
+ Circle of the Moon: Combat Wild Shape
+ You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
+ Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
+
+ Source: Player's Handbook p. 69
+
+
+
+ 2, 4, 2
+
+
+ 3, 4, 3
+
+
+
+ Wild Shape Improvement
+ At 4th level, your Wild Shape improves as shown on the Beast Shapes table.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 64
+
+
+
+ 3, 4, 3, 2
+
+
+ 3, 4, 3, 3
+
+
+
+ Druid Circle feature
+ At 6th level, you gain a feature granted by your Druid Circle.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Circle of the Land: Land's Stride
+ Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
+ In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Circle of the Moon: Primal Strike
+ Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+
+ Source: Player's Handbook p. 69
+
+
+
+ 3, 4, 3, 3, 1
+
+
+ 3, 4, 3, 3, 2
+
+
+
+ Wild Shape Improvement
+ At 8th level, your Wild Shape improves as shown on the Beast Shapes table.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 64
+
+
+
+ 3, 4, 3, 3, 3, 1
+
+
+ 4, 4, 3, 3, 3, 2
+
+
+
+ Druid Circle feature
+ At 10th level, you gain a feature granted by your Druid Circle feature.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Circle of the Land: Nature's Ward
+ When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Circle of the Moon: Elemental Wild Shape
+ At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
+
+ Source: Player's Handbook p. 69
+
+
+
+ 4, 4, 3, 3, 3, 2, 1
+
+
+ 4, 4, 3, 3, 3, 2, 1
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 64
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1
+
+
+
+ Druid Circle feature
+ At 14th level, you gain a feature granted by your Druid Circle feature.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Circle of the Land: Nature's Sanctuary
+ When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
+ The creature is aware of this effect before it makes its attack against you.
+
+ Source: Player's Handbook p. 68
+
+
+
+
+ Circle of the Moon: Thousand Forms
+ By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
+
+ Source: Player's Handbook p. 69
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 64
+
+
+
+ 4, 4, 3, 3, 3, 2, 1, 1, 1, 1
+
+
+ 4, 4, 3, 3, 3, 3, 1, 1, 1, 1
+
+
+
+ Timeless Body
+ Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
+
+ Source: Player's Handbook p. 64
+
+
+
+
+ Beast Spells
+ Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
+
+ Source: Player's Handbook p. 64
+
+
+
+ 4, 4, 3, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 64
+
+
+
+ 4, 4, 3, 3, 3, 3, 2, 2, 1, 1
+
+
+
+ Archdruid
+ At 20th level, you can use your Wild Shape an unlimited number of times.
+ Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
+
+ Source: Player's Handbook p. 64
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml
new file mode 100644
index 0000000..0764662
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml
@@ -0,0 +1,545 @@
+
+
+
+ Fighter
+ 10
+ Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
+ 2
+
+
+ Starting Fighter
+ As a 1st-level Fighter, you begin play with 10+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, heavy, shields
+ • Weapons: simple, martial
+ • Tools: none
+ • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) chain mail or (b) leather armor, longbow, and arrows (20)
+ • (a) a martial weapon and a shield or (b) two martial weapons
+ • (a) a light crossbow and crossbow bolts (20) or (b) two handaxe
+ • (a) a dungeoneer's pack or (b) an explorer's pack
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 70
+
+
+
+
+ Multiclass Fighter
+ To multiclass as a Fighter, you must meet the following prerequisites:
+
+ • Strength 13
+ • Dexterity 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields
+
+ • Tools: none
+
+ Source: Player's Handbook p. 70
+
+
+ light, medium, heavy, shields
+ simple, martial
+ none
+ 5d4x10
+
+
+ Fighting Style
+ You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
+
+ Source: Player's Handbook p. 72
+
+
+ Fighting Style: Archery
+ You gain a +2 bonus to attack rolls you make with ranged weapons.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+ Fighting Style: Defense
+ While you are wearing armor, you gain a +1 bonus to AC.
+
+ Source: Player's Handbook p. 72
+
+
+ Fighting Style: Dueling
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Source: Player's Handbook p. 72
+
+
+ Fighting Style: Great Weapon Fighting
+ When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+ Fighting Style: Protection
+ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+ Fighting Style: Two-Weapon Fighting
+ When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Second Wind
+ You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
+ Once you use this feature, you must finish a short or long rest before you can use it again.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Action Surge
+ Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
+ Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype
+ At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype: Champion
+ The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Champion: Improved Critical
+ Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype: Battle Master
+ Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Combat Superiority
+ When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
+ Battle Master: Maneuvers
+ You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
+ You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
+ Battle Master: Superiority Dice
+ You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
+ You gain another superiority die at 7th level and one more at 15th level.
+ Battle Master: Saving Throws
+ Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Maneuver Options
+ 1st-level feature (enhances Maneuvers)
+ If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Maneuvers
+ The maneuvers are presented in alphabetical order.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Student of War
+ At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Martial Archetype: Eldritch Knight
+ The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Eldritch Knight: Spellcasting
+ When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
+ Eldritch Knight: Cantrips
+ You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
+ Eldritch Knight: Spell Slots
+ The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
+ Eldritch Knight: Spells Known of 1st-Level and Higher
+ You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
+ The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
+ The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
+ Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
+ Eldritch Knight: Spellcasting Ability
+ Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Eldritch Knight: Weapon Bond
+ At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
+ Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
+ You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+ The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Ability Score Improvement
+ When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype feature
+ At 7th level, you gain a feature granted by your Martial Archetype.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Champion: Remarkable Athlete
+ Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
+ In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Battle Master: Additional Maneuvers
+ At 7th level, you learn two additional maneuvers of your choice.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Additional Superiority Die
+ You gain another superiority die at 7th level.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Know Your Enemy
+ If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
+ • Strength score
+ • Dexterity score
+ • Constitution score
+ • Armor Class
+ • Current hit points
+ • Total class levels (if any)
+ • Fighter class levels (if any)
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Eldritch Knight: War Magic
+ Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Indomitable
+ Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
+ You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype feature
+ At 10th level, you gain a feature granted by your Martial Archetype.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Champion: Additional Fighting Style
+ At 10th level, you can choose a second option from the Fighting Style class feature.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Battle Master: Additional Maneuvers
+ At 10th level, you learn two additional maneuvers of your choice.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Improved Combat Superiority (d10)
+ At 10th level, your superiority dice turn into d10s.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Eldritch Knight: Eldritch Strike
+ At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Extra Attack (2)
+ At 11th level, you can attack three times whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Indomitable (two uses)
+ At 13th level, you can use Indomitable twice between long rests.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Ability Score Improvement
+ When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype feature
+ At 15th level, you gain a feature granted by your Martial Archetype.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Champion: Superior Critical
+ Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Battle Master: Additional Maneuvers
+ At 15th level, you learn two additional maneuvers of your choice.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Additional Superiority Die
+ You gain another superiority die at 15th level.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Battle Master: Relentless
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Eldritch Knight: Arcane Charge
+ At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Action Surge (two uses)
+ At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Indomitable (three uses)
+ At 17th level, you can use Indomitable three times between long rests.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Martial Archetype feature
+ At 18th level, you gain a feature granted by your Martial Archetype.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Champion: Survivor
+ At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Battle Master: Improved Combat Superiority (d12)
+ At 18th level, your superiority dice turn into d12s.
+
+ Source: Player's Handbook p. 73
+
+
+
+
+ Eldritch Knight: Improved War Magic
+ Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
+
+ Source: Player's Handbook p. 74
+
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+ Extra Attack (3)
+ At 20th level, you can attack four times whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 72
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml
new file mode 100644
index 0000000..f06c7b7
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml
@@ -0,0 +1,448 @@
+
+
+
+ Monk
+ 8
+ Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth
+ 2
+
+
+ Starting Monk
+ As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: none
+ • Weapons: simple, shortswords
+ • Tools: any one type of artisan's tools or any one {@item musical instrument|PHB} of your choice
+ • Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a shortsword or (b) any simple weapon
+ • (a) a dungeoneer's pack or (b) an explorer's pack
+ • 10 dart
+
+ Alternatively, you may start with 5d4 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Multiclass Monk
+ To multiclass as a Monk, you must meet the following prerequisites:
+ • Wisdom 13
+
+ You gain the following proficiencies:
+ • Armor: none
+
+ • Tools: none
+
+ Source: Player's Handbook p. 76
+
+
+ none
+ simple, shortswords
+ any one type of artisan's tools or any one {@item musical instrument|PHB} of your choice
+ 5d4
+
+
+ Unarmored Defense
+ Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Martial Arts
+ Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
+ You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
+ • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
+ • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
+ • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
+ Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Ki
+ Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
+ You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
+ When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
+ Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
+
+ Flurry of Blows:
+ Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
+
+ Patient Defense:
+ You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
+
+ Step of the Wind:
+ You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Unarmored Movement
+ Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
+ At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Deflect Missiles
+ Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
+ If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Monastic Tradition
+ When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Monastic Tradition: Way of Shadow
+ Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Way of Shadow: Shadow Arts
+ You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Monastic Tradition: Way of the Open Hand
+ Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
+
+ Source: Player's Handbook p. 79
+
+
+
+
+ Way of the Open Hand: Open Hand Technique
+ You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.
+ • It must succeed on a Dexterity saving throw or be knocked prone.
+ • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
+ • It can't take reactions until the end of your next turn.
+
+ Source: Player's Handbook p. 79
+
+
+
+
+ Monastic Tradition: Way of the Four Elements
+ You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
+ Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Way of the Four Elements: Disciple of the Elements
+ You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
+ You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
+ Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
+ Way of the Four Elements: Casting Elemental Spells
+ Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
+ Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
+ The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.
+
+ Spells and Ki Points
+ Monk Levels | Maximum Ki Points for a Spell
+ 5th-8th | 3
+ 9th-12th | 4
+ 13th-16th | 5
+ 17th-20th | 6
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Way of the Four Elements: Elemental Disciplines
+ The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline.
+ Way of the Four Elements: Breath of Winter (17th Level Required)
+ Way of the Four Elements: Clench of the North Wind (6th Level Required)
+ Way of the Four Elements: Eternal Mountain Defense (17th Level Required)
+ Way of the Four Elements: Flames of the Phoenix (11th Level Required)
+ Way of the Four Elements: Gong of the Summit (6th Level Required)
+ Way of the Four Elements: Mist Stance (11th Level Required)
+ Way of the Four Elements: Ride the Wind (11th Level Required)
+ Way of the Four Elements: River of Hungry Flame (17th Level Required)
+ Way of the Four Elements: Wave of Rolling Earth (17th Level Required)
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Slow Fall
+ Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Stunning Strike
+ Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Ki-Empowered Strikes
+ Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Monastic Tradition feature
+ At 6th level, you gain one feature granted by your Monastic Tradition.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Way of Shadow: Shadow Step
+ You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Way of the Open Hand: Wholeness of Body
+ You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
+
+ Source: Player's Handbook p. 79
+
+
+
+
+ Way of the Four Elements: Extra Elemental Discipline
+ You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement.
+ Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Evasion
+ At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Stillness of Mind
+ Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Unarmored Movement improvement
+ At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Purity of Body
+ At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Monastic Tradition feature
+ At 11th level, you gain one feature granted by your Monastic Tradition.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Way of Shadow: Cloak of Shadows
+ By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Way of the Open Hand: Tranquility
+ Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
+
+ Source: Player's Handbook p. 79
+
+
+
+
+ Way of the Four Elements: Extra Elemental Discipline
+ You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement.
+ Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Tongue of the Sun and Moon
+ Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Diamond Soul
+ Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
+ Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Timeless Body
+ At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Monastic Tradition feature
+ At 17th level, you gain one feature granted by your Monastic Tradition.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Way of Shadow: Opportunist
+ At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Way of the Open Hand: Quivering Palm
+ You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
+ You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
+
+ Source: Player's Handbook p. 79
+
+
+
+
+ Way of the Four Elements: Extra Elemental Discipline
+ You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement.
+ Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
+
+ Source: Player's Handbook p. 80
+
+
+
+
+ Empty Body
+ Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
+ Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 76
+
+
+
+
+ Perfect Self
+ At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
+
+ Source: Player's Handbook p. 76
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml
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@@ -0,0 +1,628 @@
+
+
+
+ Paladin
+ 10
+ Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
+ 2
+ Charisma
+
+
+ Starting Paladin
+ As a 1st-level Paladin, you begin play with 10+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, heavy, shields
+ • Weapons: simple, martial
+ • Tools: none
+ • Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a martial weapon and a shield or (b) two martial weapons
+ • (a) five javelin or (b) any simple melee weapon
+ • (a) a priest's pack or (b) an explorer's pack
+ • Chain mail and a holy symbol
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Multiclass Paladin
+ To multiclass as a Paladin, you must meet the following prerequisites:
+ • Charisma 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields
+
+ • Tools: none
+
+ Source: Player's Handbook p. 82
+
+
+ light, medium, heavy, shields
+ simple, martial
+ none
+ 5d4x10
+
+
+ Divine Sense
+ The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
+ You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Lay on Hands
+ Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
+ As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
+ Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
+ This feature has no effect on undead and constructs.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 2
+
+
+
+ Divine Smite
+ Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Fighting Style
+ At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+
+ Fighting Style: Defense
+ While you are wearing armor, you gain a +1 bonus to AC.
+
+ Source: Player's Handbook p. 72
+
+
+ Fighting Style: Dueling
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Source: Player's Handbook p. 72
+
+
+ Fighting Style: Great Weapon Fighting
+ When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+ Fighting Style: Protection
+ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Spellcasting
+ By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
+
+ Preparing and Casting Spells:
+ The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
+ For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
+
+ Spellcasting Ability:
+ Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
+
+ Spellcasting Focus:
+ You can use a holy symbol as a spellcasting focus for your paladin spells.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 3
+
+
+
+ Divine Health
+ By 3rd level, the divine magic flowing through you makes you immune to disease.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Sacred Oath
+ When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.
+ Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
+
+ Oath Spells:
+ Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
+ If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
+
+ Channel Divinity:
+ Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
+ When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
+ Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
+
+ Breaking Your Oath:
+ A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
+ A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
+ If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Sacred Oath: Oath of the Ancients
+ The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of the Ancients: Channel Divinity: Nature's Wrath
+ You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of the Ancients: Channel Divinity: Turn the Faithless
+ You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
+ If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of the Ancients: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of the Ancients Spells
+ Paladin Level | Spells
+ 3rd | ensnaring strike, speak with animals
+ 5th | moonbeam, misty step
+ 9th | plant growth, protection from energy
+ 13th | ice storm, stoneskin
+ 17th | commune with nature, tree stride
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of the Ancients: Tenets of the Ancients
+ The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
+
+ Kindle the Light
+ Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
+
+ Shelter the Light
+ Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
+
+ Preserve Your Own Light
+ Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
+
+ Be the Light
+ Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Sacred Oath: Oath of Devotion
+ The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Devotion: Channel Divinity: Sacred Weapon
+ As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
+ You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Devotion: Channel Divinity: Turn the Unholy
+ As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Devotion: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Devotion Spells
+ Paladin Level | Spells
+ 3rd | protection from evil and good, sanctuary
+ 5th | lesser restoration, zone of truth
+ 9th | beacon of hope, dispel magic
+ 13th | freedom of movement, guardian of faith
+ 17th | commune, flame strike
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Devotion: Tenets of Devotion
+ Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
+ Oath of Devotion: Honesty
+ Don't lie or cheat. Let your word be your promise.
+ Oath of Devotion: Courage
+ Never fear to act, though caution is wise.
+ Oath of Devotion: Compassion
+ Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
+ Oath of Devotion: Honor
+ Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
+ Oath of Devotion: Duty
+ Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Sacred Oath: Oath of Vengeance
+ The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.
+
+ Source: Player's Handbook p. 87
+
+
+
+
+ Oath of Vengeance: Channel Divinity: Abjure Enemy
+ As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
+ On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
+ On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
+
+ Source: Player's Handbook p. 87
+
+
+
+
+ Oath of Vengeance: Channel Divinity: Vow of Enmity
+ As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
+
+ Source: Player's Handbook p. 87
+
+
+
+
+ Oath of Vengeance: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Vengeance Spells
+ Paladin Level | Spells
+ 3rd | bane, hunter's mark
+ 5th | hold person, misty step
+ 9th | haste, protection from energy
+ 13th | banishment, dimension door
+ 17th | hold monster, scrying
+
+ Source: Player's Handbook p. 87
+
+
+
+
+ Oath of Vengeance: Tenets of Vengeance
+ The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
+ Oath of Vengeance: Fight the Greater Evil
+ Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
+ Oath of Vengeance: No Mercy for the Wicked
+ Ordinary foes might win my mercy, but my sworn enemies do not.
+ Oath of Vengeance: By Any Means Necessary
+ My qualms can't get in the way of exterminating my foes.
+ Oath of Vengeance: Restitution
+ If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
+
+ Source: Player's Handbook p. 87
+
+
+
+ 0, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 2
+
+
+
+ Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 2
+
+
+
+ Aura of Protection
+ Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3
+
+
+
+ Sacred Oath feature
+ At 7th level, you gain a feature granted to you by your Sacred Oath.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Oath of the Ancients: Aura of Warding
+ Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of Devotion: Aura of Devotion
+ Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Vengeance: Relentless Avenger
+ By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
+
+ Source: Player's Handbook p. 87
+
+
+
+ 0, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 2
+
+
+ 0, 4, 3, 2
+
+
+
+ Aura of Courage
+ Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Improved Divine Smite
+ By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3, 1
+
+
+ 0, 4, 3, 3, 1
+
+
+
+ Cleansing Touch
+ Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
+ You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3, 2
+
+
+
+ Sacred Oath feature
+ At 15th level, you gain a feature granted to you by your Sacred Oath.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Oath of the Ancients: Undying Sentinel
+ Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
+ Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of Devotion: Purity of Spirit
+ Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Vengeance: Soul of Vengeance
+ Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
+
+ Source: Player's Handbook p. 87
+
+
+
+ 0, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3, 3, 1
+
+
+ 0, 4, 3, 3, 3, 1
+
+
+
+ Aura improvements
+ At 18th level, the range of your Aura of Protection increases to 30 feet.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 82
+
+
+
+ 0, 4, 3, 3, 3, 2
+
+
+
+ Sacred Oath feature
+ At 20th level, you gain a feature granted to you by your Sacred Oath.
+
+ Source: Player's Handbook p. 82
+
+
+
+
+ Oath of the Ancients: Elder Champion
+ At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.
+ Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
+ • At the start of each of your turns, you regain 10 hit points.
+ • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.
+ • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Player's Handbook p. 86
+
+
+
+
+ Oath of Devotion: Holy Nimbus
+ At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
+ Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
+ In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Player's Handbook p. 85
+
+
+
+
+ Oath of Vengeance: Avenging Angel
+ At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
+ • Wings sprout from your back and grant you a flying speed of 60 feet.
+ • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Player's Handbook p. 87
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml
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@@ -0,0 +1,1110 @@
+
+
+
+ Ranger
+ 10
+ Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
+ 3
+ Wisdom
+
+
+ Starting Ranger
+ As a 1st-level Ranger, you begin play with 10+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields
+ • Weapons: simple, martial
+ • Tools: none
+ • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) scale mail or (b) leather armor
+ • (a) two shortsword or (b) two simple melee weapons
+ • (a) a dungeoneer's pack or (b) an explorer's pack
+ • A longbow and a quiver of arrows (20)
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Multiclass Ranger
+ To multiclass as a Ranger, you must meet the following prerequisites:
+ • Wisdom 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields
+
+ • Tools: none
+
+ Source: Player's Handbook p. 89
+
+
+ light, medium, shields
+ simple, martial
+ none
+ 5d4x10
+
+
+ Favored Enemy
+ Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
+ Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies.
+ You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
+ When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
+ You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Natural Explorer
+ You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
+ While traveling for an hour or more in your favored terrain, you gain the following benefits:
+ • Difficult terrain doesn't slow your group's travel.
+ • Your group can't become lost except by magical means.
+ • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
+ • If you are traveling alone, you can move stealthily at a normal pace.
+ • When you forage, you find twice as much food as you normally would.
+ • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
+ You choose additional favored terrain types at 6th and 10th level.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 2
+
+
+
+ Fighting Style
+ At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
+
+ Source: Player's Handbook p. 89
+
+
+ Fighting Style: Archery
+ You gain a +2 bonus to attack rolls you make with ranged weapons.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+ Fighting Style: Defense
+ While you are wearing armor, you gain a +1 bonus to AC.
+
+ Source: Player's Handbook p. 72
+
+
+ Fighting Style: Dueling
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+
+
+
+ Fighting Style: Two-Weapon Fighting
+ When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
+
+ Source: Player's Handbook p. 72
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Spellcasting
+ By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
+
+ Spell Slots:
+ The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
+
+ Spells Known of 1st Level and Higher:
+ You know two 1st-level spells of your choice from the ranger spell list.
+ The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
+ Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability:
+ Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 3
+
+
+
+ Ranger Archetype
+ At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Ranger Archetype: Hunter
+ Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Horde Breaker
+ Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Hunter's Prey
+ At 3rd level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Colossus Slayer
+ Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Giant Killer
+ When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Ranger Archetype: Hunter
+ Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Horde Breaker
+ Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Hunter's Prey
+ At 3rd level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Colossus Slayer
+ Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Giant Killer
+ When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Ranger Archetype: Beast Master
+ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger Companion Options
+ 3rd-level Beast Master feature (enhances Ranger's Companion)
+ While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.
+ A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.
+ The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.
+ When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger's Companion
+ You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
+ The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
+ If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
+ While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
+ If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Ranger Archetype: Beast Master
+ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger Companion Options
+ 3rd-level Beast Master feature (enhances Ranger's Companion)
+ While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.
+ A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.
+ The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.
+ When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger's Companion
+ You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
+ The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
+ If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
+ While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
+ If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Primeval Awareness
+ Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 2
+
+
+
+ Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 2
+
+
+
+ Favored Enemy and Natural Explorer improvements
+ At 6th level, you gain an additional favored terrain.
+ At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3
+
+
+
+ Ranger Archetype feature
+ At 7th level, you gain a feature granted to you by your Ranger Archetype.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Hunter: Defensive Tactics
+ At 7th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Escape the Horde
+ Opportunity attacks against you are made with disadvantage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack Defense
+ When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Steel Will
+ You have advantage on saving throws against being frightened.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Defensive Tactics
+ At 7th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Escape the Horde
+ Opportunity attacks against you are made with disadvantage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack Defense
+ When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Steel Will
+ You have advantage on saving throws against being frightened.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Exceptional Training
+ Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Exceptional Training
+ Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+
+ Source: Player's Handbook p. 93
+
+
+
+ 0, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Land's Stride
+ Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
+ In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 2
+
+
+ 0, 4, 3, 2
+
+
+
+ Hide in Plain Sight
+ Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
+ Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Natural Explorer improvement
+ You gain an additional favored terrain.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ranger Archetype feature
+ At 11th level, you gain a feature granted to you by your Ranger Archetype.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Hunter: Multiattack
+ At 11th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Volley
+ You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Whirlwind Attack
+ You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack
+ At 11th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Volley
+ You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Whirlwind Attack
+ You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Bestial Fury
+ Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Bestial Fury
+ Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
+
+ Source: Player's Handbook p. 93
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 3, 1
+
+
+ 0, 4, 3, 3, 1
+
+
+
+ Vanish
+ Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Favored Enemy improvement
+ At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 3, 2
+
+
+
+ Ranger Archetype feature
+ At 15th level, you gain a feature granted to you by your Ranger Archetype.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Hunter: Evasion
+ You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Stand Against the Tide
+ When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Superior Hunter's Defense
+ At 15th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Uncanny Dodge
+ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Evasion
+ You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Stand Against the Tide
+ When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Superior Hunter's Defense
+ At 15th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Uncanny Dodge
+ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Share Spells
+ Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Beastly Coordination
+ Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it.
+
+ Source: Player's Handbook p. 93
+
+
+
+ 0, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 3, 3, 1
+
+
+ 0, 4, 3, 3, 3, 1
+
+
+
+ Feral Senses
+ At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 89
+
+
+
+ 0, 4, 3, 3, 3, 2
+
+
+
+ Foe Slayer
+ At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
+
+ Source: Player's Handbook p. 89
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Ranger Archetype: Hunter
+ Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Horde Breaker
+ Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Hunter's Prey
+ At 3rd level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Colossus Slayer
+ Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Giant Killer
+ When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Ranger Archetype: Hunter
+ Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Horde Breaker
+ Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Hunter's Prey
+ At 3rd level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Colossus Slayer
+ Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Giant Killer
+ When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Ranger Archetype: Beast Master
+ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger Companion Options
+ 3rd-level Beast Master feature (enhances Ranger's Companion)
+ While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.
+ A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.
+ The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.
+ When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger's Companion
+ You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
+ The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
+ If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
+ While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
+ If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Ranger Archetype: Beast Master
+ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger Companion Options
+ 3rd-level Beast Master feature (enhances Ranger's Companion)
+ While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.
+ A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.
+ The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.
+ When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Ranger's Companion
+ You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
+ The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
+ If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
+ While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
+ If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Defensive Tactics
+ At 7th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Escape the Horde
+ Opportunity attacks against you are made with disadvantage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack Defense
+ When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Steel Will
+ You have advantage on saving throws against being frightened.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Defensive Tactics
+ At 7th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Escape the Horde
+ Opportunity attacks against you are made with disadvantage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack Defense
+ When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Steel Will
+ You have advantage on saving throws against being frightened.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Exceptional Training
+ Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Exceptional Training
+ Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack
+ At 11th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Volley
+ You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Whirlwind Attack
+ You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Multiattack
+ At 11th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Volley
+ You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Whirlwind Attack
+ You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Bestial Fury
+ Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Bestial Fury
+ Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Evasion
+ You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Stand Against the Tide
+ When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Superior Hunter's Defense
+ At 15th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Uncanny Dodge
+ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Evasion
+ You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Stand Against the Tide
+ When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Superior Hunter's Defense
+ At 15th level, you gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Hunter: Uncanny Dodge
+ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Share Spells
+ Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
+
+ Source: Player's Handbook p. 93
+
+
+
+
+ Beast Master: Beastly Coordination
+ Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it.
+
+ Source: Player's Handbook p. 93
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml
new file mode 100644
index 0000000..80306ba
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml
@@ -0,0 +1,407 @@
+
+
+
+ Rogue
+ 8
+ Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth
+ 4
+
+
+ Starting Rogue
+ As a 1st-level Rogue, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light
+ • Weapons: simple, hand crossbows, longswords, rapiers, shortswords
+ • Tools: {@item thieves' tools|PHB}
+ • Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a rapier or (b) a shortsword
+ • (a) a shortbow and quiver of arrows (20) or (b) a shortsword
+ • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
+ • Leather armor, two dagger, and thieves' tools
+
+ Alternatively, you may start with 4d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Multiclass Rogue
+ To multiclass as a Rogue, you must meet the following prerequisites:
+ • Dexterity 13
+
+ You gain the following proficiencies:
+ • Armor: light
+ • Weapons: none
+ • Tools: none
+
+ Source: Player's Handbook p. 94
+
+
+ light
+ simple, hand crossbows, longswords, rapiers, shortswords
+ {@item thieves' tools|PHB}
+ 4d4x10
+
+
+ Expertise
+ At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
+ At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Sneak Attack
+ Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
+ You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
+ The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Thieves' Cant
+ During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
+ In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Cunning Action
+ Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Roguish Archetype
+ At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Roguish Archetype: Arcane Trickster
+ Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Arcane Trickster: Mage Hand Legerdemain
+ Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
+ • You can stow one object the hand is holding in a container worn or carried by another creature.
+ • You can retrieve an object in a container worn or carried by another creature.
+ • You can use thieves' tools to pick locks and disarm traps at range.
+ You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
+ In addition, you can use the bonus action granted by your Cunning Action to control the hand.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Arcane Trickster: Spellcasting
+ When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
+
+ Cantrips
+ You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
+
+ Spell Slots
+ The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
+
+ Spells Known of 1st-Level and Higher
+ You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
+ The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
+ The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
+ Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
+
+ Spellcasting Ability
+ Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Roguish Archetype: Assassin
+ You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
+ Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Assassin: Assassinate
+ Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Assassin: Bonus Proficiencies
+ When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Roguish Archetype: Thief
+ You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Thief: Fast Hands
+ Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Thief: Second-Story Work
+ When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
+ In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Uncanny Dodge
+ Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Expertise
+ At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Evasion
+ Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Roguish Archetype feature
+ At 9th level, you gain a feature granted by your Roguish Archetype.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Arcane Trickster: Magical Ambush
+ Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Assassin: Infiltration Expertise
+ Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
+ Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Thief: Supreme Sneak
+ Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Ability Score Improvement
+ When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Reliable Talent
+ By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Roguish Archetype feature
+ At 13th level, you gain a feature granted by your Roguish Archetype.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Arcane Trickster: Versatile Trickster
+ At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Assassin: Impostor
+ At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.
+ Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Thief: Use Magic Device
+ By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Blindsense
+ Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Slippery Mind
+ By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Roguish Archetype feature
+ At 17th level, you gain a feature granted by your Roguish Archetype.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Arcane Trickster: Spell Thief
+ At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
+ Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Assassin: Death Strike
+ Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Thief: Thief's Reflexes
+ When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
+
+ Source: Player's Handbook p. 97
+
+
+
+
+ Elusive
+ Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 94
+
+
+
+
+ Stroke of Luck
+ At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Player's Handbook p. 94
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml
new file mode 100644
index 0000000..cd70e46
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml
@@ -0,0 +1,471 @@
+
+
+
+ Sorcerer
+ 6
+ Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion
+ 2
+ Charisma
+
+
+ Starting Sorcerer
+ As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: none
+ • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
+ • Tools: none
+ • Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a dungeoneer's pack or (b) an explorer's pack
+ • Two dagger
+
+ Alternatively, you may start with 3d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 99
+
+
+
+
+ Multiclass Sorcerer
+ To multiclass as a Sorcerer, you must meet the following prerequisites:
+ • Charisma 13
+
+ Source: Player's Handbook p. 99
+
+
+ none
+ daggers, darts, slings, quarterstaffs, light crossbows
+ none
+ 3d4x10
+
+ 4, 2
+
+
+
+ Spellcasting
+ An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
+
+ Cantrips:
+ At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
+
+ Spell Slots:
+ The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
+
+ Spells Known of 1st Level and Higher:
+ You know two 1st-level spells of your choice from the sorcerer spell list.
+ You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
+ Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability:
+ Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
+
+ Spellcasting Focus:
+ You can use an arcane focus as a spellcasting focus for your sorcerer spells.
+
+ Source: Player's Handbook p. 99
+
+
+
+
+ Sorcerous Origin
+ Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins
+ Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
+
+ Source: Player's Handbook p. 99
+
+
+
+
+ Sorcerous Origin: Draconic Bloodline
+ Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
+
+ Source: Player's Handbook p. 102
+
+
+
+
+ Draconic Bloodline: Draconic Resilience
+ As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
+ Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
+
+ Source: Player's Handbook p. 102
+
+
+
+
+ Draconic Bloodline: Dragon Ancestor
+ At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
+
+ Draconic Ancestry
+ Dragon | Damage Type
+ Black | Acid
+ Blue | Lightning
+ Brass | Fire
+ Bronze | Lightning
+ Copper | Acid
+ Gold | Fire
+ Green | Poison
+ Red | Fire
+ Silver | Cold
+ White | Cold
+ You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
+
+ Source: Player's Handbook p. 102
+
+
+
+
+ Sorcerous Origin: Wild Magic
+ Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
+
+ Source: Player's Handbook p. 103
+
+
+
+
+ Wild Magic: Tides of Chaos
+ Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
+ Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
+
+ Source: Player's Handbook p. 103
+
+
+
+
+ Wild Magic: Wild Magic Surge
+ Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.
+ If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
+
+ Wild Magic Surge
+ d100 | Effect
+ 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
+ 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it.
+ 05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
+ 07-08 | You cast fireball as a 3rd-level spell centered on yourself.
+ 09-10 | You cast magic missile as a 5th-level spell.
+ 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
+ 13-14 | You cast confusion centered on yourself.
+ 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns.
+ 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
+ 19-20 | You cast grease centered on yourself.
+ 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
+ 23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
+ 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
+ 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
+ 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see.
+ 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
+ 33-34 | Maximize the damage of the next damaging spell you cast within the next minute.
+ 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
+ 37-38 | 1d6 flumph controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
+ 39-40 | You regain 2d10 hit points.
+ 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
+ 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
+ 45-46 | You cast levitate on yourself.
+ 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
+ 49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
+ 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
+ 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days.
+ 55-56 | Your hair falls out but grows back within 24 hours.
+ 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
+ 59-60 | You regain your lowest-level expended spell slot.
+ 61-62 | For the next minute, you must shout when you speak.
+ 63-64 | You cast fog cloud centered on yourself.
+ 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
+ 67-68 | You are frightened by the nearest creature until the end of your next turn.
+ 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
+ 71-72 | You gain resistance to all damage for the next minute.
+ 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours.
+ 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
+ 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
+ 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
+ 81-82 | You can take one additional action immediately.
+ 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
+ 85-86 | You cast mirror image.
+ 87-88 | You cast fly on a random creature within 60 feet of you.
+ 89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
+ 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
+ 93-94 | Your size increases by one size category for the next minute.
+ 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
+ 97-98 | You are surrounded by faint, ethereal music for the next minute.
+ 99-00 | You regain all expended sorcery points.
+
+ Source: Player's Handbook p. 103
+
+
+
+ 4, 3
+
+
+
+ Font of Magic
+ At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
+
+ Sorcery Points:
+ You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 4, 4, 2
+
+
+
+ Metamagic
+ At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
+ You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
+
+ Source: Player's Handbook p. 99
+
+
+ Metamagic: Careful Spell
+ When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Distant Spell
+ When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
+ When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Empowered Spell
+ When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
+ You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Extended Spell
+ When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Heightened Spell
+ When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Quickened Spell
+ When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Subtle Spell
+ When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
+
+ Source: Player's Handbook p. 102
+
+
+ Metamagic: Twinned Spell
+ When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
+ To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
+
+ Source: Player's Handbook p. 102
+
+
+
+ 5, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 5, 4, 3, 2
+
+
+ 5, 4, 3, 3
+
+
+
+ Sorcerous Origin feature
+ At 6th level, you gain a feature granted by your Sorcerous Origin.
+
+ Source: Player's Handbook p. 99
+
+
+
+
+ Draconic Bloodline: Elemental Affinity
+ Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
+
+ Source: Player's Handbook p. 102
+
+
+
+
+ Wild Magic: Bend Luck
+ Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
+
+ Source: Player's Handbook p. 103
+
+
+
+ 5, 4, 3, 3, 1
+
+
+ 5, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 5, 4, 3, 3, 3, 1
+
+
+ 6, 4, 3, 3, 3, 2
+
+
+
+ Metamagic
+ At 10th level, you learn an additional metamagic option.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 6, 4, 3, 3, 3, 2, 1
+
+
+ 6, 4, 3, 3, 3, 2, 1
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 6, 4, 3, 3, 3, 2, 1, 1
+
+
+ 6, 4, 3, 3, 3, 2, 1, 1
+
+
+
+ Sorcerous Origin feature
+ At 14th level, you gain a feature granted by your Sorcerous Origin.
+
+ Source: Player's Handbook p. 99
+
+
+
+
+ Draconic Bloodline: Dragon Wings
+ At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
+ You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
+
+ Source: Player's Handbook p. 102
+
+
+
+
+ Wild Magic: Controlled Chaos
+ At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
+
+ Source: Player's Handbook p. 103
+
+
+
+ 6, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+ 6, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 6, 4, 3, 3, 3, 2, 1, 1, 1, 1
+
+
+
+ Metamagic
+ At 17th level, you learn an additional metamagic option.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 6, 4, 3, 3, 3, 3, 1, 1, 1, 1
+
+
+
+ Sorcerous Origin feature
+ At 18th level, you gain a feature granted by your Sorcerous Origin.
+
+ Source: Player's Handbook p. 99
+
+
+
+
+ Draconic Bloodline: Draconic Presence
+ Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
+
+ Source: Player's Handbook p. 102
+
+
+
+
+ Wild Magic: Spell Bombardment
+ Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
+
+ Source: Player's Handbook p. 103
+
+
+
+ 6, 4, 3, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 99
+
+
+
+ 6, 4, 3, 3, 3, 3, 2, 2, 1, 1
+
+
+
+ Sorcerous Restoration
+ At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
+
+ Source: Player's Handbook p. 99
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml
new file mode 100644
index 0000000..66db833
--- /dev/null
+++ b/FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml
@@ -0,0 +1,465 @@
+
+
+
+ Warlock
+ 8
+ Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
+ 2
+ Charisma
+
+
+ Starting Warlock
+ As a 1st-level Warlock, you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light
+ • Weapons: simple
+ • Tools: none
+ • Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) a dungeoneer's pack
+ • Leather armor, any simple weapon, and two dagger
+
+ Alternatively, you may start with 4d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 105
+
+
+
+
+ Multiclass Warlock
+ To multiclass as a Warlock, you must meet the following prerequisites:
+ • Charisma 13
+
+ You gain the following proficiencies:
+ • Armor: light
+
+ • Tools: none
+
+ Source: Player's Handbook p. 105
+
+
+ light
+ simple
+ none
+ 4d4x10
+
+ 2
+
+
+
+ Pact Magic
+ Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
+
+ Cantrips:
+ You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
+
+ Spell Slots:
+ The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+ For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
+
+ Spells Known of 1st Level and Higher:
+ At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
+ The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
+ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability:
+ Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
+
+ Spellcasting Focus:
+ You can use an arcane focus as a spellcasting focus for your warlock spells.
+
+ Source: Player's Handbook p. 105
+
+
+
+
+ Otherworldly Patron
+ At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
+
+ Source: Player's Handbook p. 105
+
+
+
+
+ Otherworldly Patron: The Archfey
+ Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
+
+ Expanded Spell List
+ The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Archfey Expanded Spells
+ Spell Level | Spells
+ 1st | faerie fire, sleep
+ 2nd | calm emotions, phantasmal force
+ 3rd | blink, plant growth
+ 4th | dominate beast, greater invisibility
+ 5th | dominate person, seeming
+
+ Source: Player's Handbook p. 108
+
+
+
+
+ The Archfey: Fey Presence
+ Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Player's Handbook p. 108
+
+
+
+
+ Otherworldly Patron: The Fiend
+ You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
+ The Fiend: Expanded Spell List
+ The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Fiend Expanded Spells
+ Spell Level | Spells
+ 1st | burning hands, command
+ 2nd | blindness/deafness, scorching ray
+ 3rd | fireball, stinking cloud
+ 4th | fire shield, wall of fire
+ 5th | flame strike, hallow
+
+ Source: Player's Handbook p. 109
+
+
+
+
+ The Fiend: Dark One's Blessing
+ Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
+
+ Source: Player's Handbook p. 109
+
+
+
+
+ Otherworldly Patron: The Great Old One
+ Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
+ The Great Old One: Expanded Spell List
+ The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Great Old One Expanded Spells
+ Spell Level | Spells
+ 1st | dissonant whispers, Tasha's hideous laughter
+ 2nd | detect thoughts, phantasmal force
+ 3rd | clairvoyance, sending
+ 4th | dominate beast, Evard's black tentacles
+ 5th | dominate person, telekinesis
+
+ Source: Player's Handbook p. 109
+
+
+
+
+ The Great Old One: Awakened Mind
+ Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
+
+ Source: Player's Handbook p. 109
+
+
+
+ 2
+
+
+
+ Eldritch Invocations
+ In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
+ At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice.
+ Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
+ A level prerequisite in an invocation refers to warlock level, not character level.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 2
+
+
+
+ Pact Boon
+ At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
+
+ Source: Player's Handbook p. 105
+
+
+ Pact Boon: Pact of the Chain
+ You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
+ 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.
+ 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.
+
+ Source: Player's Handbook p. 107
+
+
+ Pact Boon: Pact of the Blade
+ 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.
+ 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.
+ 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.
+
+ Source: Player's Handbook p. 107
+
+
+ Pact Boon: Pact of the Tome
+ 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.
+
+ Source: Player's Handbook p. 108
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 3
+
+
+ 3
+
+
+
+ Otherworldly Patron feature
+ At 6th level, you gain a feature granted by your Otherworldly Patron.
+
+ Source: Player's Handbook p. 105
+
+
+
+
+ The Archfey: Misty Escape
+ Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Player's Handbook p. 108
+
+
+
+
+ The Fiend: Dark One's Own Luck
+ Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Player's Handbook p. 109
+
+
+
+
+ The Great Old One: Entropic Ward
+ At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Player's Handbook p. 109
+
+
+
+ 3
+
+
+ 3
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 3
+
+
+ 4
+
+
+
+ Otherworldly Patron feature
+ At 10th level, you gain a feature granted by your Otherworldly Patron.
+
+ Source: Player's Handbook p. 105
+
+
+
+
+ The Archfey: Beguiling Defenses
+ Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
+
+ Source: Player's Handbook p. 108
+
+
+
+
+ The Fiend: Fiendish Resilience
+ Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
+
+ Source: Player's Handbook p. 109
+
+
+
+
+ The Great Old One: Thought Shield
+ Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
+
+ Source: Player's Handbook p. 109
+
+
+
+ 4
+
+
+
+ Mystic Arcanum (6th level)
+ At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+ At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+
+ Mystic Arcanum (7th level)
+ At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+
+ Otherworldly Patron feature
+ At 14th level, you gain a feature granted by your Otherworldly Patron.
+
+ Source: Player's Handbook p. 105
+
+
+
+
+ The Archfey: Dark Delirium
+ Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
+ Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
+ You must finish a short or long rest before you can use this feature again.
+
+ Source: Player's Handbook p. 108
+
+
+
+
+ The Fiend: Hurl Through Hell
+ Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
+ At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Player's Handbook p. 109
+
+
+
+
+ The Great Old One: Create Thrall
+ At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
+ You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
+
+ Source: Player's Handbook p. 109
+
+
+
+ 4
+
+
+
+ Mystic Arcanum (8th level)
+ At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+
+ Mystic Arcanum (9th level)
+ At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
+ You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+ 4
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 105
+
+
+
+ 4
+
+
+
+ Eldritch Master
+ At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
+
+ Source: Player's Handbook p. 105
+
+
+
+
diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml
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+
+
+
+ Wizard
+ 6
+ Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion
+ 2
+ Intelligence
+
+
+ Starting Wizard
+ As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: none
+ • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
+ • Tools: none
+ • Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a quarterstaff or (b) a dagger
+ • (a) a component pouch or (b) an arcane focus
+ • (a) a scholar's pack or (b) an explorer's pack
+ • A spellbook
+
+ Alternatively, you may start with 4d4 x 10 gp and choose your own equipment.
+
+ Source: Player's Handbook p. 112
+
+
+
+
+ Multiclass Wizard
+ To multiclass as a Wizard, you must meet the following prerequisites:
+ • Intelligence 13
+
+ Source: Player's Handbook p. 112
+
+
+ none
+ daggers, darts, slings, quarterstaffs, light crossbows
+ none
+ 4d4x10
+
+ 3, 2
+
+
+
+ Arcane Recovery
+ You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
+ For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
+ You can recover either a 2nd-level spell slot or two 1st-level spell slots.
+
+ Source: Player's Handbook p. 112
+
+
+
+
+ Spellcasting
+ As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
+
+ Cantrips:
+ At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
+
+ Spellbook:
+ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
+
+ Preparing and Casting Spells:
+ The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
+ For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
+
+ Spellcasting Ability:
+ Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
+
+ Ritual Casting:
+ You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
+
+ Spellcasting Focus:
+ You can use an arcane focus as a spellcasting focus for your wizard spells.
+
+ Learning Spells of 1st Level and Higher:
+ Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").
+
+ Your Spellbook:
+ The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
+ A spellbook doesn't contain cantrips.
+
+ Copying a Spell into the Book:
+ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
+ Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
+ For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
+ A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
+
+ Replacing the Book:
+ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
+ If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
+
+ The Book's Appearance:
+ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 3, 3
+
+
+
+ Arcane Tradition
+ When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
+
+ Source: Player's Handbook p. 112
+
+
+
+
+ Arcane Tradition: School of Abjuration
+ The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
+ Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
+
+ Source: Player's Handbook p. 115
+
+
+
+
+ School of Abjuration: Abjuration Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 115
+
+
+
+
+ School of Abjuration: Arcane Ward
+ Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
+ While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
+ Once you create the ward, you can't create it again until you finish a long rest.
+
+ Source: Player's Handbook p. 115
+
+
+
+
+ Arcane Tradition: School of Conjuration
+ As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Conjuration: Conjuration Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Conjuration: Minor Conjuration
+ Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
+ The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ Arcane Tradition: School of Divination
+ The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Divination: Divination Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Divination: Portent
+ Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
+ Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ Arcane Tradition: School of Enchantment
+ As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Enchantment: Enchantment Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Enchantment: Hypnotic Gaze
+ Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
+ On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
+ Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ Arcane Tradition: School of Evocation
+ You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Evocation: Evocation Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Evocation: Sculpt Spells
+ Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ Arcane Tradition: School of Illusion
+ You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Illusion: Illusion Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Illusion: Improved Minor Illusion
+ When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
+ When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ Arcane Tradition: School of Transmutation
+ You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
+ Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
+
+ Source: Player's Handbook p. 119
+
+
+
+
+ School of Transmutation: Minor Alchemy
+ Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
+
+ Source: Player's Handbook p. 119
+
+
+
+
+ School of Transmutation: Transmutation Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 119
+
+
+
+
+ Arcane Tradition: School of Necromancy
+ The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
+ Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Necromancy: Grim Harvest
+ At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Necromancy: Necromancy Savant
+ Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
+
+ Source: Player's Handbook p. 118
+
+
+
+ 3, 4, 2
+
+
+ 4, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 4, 4, 3, 2
+
+
+ 4, 4, 3, 3
+
+
+
+ Arcane Tradition feature
+ At 6th level, you gain a feature granted by your Arcane Tradition.
+
+ Source: Player's Handbook p. 112
+
+
+
+
+ School of Abjuration: Projected Ward
+ Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
+
+ Source: Player's Handbook p. 115
+
+
+
+
+ School of Conjuration: Benign Transposition
+ Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
+ Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Divination: Expert Divination
+ Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Enchantment: Instinctive Charm
+ Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
+ You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Evocation: Potent Cantrip
+ Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Illusion: Malleable Illusions
+ Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Transmutation: Transmuter's Stone
+ Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
+ • Darkvision out to a range of 60 feet, as described in chapter 8.
+ • An increase to speed of 10 feet while the creature is unencumbered.
+ • Proficiency in Constitution saving throws.
+ • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
+ Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
+ If you create a new transmuter's stone, the previous one ceases to function.
+
+ Source: Player's Handbook p. 119
+
+
+
+
+ School of Necromancy: Undead Thralls
+ At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
+ Whenever you create an undead using a necromancy spell, it has additional benefits:
+ • The creature's hit point maximum is increased by an amount equal to your wizard level.
+ • The creature adds your proficiency bonus to its weapon damage rolls.
+
+ Source: Player's Handbook p. 118
+
+
+
+ 4, 4, 3, 3, 1
+
+
+ 4, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 4, 4, 3, 3, 3, 1
+
+
+ 5, 4, 3, 3, 3, 2
+
+
+
+ Arcane Tradition feature
+ At 10th level, you gain a feature granted by your Arcane Tradition.
+
+ Source: Player's Handbook p. 112
+
+
+
+
+ School of Abjuration: Improved Abjuration
+ Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
+
+ Source: Player's Handbook p. 115
+
+
+
+
+ School of Conjuration: Focused Conjuration
+ Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Divination: The Third Eye
+ Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
+ School of Divination: Darkvision
+ You gain darkvision out to a range of 60 feet.
+ School of Divination: Ethereal Sight
+ You can see into the Ethereal Plane within 60 feet of you.
+ School of Divination: Greater Comprehension
+ You can read any language.
+ School of Divination: See Invisibility
+ You can see invisible creatures and objects within 10 feet of you that are within line of sight.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Enchantment: Split Enchantment
+ Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Evocation: Empowered Evocation
+ Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Illusion: Illusory Step
+ Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Transmutation: Shapechanger
+ At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
+ Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
+
+ Source: Player's Handbook p. 119
+
+
+
+
+ School of Necromancy: Inured to Undeath
+ Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
+
+ Source: Player's Handbook p. 118
+
+
+
+ 5, 4, 3, 3, 3, 2, 1
+
+
+ 5, 4, 3, 3, 3, 2, 1
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1
+
+
+
+ Arcane Tradition feature
+ At 14th level, you gain a feature granted by your Arcane Tradition.
+
+ Source: Player's Handbook p. 112
+
+
+
+
+ School of Abjuration: Spell Resistance
+ Starting at 14th level, you have advantage on saving throws against spells.
+ Furthermore, you have resistance against the damage of spells.
+
+ Source: Player's Handbook p. 115
+
+
+
+
+ School of Conjuration: Durable Summons
+ Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Divination: Greater Portent
+ Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
+
+ Source: Player's Handbook p. 116
+
+
+
+
+ School of Enchantment: Alter Memories
+ At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
+ Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Evocation: Overchannel
+ Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
+ The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
+
+ Source: Player's Handbook p. 117
+
+
+
+
+ School of Illusion: Illusory Reality
+ By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
+ The object can't deal damage or otherwise directly harm anyone.
+
+ Source: Player's Handbook p. 118
+
+
+
+
+ School of Transmutation: Master Transmuter
+ Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.
+ School of Transmutation: Major Transformation
+ You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
+ School of Transmutation: Panacea
+ You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
+ School of Transmutation: Restore Life
+ You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
+ School of Transmutation: Restore Youth
+ You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
+
+ Source: Player's Handbook p. 119
+
+
+
+
+ School of Necromancy: Command Undead
+ Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
+ Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
+
+ Source: Player's Handbook p. 118
+
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 5, 4, 3, 3, 3, 2, 1, 1, 1, 1
+
+
+ 5, 4, 3, 3, 3, 3, 1, 1, 1, 1
+
+
+
+ Spell Mastery
+ At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
+ By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 5, 4, 3, 3, 3, 3, 2, 1, 1, 1
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Player's Handbook p. 112
+
+
+
+ 5, 4, 3, 3, 3, 3, 2, 2, 1, 1
+
+
+
+ Signature Spells
+ When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
+ If you want to cast either spell at a higher level, you must expend a spell slot as normal.
+
+ Source: Player's Handbook p. 112
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml
new file mode 100644
index 0000000..0dd6a78
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml
@@ -0,0 +1,57 @@
+
+
+
+ Barbarian
+
+
+ Primal Path: Path of the Battlerager
+ Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
+
+ Source: Sword Coast Adventurer's Guide p. 121
+
+
+
+
+ Path of the Battlerager: Battlerager Armor
+ When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
+ While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.
+ Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
+
+ Source: Sword Coast Adventurer's Guide p. 121
+
+
+
+
+ Path of the Battlerager: Restriction - Dwarves Only
+ Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.
+ Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.
+
+ Source: Sword Coast Adventurer's Guide p. 121
+
+
+
+
+ Path of the Battlerager: Reckless Abandon
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
+
+ Source: Sword Coast Adventurer's Guide p. 121
+
+
+
+
+ Path of the Battlerager: Battlerager Charge
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
+
+ Source: Sword Coast Adventurer's Guide p. 121
+
+
+
+
+ Path of the Battlerager: Spiked Retribution
+ Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
+
+ Source: Sword Coast Adventurer's Guide p. 121
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml
new file mode 100644
index 0000000..6aa90af
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml
@@ -0,0 +1,84 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Arcana Domain
+ Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
+ The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk.
+ At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
+
+ Arcana Domain Spells
+ Cleric Level | Spells
+ 1st | detect magic, magic missile
+ 3rd | magic weapon, Nystul's magic aura
+ 5th | dispel magic, magic circle
+ 7th | arcane eye, Leomund's secret chest
+ 9th | planar binding, teleportation circle
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
+ Arcana Domain: Arcane Initiate
+ When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
+ Arcana Domain: Channel Divinity: Arcane Abjuration
+ Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
+ As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.
+ After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.
+
+ Arcane Banishment
+ Cleric level | Banishes Creatures of CR...
+ 5th | 1/2 or lower
+ 8th | 1 or lower
+ 11th | 2 or lower
+ 14th | 3 or lower
+ 17th | 4 or lower
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
+ Arcana Domain: Spell Breaker
+ Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
+ Arcana Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
+ Arcana Domain: Potent Spellcasting
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
+ Arcana Domain: Arcane Mastery
+ At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
+
+ Source: Sword Coast Adventurer's Guide p. 125
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml
new file mode 100644
index 0000000..e4ddb71
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml
@@ -0,0 +1,69 @@
+
+
+
+ Fighter
+
+
+ Martial Archetype: Purple Dragon Knight (Banneret)
+ Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.
+ A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
+ A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
+ Purple Dragon Knight (Banneret): Rallying Cry
+ When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
+ When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
+ Purple Dragon Knight (Banneret): Restriction: Knighthood
+ Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.
+ Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
+ Purple Dragon Knight (Banneret): Royal Envoy
+ A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
+ At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
+ Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
+ Purple Dragon Knight (Banneret): Inspiring Surge
+ Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
+ Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
+ Purple Dragon Knight (Banneret): Bulwark
+ Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
+ Purple Dragon Knight (Banneret): Inspiring Surge
+ Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
+
+ Source: Sword Coast Adventurer's Guide p. 128
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml
new file mode 100644
index 0000000..deeac05
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml
@@ -0,0 +1,139 @@
+
+
+
+ Monk
+
+
+ Monastic Tradition: Way of the Long Death
+ Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
+
+ Source: Sword Coast Adventurer's Guide p. 130
+
+
+
+
+ Way of the Long Death: Touch of Death
+ Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
+
+ Source: Sword Coast Adventurer's Guide p. 130
+
+
+
+
+ Monastic Tradition: Way of the Sun Soul
+ Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Sun Soul: Radiant Sun Bolt
+ Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
+ You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels—to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
+ When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Monastic Tradition: Way of the Sun Soul
+ Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Sun Soul: Radiant Sun Bolt
+ Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
+ You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
+ When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
+ When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Long Death: Hour of Reaping
+ At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
+
+ Source: Sword Coast Adventurer's Guide p. 130
+
+
+
+
+ Way of the Sun Soul: Searing Arc Strike
+ At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action.
+ You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Sun Soul: Searing Arc Strike
+ At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
+ You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Long Death: Mastery of Death
+ Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
+
+ Source: Sword Coast Adventurer's Guide p. 130
+
+
+
+
+ Way of the Sun Soul: Searing Sunburst
+ At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
+ Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
+ You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Sun Soul: Searing Sunburst
+ At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
+ Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
+ You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Long Death: Touch of the Long Death
+ Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
+
+ Source: Sword Coast Adventurer's Guide p. 130
+
+
+
+
+ Way of the Sun Soul: Sun Shield
+ At 17th level, you become wreathed in a magical, luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
+ If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
+ Way of the Sun Soul: Sun Shield
+ At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
+ If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
+
+ Source: Sword Coast Adventurer's Guide p. 131
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,94 @@
+
+
+
+ Paladin
+
+
+ Sacred Oath: Oath of the Crown
+ The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Channel Divinity: Champion Challenge
+ As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Channel Divinity: Turn the Tide
+ As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of the Crown Spells
+ Paladin Level | Spells
+ 3rd | command, compelled duel
+ 5th | warding bond, zone of truth
+ 9th | aura of vitality, spirit guardians
+ 13th | banishment, guardian of faith
+ 17th | circle of power, geas
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Tenets of the Crown
+ The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
+
+ Law
+ The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
+
+ Loyalty
+ Your word is your bond. Without loyalty, oaths and laws are meaningless.
+
+ Courage
+ You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
+
+ Responsibility
+ You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Divine Allegiance
+ Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Unyielding Spirit
+ Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
+ Oath of the Crown: Exalted Champion
+ At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
+ • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
+ • Your allies have advantage on death saving throws while within 30 feet of you.
+ • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
+ This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 132
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml
new file mode 100644
index 0000000..0b0e06a
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml
@@ -0,0 +1,220 @@
+
+
+
+ Rogue
+
+
+ Roguish Archetype: Mastermind
+ Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Master of Intrigue
+ When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
+ Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Master of Tactics
+ Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Roguish Archetype: Mastermind
+ Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Master of Intrigue
+ When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
+ Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Master of Tactics
+ Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Roguish Archetype: Swashbuckler
+ You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.
+ A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Fancy Footwork
+ When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Rakish Audacity
+ Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
+ In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Roguish Archetype: Swashbuckler
+ You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
+ A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Fancy Footwork
+ When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Rakish Audacity
+ Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
+ You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Insightful Manipulator
+ Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
+ • Intelligence score
+ • Wisdom score
+ • Charisma score
+ • Class levels (if any)
+ At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Insightful Manipulator
+ Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
+ • Intelligence score
+ • Wisdom score
+ • Charisma score
+ • Class levels (if any)
+ At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Panache
+ At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
+ If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
+ If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Panache
+ At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
+ If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
+ If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Misdirection
+ Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Misdirection
+ Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Elegant Maneuver
+ Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Elegant Maneuver
+ Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Soul of Deceit
+ Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
+ Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Mastermind: Soul of Deceit
+ Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
+ Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Master Duelist
+ Beginning at 17th level, your mastery of the blade lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
+ Swashbuckler: Master Duelist
+ Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 135
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml
new file mode 100644
index 0000000..9d4984d
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml
@@ -0,0 +1,126 @@
+
+
+
+ Sorcerer
+
+
+ Sorcerous Origin: Storm Sorcery
+ Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.
+ Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Tempestuous Magic
+ Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Wind Speaker
+ The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Sorcerous Origin: Storm Sorcery
+ Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
+ Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Tempestuous Magic
+ Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Wind Speaker
+ The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Heart of the Storm
+ At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Storm Guide
+ At 6th level, you gain the ability to subtly control the weather around you.
+ If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.
+ If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Heart of the Storm
+ At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Storm Guide
+ At 6th level, you gain the ability to subtly control the weather around you.
+ If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
+ If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Storm's Fury
+ Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Storm's Fury
+ Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Wind Soul
+ At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.
+ As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
+ Storm Sorcery: Wind Soul
+ At 18th level, you gain immunity to lightning and thunder damage.
+ You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 137
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml
new file mode 100644
index 0000000..8d60e36
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml
@@ -0,0 +1,62 @@
+
+
+
+ Warlock
+
+
+ Otherworldly Patron: The Undying
+ Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
+ In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
+
+ Expanded Spell List
+ The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Undying Expanded Spells
+ Spell Level | Spells
+ 1st | false life, ray of sickness
+ 2nd | blindness/deafness, silence
+ 3rd | feign death, speak with dead
+ 4th | aura of life, death ward
+ 5th | contagion, legend lore
+
+ Source: Sword Coast Adventurer's Guide p. 139
+
+
+
+
+ The Undying: Among the Dead
+ Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
+ Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
+
+ Source: Sword Coast Adventurer's Guide p. 139
+
+
+
+
+ The Undying: Defy Death
+ Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 139
+
+
+
+
+ The Undying: Undying Nature
+ Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
+ In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
+
+ Source: Sword Coast Adventurer's Guide p. 139
+
+
+
+
+ The Undying: Indestructible Life
+ When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 139
+
+
+
+
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml
new file mode 100644
index 0000000..c10b211
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml
@@ -0,0 +1,89 @@
+
+
+
+ Wizard
+
+
+ Arcane Tradition: Bladesinging
+ Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Bladesinger Styles
+ From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.
+ Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.
+
+ Cat
+ Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.
+
+ Bird
+ Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.
+
+ Snake
+ Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Bladesong
+ Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
+ You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).
+ While your bladesong is active, you gain the following benefits:
+ • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
+ • Your walking speed increases by 10 feet.
+ • You have advantage on Dexterity (Acrobatics) checks.
+ • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
+ You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Restriction: Elves Only
+ Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.
+ Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Training in War and Song (Bladesinging)
+ When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
+ You also gain proficiency in the Performance skill if you don't already have it.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Extra Attack
+ Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Song of Defense
+ Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
+ Bladesinging: Song of Victory
+ Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
+
+ Source: Sword Coast Adventurer's Guide p. 141
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-a.xml b/FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-a.xml
new file mode 100644
index 0000000..3f7ee3c
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-a.xml
@@ -0,0 +1,549 @@
+
+
+
+ Artificer (UA)
+ 8
+ Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand
+ 2
+ Intelligence
+
+
+ Starting Artificer (UA)
+ As a 1st-level Artificer (UA), you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium
+ • Weapons: simple
+ • Tools: {@item Thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice
+ • Skills: Choose 2 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a handaxe and a light hammer or (b) any two simple weapons
+ • a light crossbow and crossbow bolts (20)
+ • (a) scale mail or (b) studded leather armor
+ • thieves' tools and a dungeoneer's pack
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+ light, medium
+ simple
+ {@item Thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice
+
+
+ Artificer (UA) Specialist
+ At 1st level, you choose the type of Artificer (UA) Specialist you are from the list of available specialisations. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Artificer (UA) Specialist: Alchemist
+ An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Alchemical Formula
+ At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
+ To use any of these options, your Alchemist's Satchel must be within reach.
+ If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Alchemist's Satchel
+ At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.
+ If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Artificer (UA) Specialist: Gunsmith
+ A master of engineering, you forge a firearm powered by a combination of science and magic.
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+
+ Gunsmith: Arcane Magazine
+ At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.
+ You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
+ If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+
+ Gunsmith: Master Smith
+ When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip.
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+
+ Gunsmith: Thunder Cannon
+ At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.
+ You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action.
+ If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+
+ Magic Item Analysis
+ Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the Artificer (UA) spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Tool Expertise
+ Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Wondrous Invention
+ At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current Artificer (UA) level or a lower level. These magic items are detailed in the Dungeon Master's Guide.
+
+ 2nd Level:
+ Bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones
+
+ 5th Level:
+ Alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets
+
+ 10th Level:
+ Bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack
+
+ 15th Level:
+ Boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing
+
+ 20th Level:
+ Eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 2
+
+
+
+ Masterwork Feature
+ At 3rd level, you gain a feature from your Artificer (UA) Specialist.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Artificer (UA) Specialist: Alchemist
+ An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of Artificer (UA) traditions, and its versatility has long been valued during times of war and peace.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Alchemist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as Artificer (UA) spells for you, but they don't count against the number of Artificer (UA) spells you prepare.
+
+ Alchemist Spells
+ Artificer Level | Spell
+ 3rd | healing word, ray of sickness
+ 5th | flaming sphere, Melf's acid arrow
+ 9th | gaseous form, mass healing word
+ 13th | blight, death ward
+ 17th | cloudkill, raise dead
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Experimental Elixir
+ Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
+ Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
+ When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
+ You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
+
+ Experimental Elixir
+ d6 | Effect
+ 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
+ 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
+ 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
+ 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
+ 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
+ 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 3rd level, you learn an additional Alchemical Formula.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Artificer (UA) Specialist: Alchemist
+ An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among Artificer (UA)s, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Alchemical Homunculus
+ At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.
+ Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.
+ The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
+ In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Alchemist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as Artificer (UA) spells for you, but they don't count against the number of Artificer (UA) spells you prepare.
+
+ Alchemist Spells
+ Artificer Level | Spell
+ 3rd | purify food and drink, ray of sickness
+ 5th | Melf's acid arrow, web
+ 9th | create food and water, stinking cloud
+ 13th | blight, death ward
+ 17th | cloudkill, raise dead
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+ Alchemist: Proficiencies
+ You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization.
+ Alchemist: Crafting
+ If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Gunsmith: Thunder Monger
+ At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.
+ This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+
+ Spellcasting
+ As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
+
+ Spell Slots:
+ The Artificer (UA) table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+
+ Spells Known of 1st Level and Higher:
+ You know three 1st-level spells of your choice from the Artificer (UA) spell list (which appears at the end of this document). The Spells Known column of the Artificer (UA) table shows when you learn more Artificer (UA) spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer (UA) table. Additionally, when you gain a level in this class, you can choose one of the Artificer (UA) spells you know from this feature and replace it with another spell from the Artificer (UA) spell list. The new spell must also be of a level for which you have spell slots on the Artificer (UA) table.
+
+ Spellcasting Ability:
+ Intelligence is your spellcasting ability for your Artificer (UA) spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Artificer (UA) spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Artificer (UA) spell you cast and when making an attack roll with one.
+
+ Spellcasting Focus:
+ You can use an arcane focus as a spellcasting focus for your Artificer (UA) spells. See chapter 5, "Equipment," in the Player's Handbook for various arcane focus options.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 3
+
+
+
+ Infuse Magic
+ Starting at 4th level, you gain the ability to channel your Artificer (UA) spells into objects for later use. When you cast an Artificer (UA) spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.
+ Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.
+ When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 3
+
+
+
+ Superior Attunement
+ At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Wondrous Invention
+ At 5th level, you craft another item from your Wondrous Invention feature.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 3
+
+
+
+ Mechanical Servant
+ At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.
+ Select a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
+ • It is a construct instead of a beast.
+ • It can't be charmed.
+ • It is immune to poison damage and the poisoned condition.
+ • It gains darkvision with a range of 60 feet if it doesn't have it already.
+ • It understands the languages you can speak when you create it, but it can't speak.
+ • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
+ The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.
+ If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 2
+
+
+ 0, 4, 2
+
+
+
+ Ability Score Improvement
+ At 8th level, you gain another Ability Score Improvement.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 2
+
+
+
+ Masterwork Feature
+ At 9th level, you gain a feature from your Artificer (UA) Specialist.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Alchemist: Restorative Reagents
+ Starting at 9th level, you can incorporate restorative reagents into some of your works:
+ • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
+ • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 9th level, you learn an additional Alchemical Formula.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Gunsmith: Blast Wave
+ Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.
+ This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+ 0, 4, 3
+
+
+
+ Wondrous Invention
+ At 10th level, you craft another item from your Wondrous Invention feature.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 3
+
+
+ 0, 4, 3
+
+
+
+ Ability Score Improvement
+ At 12th level, you gain another Ability Score Improvement.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 3, 2
+
+
+ 0, 4, 3, 2
+
+
+
+ Masterwork Feature
+ At 14th level, you gain a feature from your Artificer (UA) Specialist.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 14th level, you learn an additional Alchemical Formula.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Alchemist: Chemical Savant
+ By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
+ In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Gunsmith: Piercing Round
+ Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+ 0, 4, 3, 2
+
+
+
+ Superior Attunement
+ Starting at 15th level, you can attune to up to five magic items.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Wondrous Invention
+ At 15th level, you craft another item from your Wondrous Invention feature.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ At 16th level, you gain another Ability Score Improvement.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Masterwork Feature
+ At 17th level, you gain a feature from your Artificer (UA) Specialist.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 17th level, you learn an additional Alchemical Formula.
+
+ Source: Unearthed Arcana: Artificer p. 5
+
+
+
+
+ Gunsmith: Explosive Round
+ Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
+
+ Source: Unearthed Arcana: Artificer p. 6
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ At 18th level, you gain another Ability Score Improvement.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+ 0, 4, 3, 3, 1
+
+
+ 0, 4, 3, 3, 1
+
+
+
+ Soul of Artifice
+ At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
+
+ Source: Unearthed Arcana: Artificer p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-ar.xml b/FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-ar.xml
new file mode 100644
index 0000000..3181d85
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-ar.xml
@@ -0,0 +1,783 @@
+
+
+
+ Artificer (Revisited) (UA)
+ 8
+ Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand
+ 2
+ Intelligence
+
+
+ Starting Artificer (Revisited) (UA)
+ As a 1st-level Artificer (Revisited) (UA), you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields
+ • Weapons: simple, hand crossbows, heavy crossbows
+ • Tools: {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice
+ • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • any two simple weapons
+ • a light crossbow and crossbow bolts (20)
+ • (a) studded leather armor or (b) scale mail
+ • thieves' tools and a dungeoneer's pack
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+
+ Multiclass Artificer (Revisited) (UA)
+ To multiclass as a Artificer (Revisited) (UA), you must meet the following prerequisites:
+ • Intelligence 13
+
+ You gain the following proficiencies:
+ • Armor: light, medium, shields
+ • Weapons: none
+ • Tools: none
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+ light, medium, shields
+ simple, hand crossbows, heavy crossbows
+ {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice
+ 5d4x10
+
+ 2, 2
+
+
+
+ Magical Tinkering
+ At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves' tools, tinker's tools, or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
+ • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
+ • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
+ • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
+ • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
+ The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
+ You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+
+ Spellcasting
+ You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through various items.
+
+ Tools Required:
+ You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
+ After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
+
+ Cantrips:
+ At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
+ When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
+
+ Preparing and Casting Spells:
+ The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
+ For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
+ You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
+
+ Spellcasting Ability:
+ Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
+
+ Ritual Casting:
+ You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
+
+ The Magic of Artifice:
+ As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
+ The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.
+ Such details don't limit you in any way or provide you with any benefit. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 2, 2
+
+
+
+ Infuse Item
+ At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
+
+ Infusions Known:
+ When you gain this feature, pick three artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
+ Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
+
+ Infusing an Item:
+ Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in the Dungeon Master's Guide, page 136).
+ Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
+ You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
+
+ Artificer Infusions:
+ Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
+ The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.
+ Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
+ Unless an infusion's description says otherwise, you can't learn the infusion more than once.
+ See the Class Feature Options page for the full list of infusions.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 2, 3
+
+
+
+ Artificer Specialist
+ At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, or Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again at 6th and 14th level.
+
+ Variant: Crafting:
+ An artificer subclass makes you more efficient at crafting certain items. The feature you get from your subclass works whether you're using the crafting rules in the Player's Handbook, Dungeon Master's Guide, or Xanathar's Guide to Everything.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+
+ Artificer Specialist: Alchemist
+ An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Alchemist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Alchemist Spells
+ Artificer Level | Spell
+ 3rd | healing word, ray of sickness
+ 5th | flaming sphere, Melf's acid arrow
+ 9th | gaseous form, mass healing word
+ 13th | blight, death ward
+ 17th | cloudkill, raise dead
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Experimental Elixir
+ Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
+ Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
+ When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
+ You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
+
+ Experimental Elixir
+ d6 | Effect
+ 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
+ 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
+ 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
+ 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
+ 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
+ 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 3rd level, you learn an additional Alchemical Formula.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Artificer Specialist: Alchemist
+ An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Alchemical Homunculus
+ At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.
+ Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.
+ The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
+ In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Alchemist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Alchemist Spells
+ Artificer Level | Spell
+ 3rd | purify food and drink, ray of sickness
+ 5th | Melf's acid arrow, web
+ 9th | create food and water, stinking cloud
+ 13th | blight, death ward
+ 17th | cloudkill, raise dead
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+
+ Proficiencies
+ You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization.
+
+ Crafting
+ If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Artificer Specialist: Archivist
+ What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Archivist: Archivist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Archivist Spells
+ Artificer Level | Spell
+ 3rd | comprehend languages, dissonant whispers
+ 5th | detect thoughts, locate object
+ 9th | hypnotic pattern, tongues
+ 13th | locate creature, phantasmal killer
+ 17th | legend lore, modify memory
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Archivist: Artificial Mind
+ At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.
+ The magic item has the following properties.
+ Archivist: Telepathic Advisor
+ The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.
+ Archivist: Manifest Mind
+ As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.
+ While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).
+ As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.
+ When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
+ Archivist: Information Overload
+ As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.
+ Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
+
+ Artificial Mind
+ Main Material | Skill Proficiencies | Suggested Appearance
+ Animal (parchment, leather, bone) | Animal Handling, Insight, Medicine, Perception, Survival | A beast or a humanoid visage with antlers
+ Mineral (glass, stone, metal) | Deception, Intimidation, Performance, Persuasion | A robotic or golem-like face
+ Plant (paper, wood) | Arcana, History, Investigation, Nature, Religion | A bespectacled visage or a treant
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Archivist: The First Warforged Minds
+ Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Archivist: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+ Archivist: Proficiencies
+ You gain proficiency with calligrapher's supplies and the forgery kit, assuming you don't already have them. You also gain calligrapher's supplies and a forgery kit for free—the result of tinkering you've done as you've prepared for this specialization.
+ Archivist: Crafting
+ If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Artificer Specialist: Artillerist
+ An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.
+ The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artillerist: Artillerist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Artillerist Spells
+ Artificer Level | Spell
+ 3rd | shield, thunderwave
+ 5th | scorching ray, shatter
+ 9th | fireball, wind wall
+ 13th | ice storm, wall of fire
+ 17th | cone of cold, wall of force
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artillerist: Eldritch Cannon
+ At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
+ Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.
+ The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
+ When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
+
+ Eldritch Cannons
+ Cannon | Activation
+ Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
+ Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
+ Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artillerist: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artificer Specialist: Artillerist
+ An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artillerist: Arcane Turret
+ At 3rd level, you learn how to create a magical turret. With your smith's tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.
+ The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.
+ When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.
+ You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.
+ As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.
+
+ Arcane Turrets
+ Turret | Activation
+ Flamethrower | The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
+ Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.
+ Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artillerist: Artillerist Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Artillerist Spells
+ Artificer Level | Spell
+ 3rd | shield, thunderwave
+ 5th | scorching ray, shatter
+ 9th | fireball, wind wall
+ 13th | ice storm, wall of fire
+ 17th | cone of cold, wall of force
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artillerist: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+ Artillerist: Proficiencies
+ You gain proficiency with smith's tools and woodcarver's tools, assuming you don't already have them. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization.
+ In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you've carved in your spare time.
+ Artillerist: Crafting
+ If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Artificer Specialist: Battle Smith
+ Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
+ Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Battle Ready
+ When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
+ • You gain proficiency with martial weapons.
+ • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Battle Smith Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Battle Smith Spells
+ Artificer Level | Spell
+ 3rd | heroism, shield
+ 5th | branding smite, warding bond
+ 9th | aura of vitality, conjure barrage
+ 13th | aura of purity, fire shield
+ 17th | banishing smite, mass cure wounds
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Steel Defender
+ By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
+ In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
+ At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Tool Proficiency
+ When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Artificer Specialist: Battle Smith
+ Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.
+ Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Battle Ready
+ When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:
+ • You gain proficiency with martial weapons.
+ • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Battle Smith Spells
+ Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
+
+ Battle Smith Spells
+ Artificer Level | Spell
+ 3rd | heroism, searing smite
+ 5th | branding smite, warding bond
+ 9th | aura of vitality, blinding smite
+ 13th | aura of purity, staggering smite
+ 17th | banishing smite, mass cure wounds
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Iron Defender
+ By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the iron defender stat block.
+ In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
+ If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.
+ At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Battle Smith: Tools of the Trade
+ By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
+ Battle Smith: Proficiencies
+ You gain proficiency with leatherworker's tools and smith's tools, assuming you don't already have them. You also gain leatherworker's tools and smith's tools for free—the result of tinkering you've done as you've prepared for this specialization.
+ Battle Smith: Crafting
+ If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+
+ Tool Expertise
+ Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 2, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 2, 4, 2
+
+
+
+ Arcane Armament
+ Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 2, 4, 2
+
+
+
+ Artificer Specialist Feature
+ At 6th level, you gain a feature granted by your Artificer Specialist choice.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+
+ Alchemist: Alchemical Mastery
+ At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
+ In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Archivist: Mind Network
+ At 6th level, you've learned how to use your artifices to access minds, both to communicate and to harm.
+ Archivist: Magical Telephony
+ While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
+ Archivist: Psychic Damage
+ When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Artillerist: Wand Prototype
+ By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver's tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don't know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand's magic). The wand loses this magic when you finish your next long rest.
+ Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1).
+ When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Battle Smith: Arcane Jolt
+ At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your iron defender.
+ First, your iron defender's bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you've made to the creature in your free time.
+ Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:
+ • The target takes an extra 2d4 force damage.
+ • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it.
+ You can channel this magical energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+ 2, 4, 3
+
+
+ 2, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 2, 4, 3, 2
+
+
+ 3, 4, 3, 2
+
+
+
+ The Right Cantrip for the Job
+ At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 3, 4, 3, 3
+
+
+ 3, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 3, 4, 3, 3, 1
+
+
+ 4, 4, 3, 3, 1
+
+
+
+ Artificer Specialist Feature
+ At 14th level, you gain a feature granted by your Artificer Specialist choice.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+
+ Alchemist: Extra Alchemical Formula
+ At 14th level, you learn an additional Alchemical Formula.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Alchemist: Chemical Savant
+ By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
+ In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 6
+
+
+
+
+ Archivist: Pure Information
+ At 14th level, your Artificial Mind is able to receive and transmit more information than ever before.
+ Archivist: Mind Overload
+ When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.
+ Archivist: Infoportation
+ As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.
+ You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 7
+
+
+
+
+ Artillerist: Fortified Position
+ Starting at 14th level, you're a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits.
+ You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn't disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 9
+
+
+
+
+ Battle Smith: Improved Defender
+ At 14th level, your Arcane Jolt and iron defender become more powerful:
+ • The extra damage and the healing of your Arcane Jolt both increase to 4d4.
+ • Whenever your iron defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 11
+
+
+
+ 4, 4, 3, 3, 2
+
+
+ 4, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 4, 4, 3, 3, 3, 1
+
+
+ 4, 4, 3, 3, 3, 1
+
+
+
+ Spell-Storing Item
+ When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier.
+ The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 4, 4, 3, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+ 4, 4, 3, 3, 3, 2
+
+
+
+ Soul of Artifice
+ At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
+
+ Source: Unearthed Arcana: Artificer Revisited p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-20s2.xml b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-20s2.xml
new file mode 100644
index 0000000..67b60c1
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-20s2.xml
@@ -0,0 +1,73 @@
+
+
+
+ Barbarian
+
+
+ Path of the Beast (UA): Path of the Beast
+ Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.
+ Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.
+
+ Origin of the Beast
+ d4 | Origin
+ 1 | One of your parents is a lycanthrope, and you've inherited some of the curse.
+ 2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape.
+ 3 | A fey spirit gifted you with the ability to adopt different bestial aspects.
+ 4 | An ancient animal spirit dwells within you, allowing you to walk this path.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1
+
+
+
+
+ Path of the Beast (UA): Form of the Beast
+ 3rd-level Path of the Beast feature
+ When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:
+
+ Bite
+ • Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
+ Claws
+ • Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
+ Tail
+ • You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.
+
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1
+
+
+
+
+ Path of the Beast (UA): Bestial Soul
+ 6th-level Path of the Beast feature
+ The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
+ • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
+ • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+ • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1
+
+
+
+
+ Path of the Beast (UA): Infectious Fury
+ 10th-level Path of the Beast feature
+ When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
+ • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
+ • Target takes 2d12 psychic damage.
+ You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1
+
+
+
+
+ Path of the Beast (UA): Call the Hunt
+ 14th-level Path of the Beast feature
+ The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-bam.xml b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-bam.xml
new file mode 100644
index 0000000..e566548
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-bam.xml
@@ -0,0 +1,78 @@
+
+
+
+ Barbarian
+
+
+ Path of the Wild Soul (UA): Path of the Wild Soul
+ The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.
+ When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
+ Path of the Wild Soul (UA): Lingering Magic
+ At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).
+ You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
+ Path of the Wild Soul (UA): Wild Surge
+ Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.
+ If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
+
+ Wild Surge
+ d8 | Effect
+ 1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
+ 2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
+ 3 | You conjure 1d4 intangible spirits that look like flumph in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
+ 4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
+ 5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
+ 6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
+ 7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
+ 8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
+ Path of the Wild Soul (UA): Magic Reserves
+ At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can't recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.
+ You take force damage equal to five times the number rolled.
+ When you reach 14th level in this class, you increase the die to a d6.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
+ Path of the Wild Soul (UA): Arcane Rebuke
+ At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
+ Path of the Wild Soul (UA): Chaotic Fury
+ At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
+ Path of the Wild Soul (UA): Improved Magic Reserves
+ At 14th level, you increase your magic reserves die to a d6.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-bpp.xml b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-bpp.xml
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+
+
+
+ Barbarian
+
+
+ Path of the Ancestral Guardian (UA): Path of the Ancestral Guardian
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
+ Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Ancestral Guardian (UA): Ancestral Protectors
+ Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Storm Herald (UA): Path of the Storm Herald
+ Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
+ Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Storm Herald (UA): Storm of Fury
+ When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage. While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.
+ Path of the Storm Herald (UA): Desert
+ Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.
+ Path of the Storm Herald (UA): Sea
+ At the end of each of your turns, you can choose a creature in your aura other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.
+ Path of the Storm Herald (UA): Tundra
+ Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Zealot (UA): Path of the Zealot
+ Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.
+ A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 2
+
+
+
+
+ Path of the Zealot (UA): Divine Fury
+ Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 2
+
+
+
+
+ Path of the Zealot (UA): Warrior of the Gods
+ At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 2
+
+
+
+
+ Path of the Ancestral Guardian (UA): Ancestral Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than rage.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Storm Herald (UA): Storm Soul
+ At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.
+ Path of the Storm Herald (UA): Desert
+ You gain resistance to fire damage and don't suffer the effects of extreme heat.
+ Path of the Storm Herald (UA): Sea
+ You gain resistance to lightning damage and can breathe underwater.
+ Path of the Storm Herald (UA): Tundra
+ Tundra. You gain resistance to cold damage and don't suffer the effects of extreme cold.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Zealot (UA): Zealous Focus
+ At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can't rage again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 2
+
+
+
+
+ Path of the Ancestral Guardian (UA): Consult the Spirits
+ At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Storm Herald (UA): Shield of the Storm
+ At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Zealot (UA): Zealous Presence
+ At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 2
+
+
+
+
+ Path of the Ancestral Guardian (UA): Vengeful Ancestors
+ At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Storm Herald (UA): Raging Storm
+ At 14th level, the power of the storm you channel grows mightier.
+ Path of the Storm Herald (UA): Desert
+ The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature's speed drops to 0 until the start of its next turn.
+ Path of the Storm Herald (UA): Sea
+ Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ Path of the Storm Herald (UA): Tundra
+ The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 1
+
+
+
+
+ Path of the Zealot (UA): Rage Beyond Death
+ Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
+ While raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends.
+
+ Source: Unearthed Arcana: Barbarian Primal Paths p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-rs.xml b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-rs.xml
new file mode 100644
index 0000000..3b0fd73
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-rs.xml
@@ -0,0 +1,48 @@
+
+
+
+ Barbarian
+
+
+ Path of the Ancestral Guardian v2 (UA): Path of the Ancestral Guardian v2
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
+ Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.
+ In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ Path of the Ancestral Guardian v2 (UA): Ancestral Protectors
+ Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, the first creature you hit with an attack on your turn becomes the target of these warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the creature's attacks.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ Path of the Ancestral Guardian v2 (UA): Ancestral Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction and reduce that damage by 2d8. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ Path of the Ancestral Guardian v2 (UA): Consult the Spirits
+ At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far-off lands. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell. After you cast the spell in this way, you can't do so again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ Path of the Ancestral Guardian v2 (UA): Vengeful Ancestors
+ At 14th level, your ancestral spirits grow powerful enough to strike foes that dare harm those that you protect. When you use your Spirit Shield Ability to protect a creature damaged by an attack, the attacker takes the same amount of damage that the Spirit Shield protects.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-20s2.xml b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-20s2.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-20s2.xml
@@ -0,0 +1,56 @@
+
+
+
+ Bard
+
+
+ College of Creation (UA): College of Creation
+ Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.
+ Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1
+
+
+
+
+ College of Creation (UA): Note of Potential
+ 3rd-level College of Creation feature
+ You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways.
+
+ Note of Destruction
+ Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
+
+ Note of Protection
+ Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.
+
+ Note of Ingenuity
+ When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1
+
+
+
+
+ College of Creation (UA): Animating Performance
+ 6th-level College of Creation feature
+ Your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points.
+ In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
+ When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.
+ Once you animate an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1
+
+
+
+
+ College of Creation (UA): Performance of Creation
+ 14th-level College of Creation feature
+ Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, "Equipment," of the Player's Handbook.
+ The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item's duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level.
+ Once you create an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-20s4.xml b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-20s4.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-20s4.xml
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+
+
+
+ Bard
+
+
+ College of Spirits (UA): College of Spirits
+ Stories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets, they reach out to hear their stories, but the bards have no control over what story they find.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
+ College of Spirits (UA): Guiding Whispers
+ 3rd-level College of Spirits feature
+ You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
+ College of Spirits (UA): Spiritual Focus
+ 3rd-level College of Spirits feature
+ Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.
+ At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
+ College of Spirits (UA): Tales from Beyond
+ 3rd-level College of Spirits feature
+ You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits' Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.
+ You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.
+ You can retain only one of these tales in mind at a time, and rolling on the Spirits' Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.
+
+ Spirits' Tales
+ Bardic Insp. Die | Tale
+ 1 | 1 Beast. You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn't incapacitated.
+ 2 | 2 Warrior. You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
+ 3 | 3 Friends. You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
+ 4 | 4 Runaway. You tell the tale of an adventurer that could escape any confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction.
+ 5 | 5 Avenger. You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker.
+ 6 | 6 Hero. You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet.
+ 7 | 7 Fey. You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no other creature.
+ 8 | 8 Dark Spirit. You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn.
+ 9 | 9 Giant. You speak of the deeds of a mighty giant. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
+ 10 | 10 Dragon. You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
+ 11 | 11 Celestial. You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
+ 12 | 12 Unknown. You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
+ College of Spirits (UA): Spirit Session
+ 6th-level College of Spirits feature
+ You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
+ The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.
+ Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
+ College of Spirits (UA): Spiritual Focus
+ 6th-level College of Spirits feature
+ At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
+ College of Spirits (UA): Mystical Connection
+ 14th-level College of Spirits feature
+ Your connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale's effect, without expending it.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bap.xml b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bap.xml
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+
+
+
+ Bard
+
+
+ College of Eloquence (UA): College of Eloquence
+ Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 1
+
+
+
+
+ College of Eloquence (UA): Soothing Words
+ 3rd-level College of Eloquence feature
+ You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 1
+
+
+
+
+ College of Eloquence (UA): Universal Speech
+ 3rd-level College of Eloquence feature
+ You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 1
+
+
+
+
+ College of Eloquence (UA): Undeniable Logic
+ 6th-level College of Eloquence feature
+ You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow.
+ As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following:
+ • The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.
+ • The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 1
+
+
+
+
+ College of Eloquence (UA): Infectious Inspiration
+ 14th-level College of Eloquence feature
+ When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
+ In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bc.xml b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bc.xml
new file mode 100644
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@@ -0,0 +1,110 @@
+
+
+
+ Bard
+
+
+ College of Glamour (UA): College of Glamour
+ The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
+ The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 1
+
+
+
+
+ College of Glamour (UA): Enthralling Performance
+ Starting at 3rd level, you can charge your performance with seductive fey magic.
+ If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
+ If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 1
+
+
+
+
+ College of Glamour (UA): Mantle of Inspiration
+ When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed.
+ As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points.
+ When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you.
+ The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 1
+
+
+
+
+ College of Whispers (UA): College of Whispers
+ Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
+ Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards' reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 2
+
+
+
+
+ College of Whispers (UA): Venomous Blades
+ When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment.
+ When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn.
+ The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 2
+
+
+
+
+ College of Whispers (UA): Venomous Words
+ At 3rd level, you learn to infuse innocent-seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.
+ If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there.
+ If the target succeeds on its save, the target has no hint that you tried to frighten it.
+ Once you use this feature, you can't use it again until you finish a short rest or long rest.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 2
+
+
+
+
+ College of Glamour (UA): Mantle of Majesty
+ At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast command as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 1
+
+
+
+
+ College of Whispers (UA): Mantle of Whispers
+ At 6th level, you gain the ability to adopt a creature's persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you're Small), and you can have only one shadow captured at a time.
+ After you capture a creature's shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature's appearance for 1 hour or until you end this effect as a bonus action.
+ During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.
+ Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check.
+ The disguise and the knowledge it grants disappears when this ability's duration ends.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 2
+
+
+
+
+ College of Glamour (UA): Mantle of Majesty
+ At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely.
+ In addition, through this feature, you can cast sanctuary on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn.
+ Once you cast sanctuary using this feature, you can't do so again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 1
+
+
+
+
+ College of Whispers (UA): Shadow Lore
+ At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.
+ As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
+ If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it.
+ While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
+ When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Bard Bard Colleges p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-koo.xml b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-koo.xml
new file mode 100644
index 0000000..9c8113d
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-koo.xml
@@ -0,0 +1,116 @@
+
+
+
+ Bard
+
+
+ College of Swords (UA): College of Swords
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
+
+ Source: Unearthed Arcana: Kits Of Old p. 1
+
+
+
+
+ College of Swords (UA): Blade Flourish
+ At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.
+
+ Defensive Flourish
+ You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+
+ Trick Shooter's Flourish
+ This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
+
+ Unnerving Flourish
+ Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.
+ The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
+
+ Source: Unearthed Arcana: Kits Of Old p. 1
+
+
+
+
+ College of Swords (UA): Bonus Proficiencies
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars.
+
+ Source: Unearthed Arcana: Kits Of Old p. 1
+
+
+
+
+ College of Swords (UA): Fighting Style
+ The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.
+
+ Source: Unearthed Arcana: Kits Of Old p. 1
+
+
+
+
+ College of Satire (UA): College of Satire
+ Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.
+ While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester's barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.
+ For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester's satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.
+ Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist's treachery or exposing a baron's plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.
+ Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies' spirits while casting doubt into foes' minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
+
+ Source: Unearthed Arcana: Kits Of Old p. 2
+
+
+
+
+ College of Satire (UA): Bonus Proficiencies
+ When you join the College of Satire at 3rd level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves' tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.
+
+ Source: Unearthed Arcana: Kits Of Old p. 2
+
+
+
+
+ College of Satire (UA): Tumbling Fool
+ At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
+ • You gain the benefits of taking the Dash and Disengage actions.
+ • You gain a climbing speed equal to your current speed.
+ • You take half damage from falling.
+
+ Source: Unearthed Arcana: Kits Of Old p. 2
+
+
+
+
+ College of Swords (UA): Extra Attack
+ Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: Kits Of Old p. 1
+
+
+
+
+ College of Satire (UA): Fool's Insight
+ At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.
+ If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.
+
+ Source: Unearthed Arcana: Kits Of Old p. 2
+
+
+
+
+ College of Swords (UA): Battle Magic
+ At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
+
+ Source: Unearthed Arcana: Kits Of Old p. 1
+
+
+
+
+ College of Satire (UA): Fool's Luck
+ Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.
+ At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.
+ If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.
+
+ Source: Unearthed Arcana: Kits Of Old p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-rs.xml b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-rs.xml
new file mode 100644
index 0000000..fad2317
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-rs.xml
@@ -0,0 +1,65 @@
+
+
+
+ Bard
+
+
+ College of Swords v2 (UA): College of Swords v2
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.
+ Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ College of Swords v2 (UA): Blade Flourish
+ At 3rd level, you learn to conduct impressive displays of skill with your weapons. As a standard action, you can make a standard melee attack and increase your walking speed by 10 feet until the end of the current turn. Whenever you use this option, you can also use one of the following Blade Flourish options with it.
+
+ Defensive Flourish
+ You spin your weapon around you in swift circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
+
+ Slashing Flourish
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
+
+ Mobile Flourish
+ If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ College of Swords v2 (UA): Bonus Proficiencies
+ When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars. If you are proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Bard spells.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ College of Swords v2 (UA): Fighting Style
+ The College of Blades emphasizes mastery with weapons, granting you access to either the dueling or two-weapon fighting option for the Fighting Style class feature, which are as follows.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ College of Swords v2 (UA): Cunning Flourish
+ Beginning at 6th level, you can attack twice, instead of once, whenever you take the Blade Flourish action on your turn. You can, nevertheless, only use one Blade Flourish option when you take that action.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
+ College of Swords v2 (UA): Master's Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-20s2.xml b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-20s2.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-20s2.xml
@@ -0,0 +1,191 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Love Domain (UA)
+ Note: The Love domain was included in a leaked pre-release version of Unearthed Arcana 2020 Subclasses, Part 2, and superseded by the Unity domain for the final release.
+ Love exists in many forms—compassion, infatuation, friendly affection, and passionate love as a few facets. Whatever form these feelings take, the gods of love deepen the bonds between individuals.
+
+ Love Deities
+ Deity | Pantheon
+ Aengus | Celtic
+ Aphrodite | Greek
+ Balder | Norse
+ Berronar Truesilver | Dwarven
+ Boldrei | Eberron
+ Cyrrollalee | Halfling
+ Freya | Norse
+ Hanali Celanil | Elven
+ Hathor | Egyptian
+ Mishakal | Dragonlance
+ Myhriss | Greyhawk
+ Sharindlar | Dwarven
+ Sheyanna Flaxenstrand | Gnomish
+ Sune | Forgotten Realms
+ Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes.
+
+ Love Domain Spells
+ Cleric Level | Spells
+ 1st | charm person, heroism
+ 3rd | enthrall, warding bond
+ 5th | beacon of hope, hypnotic pattern
+ 7th | aura of purity, confusion
+ 9th | greater restoration, hold monster
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Love Domain (UA): Emboldening Bond
+ 1st-level Love Domain feature
+ You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.
+ You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Divine Domain: Unity Domain (UA)
+ A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.
+ Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
+
+ Unity Deities
+ Deity | Pantheon
+ Angharradh | Elven
+ Athena | Greek
+ Berronar Truesilver | Dwarven
+ Boldrei | Eberron
+ Cyrrollalee | Halfling
+ Eldath | Forgotten Realms
+ Gaerdal Ironhand | Gnomish
+ Heimdall | Norse
+ Paladine | Dragonlance
+ Rao | Greyhawk
+
+ Unity Domain Spells
+ Cleric Level | Spells
+ 1st | heroism, shield of faith
+ 3rd | aid, warding bond
+ 5th | beacon of hope, sending
+ 7th | aura of purity, guardian of faith
+ 9th | greater restoration, Rary's telepathic bond
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Unity Domain (UA): Emboldening Bond
+ 1st-level Unity Domain feature
+ You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.
+ You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Love Domain (UA): Channel Divinity: Impulsive Infatuation
+ 2nd-level Love Domain feature
+ You can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense.
+ As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Unity Domain (UA): Channel Divinity: Shared Burden
+ 2nd-level Unity Domain feature
+ You can use your Channel Divinity to protect your allies through the strength of your shared bonds.
+ When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Love Domain (UA): Protective Bond
+ 6th-level Love Domain feature
+ The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Unity Domain (UA): Protective Bond
+ 6th-level Unity Domain feature
+ The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Love Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Love Domain (UA): Potent Spellcasting
+ 8th-level Love Domain feature
+ You add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Unity Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Unity Domain (UA): Potent Spellcasting
+ 8th-level Unity Domain feature
+ You add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Love Domain (UA): Enduring Unity
+ 17th-level Love Domain feature
+ The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.
+ Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
+ • The creature has advantage on attack rolls, ability checks, and saving throws
+ • The creature gains resistance to all damage
+ • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
+ Unity Domain (UA): Enduring Unity
+ 17th-level Unity Domain feature
+ The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.
+ Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
+ • The creature has advantage on attack rolls, ability checks, and saving throws
+ • The creature gains resistance to all damage
+ • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-cdd.xml b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-cdd.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-cdd.xml
@@ -0,0 +1,248 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Forge Domain (UA)
+ The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Forge Domain Spells
+ Cleric Level | Spells
+ 1st | searing smite, shield
+ 3rd | heat metal, magic weapon
+ 5th | elemental weapon, protection from energy
+ 7th | fabricate, wall of fire
+ 9th | animate objects, creation
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Forge Domain (UA): Blessing of the Forge
+ At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Forge Domain (UA): Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Divine Domain: Grave Domain (UA)
+ Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse's workings. To resist death, or to desecrate the dead's rest, is an abomination. Deities of the grave include Kelemvor, WeeJas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature's death, though they refuse to use such magic to extend a creature's lifespan beyond its mortal limits.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Grave Domain Spells
+ Cleric Level | Spells
+ 1st | bane, false life
+ 3rd | gentle repose, ray of enfeeblement
+ 5th | revivify, vampiric touch
+ 7th | blight, death ward
+ 9th | antilife shell, raise dead
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Grave Domain (UA): Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Grave Domain (UA): Circle of Mortality
+ At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell's healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Grave Domain (UA): Eyes of the Grave
+ Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Divine Domain: Protection Domain (UA)
+ The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Protection Domain Spells
+ Cleric Level | Spells
+ 1st | compelled duel, protection from evil and good
+ 3rd | aid, protection from poison
+ 5th | protection from energy, slow
+ 7th | guardian of faith, Otiluke's resilient sphere
+ 9th | antilife shell, wall of force
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Protection Domain (UA): Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Protection Domain (UA): Shield of the Faithful
+ Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Forge Domain (UA): Channel Divinity: Artisan's Blessing
+ Starting at 2nd level, you can use your Channel Divinity to create simple items.
+ Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest.
+ The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Grave Domain (UA): Channel Divinity: Path to the Grave
+ Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.
+ As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack's damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends.
+ If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Protection Domain (UA): Channel Divinity: Radiant Defense
+ Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.
+ As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Forge Domain (UA): Soul of the Forge
+ Starting at 6th level, your mastery of the forge grants you a number of special abilities:
+ • You gain a +1 bonus to AC while you are wearing medium or heavy armor.
+ • You gain resistance to fire damage.
+ • When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Grave Domain (UA): Sentinel at Death's Door
+ Starting at 6th level, you gain the ability to impede death's progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Protection Domain (UA): Blessed Healer
+ Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Forge Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Forge Domain (UA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Grave Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Grave Domain (UA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Protection Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Protection Domain (UA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
+ Forge Domain (UA): Saint of Forge and Fire
+ At 17th level, your affinity for fire and metal becomes more powerful due to your deity's blessing. You gain immunity to fire damage, and while you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 1
+
+
+
+
+ Grave Domain (UA): Keeper of Souls
+ At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature as long as you aren't incapacitated, but no more than once per round.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 2
+
+
+
+
+ Protection Domain (UA): Indomitable Defense
+ At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
+ As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
+
+ Source: Unearthed Arcana: Cleric Divine Domains p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-cdw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-cdw.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-cdw.xml
@@ -0,0 +1,101 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Twilight Domain (UA)
+ The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Twilight Domain Spells
+ Cleric Level | Spells
+ 1st | faerie fire, sleep
+ 3rd | darkness, invisibility
+ 5th | aura of vitality, Leomund's tiny hut
+ 7th | aura of life, greater invisibility
+ 9th | circle of power, dream
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Bonus Proficiency
+ 1st-level Twilight Domain feature
+ You gain proficiency with martial weapons and heavy armor.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Eyes of Night
+ 1st-level Twilight Domain feature
+ Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.
+ As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Vigilant Blessing
+ 1st-level Twilight Domain feature
+ The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Channel Divinity: Twilight Sanctuary
+ 2nd-level Twilight Domain feature
+ You can use your Channel Divinity to refresh your allies with soothing twilight.
+ As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
+ • Give it 1d8 temporary hit points.
+ • End one effect causing it to be charmed or frightened.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Steps of the Brave
+ 6th-level Twilight Domain feature
+ You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:
+ • You have advantage on saving throws against being frightened.
+ • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Divine Strike
+ 8th-level Twilight Domain feature
+ You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
+ Twilight Domain (UA): Midnight Shroud
+ 17th-level Twilight Domain feature
+ You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-mm.xml b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-mm.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,91 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: City Domain (UA)
+ The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.
+ At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
+ Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.
+
+ City Domain Spells
+ Cleric Level | Spells
+ 1st | comprehend languages, remote access (UA)*
+ 3rd | find vehicle (UA)*, heat metal
+ 5th | lightning bolt, protection from ballistics (UA)*
+ 7th | locate creature, synchronicity (UA)*
+ 9th | commune with city (UA)*, shutdown (UA)*
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Bonus Cantrip
+ When you choose this domain at 1st level, you gain the On/Off (UA) cantrip in addition to your chosen cantrips.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Bonus Proficiencies
+ Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Heart of the City
+ From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Channel Divinity: Spirits of the City
+ Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).
+ Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
+ This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Block Watch
+ Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
+ City Domain (UA): Express Transit
+ At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
+
+ Source: Unearthed Arcana: Modern Magic p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-od.xml b/FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-od.xml
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@@ -0,0 +1,84 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Order Domain (UA)
+ The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.
+ The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.
+ More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Order Domain Spells
+ Cleric Level | Spells
+ 1st | command, heroism
+ 3rd | enhance ability, hold person
+ 5th | mass healing word, slow
+ 7th | compulsion, locate creature
+ 9th | commune, dominate person
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Voice of Authority
+ Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Channel Divinity: Order's Demand
+ Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
+ As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Order's Dominion
+ At 6th level, you become extraordinarily adept at channeling magical energy to compel others.
+ When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
+ Order Domain (UA): Order's Wrath
+ Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.
+
+ Source: Unearthed Arcana: Order Domain p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-20s3.xml b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-20s3.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,89 @@
+
+
+
+ Druid
+
+
+ Circle of the Stars (UA): Circle of the Stars
+ An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
+ Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3
+
+
+
+
+ Circle of the Stars (UA): Star Map
+ 2nd-level Circle of the Stars feature
+ You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.
+
+ Star Map
+ d6 | Map Form
+ 1 | A scroll of living wood that aligns with heavenly bodies
+ 2 | A stone tablet with fine holes drilled through it
+ 3 | A speckled owlbear hide, tooled with raised marks
+ 4 | A collection of maps bound in an ebony cover
+ 5 | A crystal that projects starry patterns when placed before a light
+ 6 | Tempered glass disks that align to depict constellations
+ If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
+ You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3
+
+
+
+
+ Circle of the Stars (UA): Starry Form
+ 2nd-level Circle of the Stars feature
+ You gain the ability to harness constellations' power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.
+ While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.
+ Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
+
+ Chalice
+ • A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class.
+ Archer
+ • A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
+ Dragon
+ • A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
+
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3
+
+
+
+
+ Circle of the Stars (UA): Cosmic Omen
+ 6th-level Circle of the Stars feature
+ You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:
+
+ Weal (even)
+ • Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
+ Woe (odd)
+ • Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
+
+ You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3
+
+
+
+
+ Circle of the Stars (UA): Full of Stars
+ 10th-level Circle of the Stars feature
+ While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3
+
+
+
+
+ Circle of the Stars (UA): Star Flare
+ 14th-level Circle of the Stars feature
+ Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.
+ Once you have used this action, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-cdw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-cdw.xml
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-cdw.xml
@@ -0,0 +1,72 @@
+
+
+
+ Druid
+
+
+ Circle of Wildfire (UA): Circle of Wildfire
+ Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 2
+
+
+
+
+ Circle of Wildfire (UA): Circle Spells
+ 2nd-level Circle of Wildfire feature
+ You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.
+ When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
+
+ Circle of Wildfire Spells
+ Druid Level | Circle Spells
+ 3rd | locate animals or plants, scorching ray
+ 5th | fireball, plant growth
+ 7th | aura of life, fire shield
+ 9th | flame strike, raise dead
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 2
+
+
+
+
+ Circle of Wildfire (UA): Summon Wildfire
+ 2nd-level Circle of Wildfire feature
+ You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
+ The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.
+ The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
+ In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
+ The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 2
+
+
+
+
+ Circle of Wildfire (UA): Enhanced Bond
+ 6th-level Circle of Wildfire feature
+ The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 2
+
+
+
+
+ Circle of Wildfire (UA): Flames of Life
+ 10th-level Circle of Wildfire feature
+ You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 2
+
+
+
+
+ Circle of Wildfire (UA): Blazing Endurance
+ 14th-level Circle of Wildfire feature
+ The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-d.xml b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-d.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,153 @@
+
+
+
+ Druid
+
+
+ Circle of Dreams (UA): Circle of Dreams
+ Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of Dreams (UA): Balm of the Summer Court
+ At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
+ As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute.
+ You regain the expended dice when you finish a long rest.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of the Shepherd (UA): Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of the Shepherd (UA): Beast Speech
+ At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
+ This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of the Shepherd (UA): Spirit Bond
+ Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object.
+ The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
+ The nature of the aura depends on the type of spirit you choose to summon from the options below.
+ Circle of the Shepherd (UA): Bear
+ The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+ Circle of the Shepherd (UA): Hawk
+ The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura.
+ Circle of the Shepherd (UA): Wolf
+ The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of Twilight (UA): Circle of Twilight
+ The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
+ These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.
+
+ Source: Unearthed Arcana: Druid p. 2
+
+
+
+
+ Circle of Twilight (UA): Harvest's Scythe
+ Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.
+ When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.
+ You regain the expended dice when you finish a long rest.
+
+ Source: Unearthed Arcana: Druid p. 2
+
+
+
+
+ Circle of Dreams (UA): Hearth of Moonlight and Shadow
+ At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of the Shepherd (UA): Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of Twilight (UA): Speech Beyond the Grave
+ At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Druid p. 2
+
+
+
+
+ Circle of Dreams (UA): Hidden Paths
+ At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement.
+ You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see.
+ Once you use either option—teleporting yourself or an ally—you can't use that option again until 1d4 rounds have passed.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of the Shepherd (UA): Guardian Spirit
+ At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of Twilight (UA): Watcher at the Threshold
+ At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.
+
+ Source: Unearthed Arcana: Druid p. 2
+
+
+
+
+ Circle of Dreams (UA): Purifying Light
+ At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell.
+ You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of the Shepherd (UA): Faithful Summons
+ Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Druid p. 1
+
+
+
+
+ Circle of Twilight (UA): Paths of the Dead
+ At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Druid p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-rco.xml b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-rco.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,71 @@
+
+
+
+ Druid
+
+
+ Circle of the Shepherd v2 (UA): Circle of the Shepherd v2
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ Source: Unearthed Arcana: Revised Class Options p. 1
+
+
+
+
+ Circle of the Shepherd v2 (UA): Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
+ Source: Unearthed Arcana: Revised Class Options p. 1
+
+
+
+
+ Circle of the Shepherd v2 (UA): Spirit Totem
+ Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
+ The effect of the spirit's aura depends on the type of spirit you summon from the options below.
+
+ Bear Spirit
+ The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+
+ Hawk Spirit
+ The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll.
+
+ Unicorn Spirit
+ The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+ Source: Unearthed Arcana: Revised Class Options p. 1
+
+
+
+
+ Circle of the Shepherd v2 (UA): Mighty Summoner
+ At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
+ Source: Unearthed Arcana: Revised Class Options p. 1
+
+
+
+
+ Circle of the Shepherd v2 (UA): Guardian Spirit
+ At 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
+ Source: Unearthed Arcana: Revised Class Options p. 1
+
+
+
+
+ Circle of the Shepherd v2 (UA): Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Revised Class Options p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-ts.xml b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-ts.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-ts.xml
@@ -0,0 +1,72 @@
+
+
+
+ Druid
+
+
+ Druid Circle: Circle of Spores (UA)
+ Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
+ Circle of Spores (UA): Circle Spells
+ Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
+ Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
+
+ Circle of Spores Spells
+ Druid Level | Circle Spells
+ 3rd | gentle repose, ray of enfeeblement
+ 5th | animate dead, gaseous form
+ 7th | blight, confusion
+ 9th | cloudkill, contagion
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
+ Circle of Spores (UA): Halo of Spores
+ Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
+ Circle of Spores (UA): Symbiotic Entity
+ At 2nd level, you gain the ability to channel magic into the spores that infuse you.
+ When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again.
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
+ Circle of Spores (UA): Fungal Infestation
+ At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.
+ If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies.
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
+ Circle of Spores (UA): Spreading Spores
+ At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again.
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
+ Circle of Spores (UA): Fungal Body
+ At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you.
+
+ Source: Unearthed Arcana: Three Subclasses p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-2020por.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-2020por.xml
new file mode 100644
index 0000000..fdb4ba5
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-2020por.xml
@@ -0,0 +1,100 @@
+
+
+
+ Fighter
+
+
+ Psi Knight (UA): Psi Knight
+ Awake to the psionic power within, a Psi Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such knights, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often Psi Knights, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor.
+ As a Psi Knight, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Changing the Die's Size
+ If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
+ Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
+ Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Psi Replenishment
+ As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Psionic Talent
+ 3rd-level Psi Knight feature
+ You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Psionic Talent Options
+ You can use your Psionic Talent die in the following ways:
+
+ Protective Field.
+ • When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
+ Psi-Powered Leap.
+ • When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.
+ Telekinetic Strike.
+ • You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
+
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Telekinetic Adept
+ 7th-level Psi Knight feature
+ You have mastered new ways to use your telekinesis:
+
+ Psionic Thrust.
+ • When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.
+ Telekinetic Movement.
+ • If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.
+
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Psi-Enhanced Metabolism
+ 10th-level Psi Knight feature
+ The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Bulwark of Force
+ 15th-level Psi Knight feature
+ You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
+ Psi Knight (UA): Telekinetic Master
+ 18th-level Psi Knight feature
+ Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-f.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-f.xml
new file mode 100644
index 0000000..ef50241
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-f.xml
@@ -0,0 +1,267 @@
+
+
+
+ Fighter
+
+
+ Arcane Archer (UA): Arcane Archer
+ An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Arcane Archer (UA): Arcane Arrow
+ When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
+
+ Create Magic Arrow
+ As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit.
+ You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest.
+
+ Arcane Shot
+ When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
+ You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Arcane Archer (UA): Arcane Shots
+ The Arcane Arrow feature lets you choose Arcane Shot options at certain levels. The options are presented here in alphabetical order. These are all magical effects.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Arcane Archer (UA): Archer's Lore
+ At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds.
+ You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Knight (UA): Knight
+ The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy's forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Knight (UA): Born to the Saddle
+ Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren't incapacitated and you fall less than 10 feet.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Knight (UA): Implacable Mark
+ At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can't be frightened.
+ The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.
+ If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack's weapon deals extra damage to the target equal to your fighter level.
+ You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Samurai (UA): Samurai
+ The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's willpower is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Samurai (UA): Fighting Spirit
+ Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.
+ You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Sharpshooter (UA): Sharpshooter
+ The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Sharpshooter (UA): Steady Aim
+ Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
+ • The attacks ignore half and three-quarters cover.
+ • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.
+ You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Arcane Archer (UA): Conjure Arrows
+ At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Arcane Archer (UA): Extra Arcane Shot
+ At 7th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Knight (UA): Noble Cavalry
+ At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Samurai (UA): Elegant Courtier
+ Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station.
+ You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Sharpshooter (UA): Careful Eyes
+ Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
+ You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Arcane Archer (UA): Extra Arcane Shot
+ At 10th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Knight (UA): Hold the Line
+ At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack's weapon deals extra damage to the target equal to half your fighter level, and the target's speed is reduced to 0 until the end of this turn.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Samurai (UA): Unbreakable Will
+ At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Sharpshooter (UA): Close-Quarters Shooting
+ At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll.
+ In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Arcane Archer (UA): Ever-Ready Arrow
+ Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Arcane Archer (UA): Extra Arcane Shot
+ At 15th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Knight (UA): Rapid Strike
+ Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Samurai (UA): Rapid Strike
+ Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Sharpshooter (UA): Rapid Strike
+ Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Arcane Archer (UA): Deadly Arrow
+ At 18th level, your Arcane Arrow's bonus damage increases to 4d6 force damage.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Arcane Archer (UA): Extra Arcane Shot
+ At 18th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Fighter p. 1
+
+
+
+
+ Knight (UA): Defender's Blade
+ At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.
+ In addition, you gain a +1 bonus to AC while wearing heavy armor.
+
+ Source: Unearthed Arcana: Fighter p. 2
+
+
+
+
+ Samurai (UA): Strength Before Death
+ Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don't take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
+ Sharpshooter (UA): Snap Shot
+ Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
+
+ Source: Unearthed Arcana: Fighter p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-frr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-frr.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-frr.xml
@@ -0,0 +1,95 @@
+
+
+
+ Fighter
+
+
+ Rune Knight (UA): Rune Knight
+ You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Bonus Proficiencies
+ 3rd-level Rune Knight feature
+ You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Giant Might
+ 3rd-level Rune Knight feature
+ You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
+ • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
+ • You have advantage on Strength checks and Strength saving throws.
+ • Your weapon attacks deal an extra 1d6 damage.
+ You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Rune Magic
+ 3rd-level Rune Knight feature
+ You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see "Rune Options").
+ Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.
+ Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.
+ Each time you gain a level in this class, you can replace one rune you know with a different one.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Rune Options
+ Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Defensive Runes
+ 7th-level Rune Knight feature
+ You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).
+ In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Great Stature
+ 10th-level Rune Knight feature
+ The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.
+ In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Rune Magic Mastery
+ 15th-level Rune Knight feature
+ You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
+ In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
+ Rune Knight (UA): Blessing of the All Father
+ 18th-level Rune Knight feature
+ You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-frw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-frw.xml
new file mode 100644
index 0000000..8dbcb37
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-frw.xml
@@ -0,0 +1,91 @@
+
+
+
+ Fighter
+
+
+ Psychic Warrior (UA): Psychic Warrior
+ Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.
+ As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Psionic Armament
+ 3rd-level Psychic Warrior feature
+ You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.
+
+ Augmented Defenses
+ When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.
+
+ Augmented Strikes
+ Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Telekinetic Hand
+ 3rd-level Psychic Warrior feature
+ You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Strength of Mind
+ 7th-level Psychic Warrior feature
+ As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn't moved.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Psionic Armament Improvement
+ 10th-level Psychic Warrior feature
+ When you reach 10th level in this class, your Augmented Defenses dice increases to 1d12, and your Augmented Strikes dice increases to a d6.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Telekinetic Bulwark
+ 10th-level Psychic Warrior feature
+ When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you're incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.
+ Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Agonizing Strikes
+ 15th-level Psychic Warrior feature
+ Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
+ Psychic Warrior (UA): Psychic Dreadnaught
+ 18th-level Psychic Warrior feature
+ The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated:
+ • At the start of each of your turns, you regain 10 hit points.
+ • Your walking speed increases by 10 feet.
+ • If you're prone, you can stand up by spending 5 feet of movement.
+ Once you activate this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-gh.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-gh.xml
new file mode 100644
index 0000000..6c8ab5d
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-gh.xml
@@ -0,0 +1,81 @@
+
+
+
+ Fighter
+
+
+ Monster Hunter (UA): Monster Hunter
+ As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Bonus Proficiencies
+ When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can choose to gain proficiency with thieves' tools in place of one skill choice.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Combat Superiority
+ At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
+
+ Superiority Dice
+ You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.
+
+ Using Superiority Dice
+ You can expend superiority dice to gain a number of different benefits:
+ • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
+ • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
+ • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Hunter's Mysticism
+ At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.
+ In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Monster Slayer
+ At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Improved Combat Superiority
+ At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Relentless
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Monster Hunter (UA): Improved Combat Superiority
+ At 18th level, your superiority dice turn into d12s.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-koo.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-koo.xml
new file mode 100644
index 0000000..d2fa929
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-koo.xml
@@ -0,0 +1,168 @@
+
+
+
+ Fighter
+
+
+ Cavalier (UA): Cavalier
+ The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Cavalier (UA): Bonus Proficiencies
+ When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Cavalier (UA): Born to the Saddle
+ At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Cavalier (UA): Combat Superiority
+ At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
+
+ Superiority Dice
+ You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
+ You gain another superiority die at 7th level and one more at 15th level.
+
+ Using Superiority Dice
+ You can expend superiority dice to gain a number of different benefits:
+ • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
+ • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
+ • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Scout (UA): Scout
+ The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Scout (UA): Bonus Proficiencies
+ When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Scout (UA): Combat Superiority
+ At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
+ Scout (UA): Superiority Dice
+ You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.
+ Scout (UA): Using Superiority Dice
+ You can expend superiority dice to gain a number of different benefits:
+ • When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
+ • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
+ • If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Scout (UA): Natural Explorer
+ You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
+ While traveling for an hour or more in your favored terrain, you gain the following benefits:
+ • Difficult terrain doesn't slow your group's travel.
+ • Your group can't become lost except by magical means.
+ • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
+ • If you are traveling alone, you can move stealthily at a normal pace.
+ • When you forage, you find twice as much food as you normally would.
+ • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
+ You choose additional favored terrain types at 7th and 15th level.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Cavalier (UA): Ferocious Charger
+ At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Scout (UA): Additional Superiority Die
+ You gain another superiority die at 7th level.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Cavalier (UA): Improved Combat Superiority
+ At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Scout (UA): Improved Combat Superiority
+ At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Cavalier (UA): Relentless
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Scout (UA): Additional Superiority Die
+ You gain another superiority die at 15th level.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Scout (UA): Relentless
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
+ Cavalier (UA): Improved Combat Superiority
+ At 18th level, your superiority dice turn into d12s.
+
+ Source: Unearthed Arcana: Kits Of Old p. 3
+
+
+
+
+ Scout (UA): Improved Combat Superiority
+ At 18th level, your superiority dice turn into d12s.
+
+ Source: Unearthed Arcana: Kits Of Old p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-rco.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-rco.xml
new file mode 100644
index 0000000..2befc1c
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-rco.xml
@@ -0,0 +1,86 @@
+
+
+
+ Fighter
+
+
+ Cavalier v2 (UA): Cavalier v2
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Bonus Proficiencies
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Born to the Saddle
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Combat Superiority
+ At 3rd level, you gain a set of combat abilities, referred to as maneuvers, which are fueled by special dice called superiority dice.
+
+ Superiority Dice
+ You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.
+ You gain another superiority die at 7th level and one more at 15th level.
+
+ Maneuvers
+ You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack. You know the maneuvers detailed under "Maneuvers" below.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Maneuvers
+ The maneuvers are presented in alphabetical order.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Ferocious Charger
+ At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Improved Combat Superiority
+ At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Relentless
+ Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
+ Cavalier v2 (UA): Improved Combat Superiority
+ At 18th level, your superiority dice turn into d12s.
+
+ Source: Unearthed Arcana: Revised Class Options p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-rs.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-rs.xml
new file mode 100644
index 0000000..3b715cc
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-rs.xml
@@ -0,0 +1,97 @@
+
+
+
+ Fighter
+
+
+ Arcane Archer v2 (UA): Arcane Archer v2
+ An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Arcane Arrow
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the "Arcane Shot Options" section below).
+ Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Arcane Shot
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Archer's Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or Nature skill.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Magic Arrow
+ When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Extra Arcane Shot
+ At 7th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Extra Arcane Shot
+ At 10th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Ever-Ready Shot
+ Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Extra Arcane Shot
+ At 15th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
+ Arcane Archer v2 (UA): Extra Arcane Shot
+ At 18th level, you learn an additional Arcane Shot option.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-ts.xml b/FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-ts.xml
new file mode 100644
index 0000000..951f910
--- /dev/null
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+
+
+
+ Fighter
+
+
+ Brute (UA): Brute
+ Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ Brute (UA): Brute Force
+ Starting at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
+
+ Brute Bonus Damage
+ Fighter Level | Damage Increase
+ 3rd | 1d4
+ 10th | 1d6
+ 16th | 1d8
+ 20th | 1d10
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ Brute (UA): Brutish Durability
+ Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.
+ Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ Brute (UA): Additional Fighting Style
+ At 10th level, you can choose a second option from the Fighting Style feature.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ Brute (UA): Devastating Critical
+ Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ Brute (UA): Survivor
+ At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-20s1.xml b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-20s1.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-20s1.xml
@@ -0,0 +1,81 @@
+
+
+
+ Monk
+
+
+ Way of Mercy (UA): Way of Mercy
+ Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help—whether ailing or evil—they bring a swift end as an act of mercy.
+ Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table.
+
+ Merciful Mask
+ d6 | Mask Appearance
+ 1 | Raven
+ 2 | Blank and white
+ 3 | Crying visage
+ 4 | Laughing visage
+ 5 | Skull
+ 6 | Butterfly
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
+ Way of Mercy (UA): Hands of Harm
+ 3rd-level Way of Mercy feature
+ You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
+ Way of Mercy (UA): Hands of Healing
+ 3rd-level Way of Mercy feature
+ Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
+ When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
+ Way of Mercy (UA): Implements of Mercy
+ 3rd-level Way of Mercy feature
+ You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner's kit.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
+ Way of Mercy (UA): Noxious Aura
+ 6th-level Way of Mercy feature
+ As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you're incapacitated, or you dismiss it (no action required).
+ While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
+ Way of Mercy (UA): Healing Technique
+ 11th-level Way of Mercy feature
+ Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
+ Way of Mercy (UA): Hand of Mercy
+ 17th-level Way of Mercy feature
+ Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature's status.
+ You can have only one creature under the effect of this feature at a time.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-20s5.xml b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-20s5.xml
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-20s5.xml
@@ -0,0 +1,81 @@
+
+
+
+ Monk
+
+
+ Way of the Ascendant Dragon (UA): Way of the Ascendant Dragon
+ Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle, soar through the air, and to bolster their allies.
+ As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.
+
+ Ascendant Dragon Origin
+ d6 | Origin
+ 1 | You honed your abilities by observing a dragon and aligning your ki with their world-altering power.
+ 2 | A dragon personally took an active role in shaping your inner energy.
+ 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction.
+ 4 | You spent long stretches meditating in the region of influence of an ancient dragon's lair, absorbing its ambient magic.
+ 5 | You found a scroll written in Draconic that contained inspiring new techniques.
+ 6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1
+
+
+
+
+ Way of the Ascendant Dragon (UA): Breath of the Dragon
+ 3rd-level Way of the Ascendant Dragon feature
+ You can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.
+ At 11th level, the damage of your breath increases to three rolls of your Martial Arts die.
+ You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1
+
+
+
+
+ Way of the Ascendant Dragon (UA): Draconic Disciple
+ 3rd-level Way of the Ascendant Dragon feature
+ You can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon's breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits:
+ • When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1
+
+
+
+
+ Way of the Ascendant Dragon (UA): Wings Unfurled
+ 6th-level Way of the Ascendant Dragon feature
+ When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
+ You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1
+
+
+
+
+ Way of the Ascendant Dragon (UA): Aspect of the Wyrm
+ 11th-level Way of the Ascendant Dragon feature
+ The power of your draconic ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:
+ • You and your allies within your aura gain resistance to the chosen damage type.
+ • Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker.
+ Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1
+
+
+
+
+ Way of the Ascendant Dragon (UA): Ascendant Aspect
+ 17th-level Way of the Ascendant Dragon feature
+ Your draconic ki reaches its peak. You gain the following benefits:
+ • You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
+ • When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.
+ • When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-atos.xml b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-atos.xml
new file mode 100644
index 0000000..564e18f
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-atos.xml
@@ -0,0 +1,47 @@
+
+
+
+ Monk
+
+
+ Way of the Drunken Master (UA): Way of the Drunken Master
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master's apparent incompetence to recognize the masterful technique employed.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Way of the Drunken Master (UA): Drunken Technique
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
+ You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Way of the Drunken Master (UA): Tipsy Sway
+ At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Way of the Drunken Master (UA): Drunkard's Luck
+ Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Way of the Drunken Master (UA): Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-bam.xml b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-bam.xml
new file mode 100644
index 0000000..412edf4
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-bam.xml
@@ -0,0 +1,92 @@
+
+
+
+ Monk
+
+
+ Way of the Astral Self (UA): Way of the Astral Self
+ Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Arms of the Astral Self
+ At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character.
+ While your astral arms are summoned, you gain the following benefits:
+ • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
+ • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
+ • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Forms of Your Astral Self
+ The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron.
+ When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Visage of the Astral Self
+ Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.
+ While your visage is summoned, you gain the following benefits.
+ Way of the Astral Self (UA): Wisdom of the Spirit
+ You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
+ Way of the Astral Self (UA): Astral Sight
+ You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Awakening of the Astral Self
+ Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.
+ Way of the Astral Self (UA): Deflect Energy
+ When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
+ Way of the Astral Self (UA): Empowered Arms
+ Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.
+ Way of the Astral Self (UA): Word of the Spirit
+ When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Improved Arms of the Astral Self
+ At 11th level, you make two extra attacks instead of one when you attack with your astral arms as a bonus action.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Complete Astral Self
+ Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits.
+ Way of the Astral Self (UA): Armor of the Spirit
+ You gain a +2 bonus to AC while you aren't incapacitated.
+ Way of the Astral Self (UA): Astral Barrage
+ Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.
+ Way of the Astral Self (UA): Ki Consumption
+ When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
+ Way of the Astral Self (UA): Improved Arms of the Astral Self
+ At 17th level, you make three extra attacks instead of one when you attack with your astral arms as a bonus action.
+
+ Source: Unearthed Arcana: Barbarian And Monk p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-m.xml b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-m.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-m.xml
@@ -0,0 +1,111 @@
+
+
+
+ Monk
+
+
+ Way of the Kensei (UA): Way of the Kensei
+ Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior and is but a side effect of intense devotion, practice, and study.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of the Kensei (UA): Path of the Kensei
+ When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ You gain the following benefits:
+ • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it.
+ • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die.
+ • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of Tranquility (UA): Way of Tranquility
+ Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of Tranquility (UA): Healing Hands
+ Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 10.
+ As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
+ Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.
+ When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
+ This feature has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of Tranquility (UA): Path of Tranquility
+ When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.
+ Once you cast the spell in this way, you can't do so again for 1 minute.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of the Kensei (UA): One with the Blade
+ At 6th level, you extend your ki into the weapons you hold, granting you the following benefits:
+ Way of the Kensei (UA): Magic Weapons
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Way of the Kensei (UA): Precise Strike
+ You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of Tranquility (UA): Emissary of Peace
+ At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check.
+ You also gain proficiency in the Performance or Persuasion skill (choose one).
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of the Kensei (UA): Sharpen the Blade
+ At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of Tranquility (UA): Douse the Flames of War
+ At 11th level, you gain the ability to temporarily extinguish a creature's violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw.
+ This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of the Kensei (UA): Unerring Accuracy
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
+ Way of Tranquility (UA): Anger of a Gentle Soul
+ At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level.
+ Once you use this ability, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Monk p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-rs.xml b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-rs.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-rs.xml
@@ -0,0 +1,54 @@
+
+
+
+ Monk
+
+
+ Way of the Kensei v2 (UA): Way of the Kensei v2
+ Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 4
+
+
+
+
+ Way of the Kensei v2 (UA): Path of the Kensei
+ When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons.
+ You gain the following benefits:
+ • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
+ • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
+ • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 4
+
+
+
+
+ Way of the Kensei v2 (UA): One with the Blade
+ At 6th level, you extend your ki into the weapons you hold, granting you the following benefits.
+ Way of the Kensei v2 (UA): Magic Kensei Weapons
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Way of the Kensei v2 (UA): Precise Strike
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 4
+
+
+
+
+ Way of the Kensei v2 (UA): Sharpen the Blade
+ At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 4
+
+
+
+
+ Way of the Kensei v2 (UA): Unerring Accuracy
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-mystic-ua-tmc.xml b/FightClub5eXML/Sources/UnearthedArcana/class-mystic-ua-tmc.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-mystic-ua-tmc.xml
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+
+
+
+ Mystic (UA)
+ 8
+ Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion
+ 2
+
+
+ Starting Mystic (UA)
+ As a 1st-level Mystic (UA), you begin play with 8+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light
+ • Weapons: simple
+ • Tools: None
+ • Skills: Choose 2 from Arcana, History, Insight, Medicine, Nature, Perception, Religion
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) a spear or (b) a mace
+ • (a) leather armor or (b) studded leather armor
+ • (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon
+ • (a) a scholar's pack or (b) an explorer's pack
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+ light
+ simple
+ None
+ 5d4x10
+
+
+ Psionics
+ As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
+
+ Psionic Talents:
+ A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic (UA) table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
+
+ Psionic Disciplines:
+ A psionic discipline is a rigid set of mental exercises that allows a Mystic (UA) to manifest psionic power. A Mystic (UA) masters only a few disciplines at a time.
+ At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic (UA) table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.
+ In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
+
+ Psi Points:
+ You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
+ The number of psi points you have is based on your Mystic (UA) level, as shown in the Psi Points column of the Mystic (UA) table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.
+
+ Psi Limit:
+ Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your Mystic (UA) level, as shown in the Psi Limit column of the Mystic (UA) table. For example, as a 3rd-level Mystic (UA), you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
+
+ Psychic Focus:
+ You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.
+ You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.
+
+ Psionic Ability:
+ Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Psionic Disciplines and Talents
+ Psionic talents and disciplines are the heart of a Mystic (UA)'s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.
+ Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a Mystic (UA) can learn any discipline regardless of its associated order.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Using a Discipline
+ Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
+ The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.
+
+ Psychic Focus:
+ The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
+
+ Effect Options and Psi Points:
+ A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.
+ Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.
+ Each option notes specific information about its effect, including any action required to use it and its range.
+
+ Components:
+ Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
+
+ Duration:
+ An effect option in a discipline specifies how long its effect lasts.
+
+ Instantaneous:
+ If no duration is specified, the effect of the option is instantaneous.
+
+ Concentration:
+ Some options require concentration to maintain their effects. This requirement is noted with "conc." after the option's psi point cost. The "conc." notation is followed by the maximum duration of the concentration. For example, if an option says "conc., 1 min.," you can concentrate on its effect for up to 1 minute.
+ Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, "Spellcasting," in the Player's Handbook for how concentration works.
+
+ Targets and Areas of Effect:
+ Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, "Spellcasting," of the Player's Handbook.
+
+ Saving Throws and Attack Rolls:
+ If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
+ Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability.
+
+ Combining Psionic Effects:
+ The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.
+ Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Mystic (UA) Order
+ At 1st level, you choose a Mystic (UA) Order from the list of available orders. Each order specializes in a specific approach to psionics.
+ Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Mystic (UA) Order: Order of the Avatar
+ Mystic (UA)s of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these Mystic (UA)s vary from tyrants to inspiring leaders who are loved by their followers.
+ Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
+
+ Source: Unearthed Arcana: The Mystic Class p. 5
+
+
+
+
+ Order of the Avatar: Armor Training
+ At 1st level, you gain proficiency with medium armor and shields.
+
+ Source: Unearthed Arcana: The Mystic Class p. 5
+
+
+
+
+ Order of the Avatar: Bonus Disciplines
+ At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.
+
+ Source: Unearthed Arcana: The Mystic Class p. 5
+
+
+
+
+ Mystic (UA) Order: Order of the Awakened
+ Mystic (UA)s dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.
+ The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened Mystic (UA)s who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Awakened: Awakened Talent
+ At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Awakened: Bonus Disciplines
+ At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Mystic (UA) Order: Order of the Immortal
+ The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.
+ Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Immortal: Bonus Disciplines
+ At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Immortal: Immortal Durability
+ Starting at 1st level, your hit point maximum increases by 1 per Mystic (UA) level.
+ In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Mystic (UA) Order: Order of the Nomad
+ Mystic (UA)s of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.
+ Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Nomad: Bonus Disciplines
+ At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Nomad: Breadth of Knowledge
+ At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Mystic (UA) Order: Order of the Soul Knife
+ The Order of the Soul Knife sacrifices the breadth of knowledge other Mystic (UA)s gain to focus on a specific psionic technique. These Mystic (UA)s learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.
+ Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Soul Knife: Martial Training
+ At 1st level, you gain proficiency with medium armor and martial weapons.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Soul Knife: Soul Knife
+ Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.
+ For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit.
+ As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Mystic (UA) Order: Order of the Wu Jen
+ The Order of the Wu Jen features some of the most devoted Mystic (UA)s. These Mystic (UA)s seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these Mystic (UA)s cast their minds into the world, seize control of its fundamental principles, and rebuild it.
+ In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.
+
+ Source: Unearthed Arcana: The Mystic Class p. 8
+
+
+
+
+ Order of the Wu Jen: Bonus Disciplines
+ At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.
+
+ Source: Unearthed Arcana: The Mystic Class p. 8
+
+
+
+
+ Order of the Wu Jen: Hermit's Study
+ At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.
+
+ Source: Unearthed Arcana: The Mystic Class p. 8
+
+
+
+
+ Mystic (UA)al Recovery
+ Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.
+ Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Telepathy
+ At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Mystic (UA) Order feature
+ At 3rd level, you gain another feature from your Mystic (UA) Order.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Order of the Avatar: Avatar of Battle
+ Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.
+
+ Source: Unearthed Arcana: The Mystic Class p. 5
+
+
+
+
+ Order of the Awakened: Psionic Investigation
+ Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.
+ You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.
+ Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Immortal: Psionic Resilience
+ Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Nomad: Memory of One Thousand Steps
+ At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Soul Knife: Hone the Blade
+ Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.
+
+ Psi Points | Attack and Damage Bonus
+ 2 | +1
+ 5 | +2
+ 7 | +4
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Wu Jen: Elemental Attunement
+ Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit.
+
+ Source: Unearthed Arcana: The Mystic Class p. 8
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Strength of Mind
+ Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
+ Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Mystic (UA) Order feature
+ At 6th level, you gain another feature from your Mystic (UA) Order.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Order of the Avatar: Avatar of Healing
+ Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
+
+ Source: Unearthed Arcana: The Mystic Class p. 5
+
+
+
+
+ Order of the Awakened: Psionic Surge
+ Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.
+ You can't use this feature if you can't use your psychic focus.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Immortal: Surge of Health
+ Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest.
+ You can't use this feature if you can't use your psychic focus.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Nomad: Superior Teleportation
+ At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Soul Knife: Consumptive Knife
+ Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Wu Jen: Arcane Dabbler
+ At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level.
+ As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
+
+ Spell Slot Level | Psi Cost
+ 1st | 2
+ 2nd | 3
+ 3rd | 5
+ 4th | 6
+ 5th | 7
+ The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.
+ Whenever you gain a level in this class, you can replace on of the chosen wizard spells with a different wizard spell of 1st through 3rh level.
+
+ Source: Unearthed Arcana: The Mystic Class p. 8
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Potent Psionics (1d8)
+ At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
+ In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Consumptive Power
+ At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Psionic Mastery (1/Day)
+ Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent.
+ If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on.
+ At 15th level, the pool of psi points you gain from this feature increases to 11.
+ You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Psionic Mastery (2/Day)
+ At 13th level, you can use your Psionic Mastery twice per day.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Mystic (UA) Order feature
+ At 14th level, you gain another feature from your Mystic (UA) Order.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Order of the Avatar: Avatar of Speed
+ Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
+
+ Source: Unearthed Arcana: The Mystic Class p. 5
+
+
+
+
+ Order of the Awakened: Spectral Form
+ At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Immortal: Immortal Will
+ Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your Mystic (UA) level + your Constitution modifier.
+
+ Source: Unearthed Arcana: The Mystic Class p. 6
+
+
+
+
+ Order of the Nomad: Effortless Journey
+ Starting at 14th level, your mind can Mystic (UA)ally move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Soul Knife: Phantom Knife
+ Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC.
+
+ Source: Unearthed Arcana: The Mystic Class p. 7
+
+
+
+
+ Order of the Wu Jen: Elemental Mastery
+ Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.
+
+ Source: Unearthed Arcana: The Mystic Class p. 8
+
+
+
+
+ Potent Psionics (2d8)
+ At 14th level, your potent psionics damage increased to 2d8.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Psionic Mastery (3/Day)
+ At 15th level, you can use your Psionic Mastery three times per day.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Psionic Mastery (4/Day)
+ At 17th level, you can use your Psionic Mastery four times per day.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
+ Psionic Body
+ At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
+ • You gain resistance to bludgeoning, piercing, and slashing damage.
+ • You no longer age.
+ • You are immune to disease, poison damage, and the poisoned condition.
+ • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
+
+ Source: Unearthed Arcana: The Mystic Class p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-20s1.xml b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-20s1.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-20s1.xml
@@ -0,0 +1,96 @@
+
+
+
+ Paladin
+
+
+ Oath of the Watchers (UA): Oath of the Watchers
+ Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
+ Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
+ Oath of the Watchers (UA): Channel Divinity
+ 3rd-level Oath of the Watchers feature
+ You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
+
+ Watcher's Will
+ You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
+
+ Abjure the Extraplanar
+ You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
+ Oath of the Watchers (UA): Oath Spells
+ 3rd-level Oath of the Watchers feature
+ You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.
+
+ Oath of the Watchers Spells Spells
+ Paladin Level | Spells
+ 3rd | alarm, chromatic orb
+ 5th | augury, moonbeam
+ 9th | counterspell, nondetection
+ 13th | aura of purity, banishment
+ 17th | hold monster, hallow
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
+ Oath of the Watchers (UA): Tenets of the Watchers
+ A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.
+
+ Vigilance
+ The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
+
+ Loyalty
+ Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
+
+ Discipline
+ You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
+ Oath of the Watchers (UA): Aura of the Sentinel
+ 7th- and 18th-level Oath of the Watchers feature
+ You emit an aura of alertness while you aren't incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1). At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
+ Oath of the Watchers (UA): Vigilant Rebuke
+ 15th-level Oath of the Watchers feature
+ You've learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
+ Oath of the Watchers (UA): Mortal Bulwark
+ 20th-level Oath of the Watchers feature
+ You manifest a spark of your deity's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:
+ • You gain truesight in a 120-foot radius.
+ • You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
+ • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
+ Once you use this bonus action, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-atos.xml b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-atos.xml
new file mode 100644
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@@ -0,0 +1,110 @@
+
+
+
+ Paladin
+
+
+ Oath of Redemption (UA): Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Armor of Peace
+ Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren't wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Redemption Spells
+ Paladin Level | Spells
+ 3rd | shield, sleep
+ 5th | hold person, ray of enfeeblement
+ 9th | counterspell, hypnotic pattern
+ 13th | Otiluke's resilient sphere, stoneskin
+ 17th | hold monster, wall of force
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Tenets of Redemption
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+
+ Peace
+ Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+
+ Innocence
+ All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+
+ Patience
+ Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.
+
+ Wisdom
+ Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Warrior of Reconciliation
+ At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature's life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can't order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Aura of the Guardian
+ Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn't transfer any other effects that might accompany the damage.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
+ Oath of Redemption (UA): Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+ • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you.
+ If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-bap.xml b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-bap.xml
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--- /dev/null
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@@ -0,0 +1,100 @@
+
+
+
+ Paladin
+
+
+ Oath of Heroism (UA): Oath of Heroism
+ The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
+ Oath of Heroism (UA): Channel Divinity
+ 3rd-level Oath of Heroism feature
+ You gain the following two Channel Divinity options.
+
+ Peerless Athlete
+ You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.
+
+ Legendary Strike
+ You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
+ Oath of Heroism (UA): Oath Spells
+ 3rd-level Oath of Heroism feature
+ You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table.
+
+ Oath of Heroism Spells
+ Paladin Level | Spells
+ 3rd | expeditious retreat, guiding bolt
+ 5th | enhance ability, enthrall
+ 9th | haste, protection from energy
+ 13th | compulsion, freedom of movement
+ 17th | commune, conjure volley
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
+ Oath of Heroism (UA): Tenets of Heroism
+ The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.
+
+ Actions over Words
+ Strive to be known by deeds not words.
+
+ Challenges Are but Tests
+ Every hardship serves to challenge your abilities and harden your resolve.
+
+ Embrace Destiny
+ You didn't choose this path, but it's yours to walk. And it will carry you into legend.
+
+ Hone the Body
+ Like raw stone, your body must be worked so its potential can be realized.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
+ Oath of Heroism (UA): Mighty Deed
+ 7th-level Oath of Heroism feature
+ Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:
+ • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
+ • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.
+ Once you use this feature, you can't use it again until the start of your next turn.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
+ Oath of Heroism (UA): Glorious Defense
+ 15th-level Oath of Heroism feature
+ Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
+ Oath of Heroism (UA): Living Myth
+ 20th-level Oath of Heroism feature
+ You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:
+ • You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
+ • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
+ • If you fail a saving throw, you can use your reaction to succeed instead.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Bard And Paladin p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-p.xml b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-p.xml
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+
+
+
+ Paladin
+
+
+ Oath of Conquest (UA): Oath of Conquest
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells. The archdevil Bel, warlord of Avernus, counts many of these paladins called hell knights as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Conquest (UA): Channel Divinity: Conquering Strike
+ You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Conquest (UA): Channel Divinity: Guided Strike
+ You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Conquest (UA): Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Conquest Spells
+ Paladin Level | Spells
+ 3rd | armor of Agathys, command
+ 5th | hold person, spiritual weapon
+ 9th | bestow curse, fear
+ 13th | blight, dominate beast
+ 17th | dominate person, insect plague
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Conquest (UA): Tenets of Conquest
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+
+ Douse the Flame of Hope
+ It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+
+ Rule with an Iron Fist
+ Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+
+ Strength Above All
+ You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Treachery (UA): Oath of Treachery
+ The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Treachery (UA): Channel Divinity: Conjure Duplicate
+ As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
+ For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Treachery (UA): Channel Divinity: Poison Strike
+ You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Treachery (UA): Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Treachery Spells
+ Paladin Level | Spells
+ 3rd | charm person, expeditious retreat
+ 5th | invisibility, mirror image
+ 9th | gaseous form, haste
+ 13th | confusion, greater invisibility
+ 17th | dominate person, passwall
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Treachery (UA): Tenets of Treachery
+ A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Conquest (UA): Aura of Conquest
+ Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Treachery (UA): Aura of Treachery
+ Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
+ Oath of Treachery (UA): Cull the Herd
+ You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
+ Oath of Treachery (UA): Treacherous Strike
+ If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed.
+ You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Conquest (UA): Implacable Spirit
+ Once you reach 15th level, you can no longer be charmed.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Treachery (UA): Blackguard's Escape
+ At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
+ Oath of Conquest (UA): Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ • You have resistance to all damage.
+ • When you take the Attack action on your turn, you can make one additional attack as part of that action.
+ • Your melee weapon attacks score a critical hit on a roll of 19 or 20.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Paladin p. 1
+
+
+
+
+ Oath of Treachery (UA): Icon of Deceit
+ At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
+ • You are invisible.
+ • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
+ • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Paladin p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-rco.xml b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-rco.xml
new file mode 100644
index 0000000..bcea749
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-rco.xml
@@ -0,0 +1,93 @@
+
+
+
+ Paladin
+
+
+ Oath of Conquest v2 (UA): Oath of Conquest v2
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Channel Divinity: Guided Strike
+ You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Conquest Spells
+ Paladin Level | Spells
+ 3rd | armor of Agathys, command
+ 5th | hold person, spiritual weapon
+ 9th | bestow curse, fear
+ 13th | dominate beast, stoneskin
+ 17th | cloudkill, dominate person
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Tenets of Conquest
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
+
+ Douse the Flame of Hope
+ It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+
+ Rule with an Iron Fist
+ Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+
+ Strength Above All
+ You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you're not incapacitated.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
+ Oath of Conquest v2 (UA): Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ • You have resistance to all damage.
+ • When you take the Attack action on your turn, you can make one additional attack as part of that action.
+ • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Revised Class Options p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-20s3.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-20s3.xml
new file mode 100644
index 0000000..bd7e48e
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-20s3.xml
@@ -0,0 +1,749 @@
+
+
+
+ Ranger
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer Magic
+ 3rd-level Fey Wanderer feature
+ You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Fey Wanderer Spells
+ Ranger Level | Spells
+ 3rd | charm person
+ 5th | misty step
+ 9th | dispel magic
+ 13th | banishment
+ 17th | mislead
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer Magic
+ 3rd-level Fey Wanderer feature
+ You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Fey Wanderer Spells
+ Ranger Level | Spells
+ 3rd | charm person
+ 5th | misty step
+ 9th | dispel magic
+ 13th | banishment
+ 17th | mislead
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer Magic
+ 3rd-level Fey Wanderer feature
+ You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Fey Wanderer Spells
+ Ranger Level | Spells
+ 3rd | charm person
+ 5th | misty step
+ 9th | dispel magic
+ 13th | banishment
+ 17th | mislead
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer Magic
+ 3rd-level Fey Wanderer feature
+ You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Fey Wanderer Spells
+ Ranger Level | Spells
+ 3rd | charm person
+ 5th | misty step
+ 9th | dispel magic
+ 13th | banishment
+ 17th | mislead
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Ranger (Revised) (UA)
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer Magic
+ 3rd-level Fey Wanderer feature
+ You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Fey Wanderer Spells
+ Ranger Level | Spells
+ 3rd | charm person
+ 5th | misty step
+ 9th | dispel magic
+ 13th | banishment
+ 17th | mislead
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
+ Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
+
+ Feywild Gifts
+ d6 | Gift
+ 1 | Illusory butterflies flutter around you while you take a short or long rest.
+ 2 | Fresh, seasonal flowers sprout from your hair each dawn.
+ 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
+ 4 | Your shadow dances while no one is looking directly at it.
+ 5 | Delicate horns or antlers sprout from your head.
+ 6 | Your skin and hair change color to match the season at each dawn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Cunning Will
+ 3rd-level Fey Wanderer feature
+ Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
+ In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Dreadful Strikes
+ 3rd-level Fey Wanderer feature
+ You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
+ When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Fey Wanderer Magic
+ 3rd-level Fey Wanderer feature
+ You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Fey Wanderer Spells
+ Ranger Level | Spells
+ 3rd | charm person
+ 5th | misty step
+ 9th | dispel magic
+ 13th | banishment
+ 17th | mislead
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Blessings of the Courts
+ 7th-level Fey Wanderer feature
+ You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
+ In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Beguiling Twist
+ 11th-level Fey Wanderer feature
+ You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
+ • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
+ • The creature takes 3d10 psychic damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
+ Fey Wanderer (UA): Misty Presence
+ 15th-level Fey Wanderer feature
+ You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
+ Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-20s5.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-20s5.xml
new file mode 100644
index 0000000..f5a15ec
--- /dev/null
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+
+
+
+ Ranger
+
+
+ Drakewarden (UA): Drakewarden
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drakewarden
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drakewarden
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Drakewarden (UA): Drakewarden
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drakewarden
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drakewarden
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Ranger (Revised) (UA)
+
+
+ Drakewarden (UA): Drakewarden
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drakewarden
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drakewarden
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the
+ drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
+
+
+ d6 | Origin
+ 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic.
+ 2 | A secret order of rangers who collect and guard draconic lore taught you their ways.
+ 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
+ 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
+ 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
+ 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Draconic Gift
+ 3rd-level Drakewarden feature
+ The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:
+ • If you can't already, you learn to speak, read, and write Draconic.
+ • You learn the thaumaturgy cantrip, which is a ranger spell for you.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake Companion
+ 3rd-level Drakewarden feature
+ You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
+ The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
+ In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
+ Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
+ The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Bond of Fang and Scale
+ 7th-level Drakewarden feature
+ The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits:
+ • You gain resistance to the damage type chosen for the drake's Draconic Essence.
+ • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Drake's Breath
+ 11th-level Drakewarden feature
+ As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
+ This damage increases to 8d6 when you reach 15th level in this class.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
+ Drakewarden (UA): Perfected Bond
+ 15th-level Drakewarden feature
+ Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
+ • The drake grows to Large size.
+ • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
+ • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atos.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atos.xml
new file mode 100644
index 0000000..db5c014
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atos.xml
@@ -0,0 +1,500 @@
+
+
+
+ Ranger
+
+
+ Monster Slayer (UA): Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | planar binding
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | planar binding
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Monster Slayer (UA): Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | planar binding
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | planar binding
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Ranger (Revised) (UA)
+
+
+ Monster Slayer (UA): Monster Slayer
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | planar binding
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Eye
+ Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
+ In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Mysticism
+ You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | planar binding
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Relentless Slayer
+ At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
+ Monster Slayer (UA): Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Unearthed Arcana: A Trio Of Subclasses p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-frr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-frr.xml
new file mode 100644
index 0000000..033f99b
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-frr.xml
@@ -0,0 +1,686 @@
+
+
+
+ Ranger
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper Magic
+ 3rd-level Swarmkeeper feature
+ You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
+
+ Swarmkeeper Spells
+ Ranger Level | Spells
+ 3rd | faerie fire
+ 5th | web
+ 9th | gaseous form
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper Magic
+ 3rd-level Swarmkeeper feature
+ You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
+
+ Swarmkeeper Spells
+ Ranger Level | Spells
+ 3rd | faerie fire
+ 5th | web
+ 9th | gaseous form
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper Magic
+ 3rd-level Swarmkeeper feature
+ You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
+
+ Swarmkeeper Spells
+ Ranger Level | Spells
+ 3rd | faerie fire
+ 5th | web
+ 9th | gaseous form
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper Magic
+ 3rd-level Swarmkeeper feature
+ You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
+
+ Swarmkeeper Spells
+ Ranger Level | Spells
+ 3rd | faerie fire
+ 5th | web
+ 9th | gaseous form
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Ranger (Revised) (UA)
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper Magic
+ 3rd-level Swarmkeeper feature
+ You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
+
+ Swarmkeeper Spells
+ Ranger Level | Spells
+ 3rd | faerie fire
+ 5th | web
+ 9th | gaseous form
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm
+ 3rd-level Swarmkeeper feature
+ You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
+ As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Swarmkeeper Magic
+ 3rd-level Swarmkeeper feature
+ You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
+
+ Swarmkeeper Spells
+ Ranger Level | Spells
+ 3rd | faerie fire
+ 5th | web
+ 9th | gaseous form
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Writhing Tide
+ 7th-level Swarmkeeper feature
+ You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
+ • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
+ • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
+ • You gain a flying speed of 10 feet and can hover.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Gathered Swarm Improvement
+ 11th-level Swarmkeeper feature
+ The extra damage from your swarm increases to 2d6.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Scuttling Eyes
+ 11th-level Swarmkeeper feature
+ As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
+ As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
+ Swarmkeeper (UA): Storm of Minions
+ 15th-level Swarmkeeper feature
+ Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
+ When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
+ Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ldu.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ldu.xml
new file mode 100644
index 0000000..cd1127a
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ldu.xml
@@ -0,0 +1,203 @@
+
+
+
+ Ranger
+
+
+ Deep Stalker (UA): Deep Stalker
+ Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Deep Stalker Magic
+ From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.
+
+ Deep Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | glyph of warding
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Underdark Scout
+ At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Deep Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Underdark Scout
+ At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Iron Mind
+ At 7th level, you gain proficiency in Wisdom saving throws.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Iron Mind
+ At 7th level, you gain proficiency in Wisdom saving throws.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Flurry
+ Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Flurry
+ Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Dodge
+ At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Dodge
+ At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Deep Stalker (UA): Deep Stalker
+ Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Deep Stalker Magic
+ From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.
+
+ Deep Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | glyph of warding
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Underdark Scout
+ At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Deep Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Underdark Scout
+ At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Iron Mind
+ At 7th level, you gain proficiency in Wisdom saving throws.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Iron Mind
+ At 7th level, you gain proficiency in Wisdom saving throws.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Flurry
+ Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Flurry
+ Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Dodge
+ At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
+ Deep Stalker (UA): Stalker's Dodge
+ At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-r.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-r.xml
new file mode 100644
index 0000000..6926c1a
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-r.xml
@@ -0,0 +1,116 @@
+
+
+
+ Ranger (Ambuscade) (UA)
+ 6
+ Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
+ 3
+
+
+ Starting Ranger (Ambuscade) (UA)
+ As a 1st-level Ranger (Ambuscade) (UA), you begin play with 6+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, shields
+ • Weapons: simple, martial
+ • Tools: {@item herbalism kit|PHB}
+ • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • leather armor
+ • (a) two shortsword or (b) two martial melee weapons or (c) a martial weapon and a shield
+ • (a) a dungeoneer's pack or (b) an explorer's pack
+ • (a) a longbow and a quiver of arrows (20) or (b) a martial weapon
+
+ Source: Unearthed Arcana: Ranger p. 2
+
+
+ light, shields
+ simple, martial
+ {@item herbalism kit|PHB}
+
+
+ Ambuscade
+ Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.
+ If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
+ If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
+
+ Source: Unearthed Arcana: Ranger p. 2
+
+
+
+
+ Skirmisher's Stealth
+ Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
+ At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
+
+ Source: Unearthed Arcana: Ranger p. 2
+
+
+
+
+ Spirit Path
+ At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
+
+ Spirit Companion:
+ All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest.
+ Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action.
+ The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal's stat block or half your hit point maximum, whichever is higher.
+ The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act.
+
+ Source: Unearthed Arcana: Ranger p. 2
+
+
+
+
+ Ranger Path: Guardian
+ By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature's bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-cutting forests or hunting for sport rather than survival—risk your wrath.
+ When your spirit companion manifests, it takes the form of a brown bear.
+
+ Source: Unearthed Arcana: Ranger p. 3
+
+
+
+
+ Guardian: Guardian's Shroud
+ Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6 + your Wisdom modifier.
+
+ Source: Unearthed Arcana: Ranger p. 3
+
+
+
+
+ Ranger Path: Seeker
+ By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more.
+ When your spirit companion manifests, it takes the form of a giant eagle.
+
+ Source: Unearthed Arcana: Ranger p. 4
+
+
+
+
+ Seeker: Seeker's Eye
+ Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage.
+
+ Source: Unearthed Arcana: Ranger p. 4
+
+
+
+
+ Ranger Path: Stalker
+ As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature's vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe.
+ When your spirit companion manifests, it takes the form of a dire wolf.
+
+ Source: Unearthed Arcana: Ranger p. 4
+
+
+
+
+ Stalker: Stalker's Fangs
+ Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6 + your Wisdom modifier.
+
+ Source: Unearthed Arcana: Ranger p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rar.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rar.xml
new file mode 100644
index 0000000..ae83415
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rar.xml
@@ -0,0 +1,1186 @@
+
+
+
+ Ranger
+
+
+ Horizon Walker (UA): Horizon Walker
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | alter self
+ 9th | protection from energy
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | alter self
+ 9th | protection from energy
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Primeval Guardian Spells
+ Ranger Level | Spells
+ 3rd | entangle
+ 5th | enhance ability
+ 9th | conjure animals
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Primeval Guardian Spells
+ Ranger Level | Spells
+ 3rd | entangle
+ 5th | enhance ability
+ 9th | conjure animals
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Horizon Walker (UA): Horizon Walker
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | alter self
+ 9th | protection from energy
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | alter self
+ 9th | protection from energy
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Primeval Guardian Spells
+ Ranger Level | Spells
+ 3rd | entangle
+ 5th | enhance ability
+ 9th | conjure animals
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Primeval Guardian Spells
+ Ranger Level | Spells
+ 3rd | entangle
+ 5th | enhance ability
+ 9th | conjure animals
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Ranger (Revised) (UA)
+
+
+ Horizon Walker (UA): Horizon Walker
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | alter self
+ 9th | protection from energy
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | alter self
+ 9th | protection from energy
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Planar Warrior
+ At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Portal Lore
+ At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.
+ Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Primeval Guardian Spells
+ Ranger Level | Spells
+ 3rd | entangle
+ 5th | enhance ability
+ 9th | conjure animals
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Primeval Guardian
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
+ These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
+
+ Primeval Guardian Spells
+ Ranger Level | Spells
+ 3rd | entangle
+ 5th | enhance ability
+ 9th | conjure animals
+ 13th | giant insect
+ 17th | insect plague
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Soul
+ Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
+ You undergo the following changes while in your guardian form:
+ • Your size becomes Large, unless you were larger.
+ • Any speed you have becomes 5 feet, unless the speed was lower.
+ • Your reach increases by 5 feet.
+ • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Piercing Thorns
+ At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Ancient Fortitude
+ At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Distant Strike
+ At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Rooted Defense
+ At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Horizon Walker (UA): Spectral Defense
+ At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 1
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Primeval Guardian (UA): Guardian Aura
+ Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-trr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-trr.xml
new file mode 100644
index 0000000..0eb6c07
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-trr.xml
@@ -0,0 +1,620 @@
+
+
+
+ Ranger (Revised) (UA)
+ 10
+ Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
+ 3
+ Wisdom
+
+
+ Starting Ranger (Revised) (UA)
+ As a 1st-level Ranger (Revised) (UA), you begin play with 10+your Constitution modifier hit points.
+
+ You are proficient with the following items, in addition to any proficiencies provided by your race or background.
+ • Armor: light, medium, shields
+ • Weapons: simple, martial
+ • Tools: none
+ • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
+
+ You begin play with the following equipment, in addition to any equipment provided by your background.
+ • (a) scale mail or (b) leather armor
+ • (a) two shortsword or (b) two simple melee weapons
+ • (a) a dungeoneer's pack or (b) an explorer's pack
+ • A longbow and a quiver of arrows (20)
+
+ Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+ light, medium, shields
+ simple, martial
+ none
+ 5d4x10
+
+
+ Favored Enemy
+ Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
+ Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
+ When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Natural Explorer
+ You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
+ • You ignore difficult terrain.
+ • You have advantage on initiative rolls.
+ • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
+ In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
+ • Difficult terrain doesn't slow your group's travel.
+ • Your group can't become lost except by magical means.
+ • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
+ • If you are traveling alone, you can move stealthily at a normal pace.
+ • When you forage, you find twice as much food as you normally would.
+ • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 2
+
+
+
+ Spellcasting
+ By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
+
+ Spell Slots:
+ The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
+ For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
+
+ Spells Known of 1st Level and Higher:
+ You know two 1st-level spells of your choice from the ranger spell list.
+ The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
+ Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
+
+ Spellcasting Ability:
+ Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Fighting Style
+ At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0, 3
+
+
+
+ Primeval Awareness
+ Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
+ You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
+ You cannot use this ability against a creature that you have attacked within the past 10 minutes.
+ Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
+ If there are multiple groups of your favored enemies within range, you learn this information for each group.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Ranger Conclave
+ At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Beast Conclave: Beast Conclave (UA)
+ Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Beast Conclave: Animal Companion
+ At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
+ With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
+ At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.
+ If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
+ If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Beast Conclave: Companion's Bond
+ Your animal companion gains a variety of benefits while it is linked to you.
+ The animal companion loses its Multiattack action, if it has one.
+ The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
+ When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
+ Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
+ Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
+ For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
+ Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.
+ Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."
+ Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
+
+ Companion Trait
+ d6 | Trait
+ 1 | I'm dauntless in the face of adversity.
+ 2 | Threaten my friends, threaten me.
+ 3 | I stay on alert so others can rest.
+ 4 | People see an animal and underestimate me.
+ 5 | I have a knack for showing up in the nick of time.
+ 6 | I put my friends' needs before my own in all things.
+
+ Companion Flaw
+ d6 | Flaw
+ 1 | If there's food left unattended, I'll eat it.
+ 2 | I growl at strangers, and all people except my ranger are strangers to me.
+ 3 | Any time is a good time for a belly rub.
+ 4 | I'm deathly afraid of water.
+ 5 | My idea of hello is a flurry of licks to the face.
+ 6 | I jump on creatures to tell them how much I love them.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Hunter Conclave: Hunter Conclave (UA)
+ Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Horde Breaker
+ Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Hunter's Prey
+ At 3rd level, you gain one of the following features of your choice.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Colossus Slayer
+ Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Giant Killer
+ When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Deep Stalker Conclave (UA)
+ Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Deep Stalker Magic
+ At 3rd level, you have darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of rangers spells you know.
+
+ Deep Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | glyph of warding
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Underdark Scout
+ At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed and if you use the attack action on that turn, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+ 0, 3
+
+
+
+ Ability Score Improvement
+ When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 2
+
+
+
+ Ranger Conclave feature
+ At 5th level, you gain a feature granted to you by your Ranger Conclave.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Beast Conclave: Coordinated Attack
+ Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Hunter Conclave: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+ 0, 4, 2
+
+
+
+ Greater Favored Enemy
+ At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
+ Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3
+
+
+
+ Ranger Conclave feature
+ At 7th level, you gain a feature granted to you by your Ranger Conclave.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Beast Conclave: Beast's Defense
+ At 7th level, while your companion can see you, it has advantage on all saving throws.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Hunter Conclave: Defensive Tactics
+ At 7th level, you gain one of the following features of your choice.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Escape the Horde
+ Opportunity attacks against you are made with disadvantage.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Multiattack Defense
+ When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Steel Will
+ You have advantage on saving throws against being frightened.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Iron Mind
+ At 7th level, you gain proficiency in Wisdom saving throws.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+ 0, 4, 3
+
+
+
+ Ability Score Improvement
+ When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Fleet of Foot
+ Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 2
+
+
+ 0, 4, 3, 2
+
+
+
+ Hide in Plain Sight
+ Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
+ When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
+ If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ranger Conclave feature
+ At 11th level, you gain a feature granted to you by your Ranger Conclave.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Beast Conclave: Storm of Claw and Fangs
+ At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Hunter Conclave: Multiattack
+ At 11th level, you gain one of the following features of your choice.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Volley
+ You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Whirlwind Attack
+ You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Stalker's Flurry
+ Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. You can gain one additional attack during your turn with this ability.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+ 0, 4, 3, 3
+
+
+
+ Ability Score Improvement
+ When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 3, 1
+
+
+ 0, 4, 3, 3, 1
+
+
+
+ Vanish
+ Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 3, 2
+
+
+
+ Ranger Conclave feature
+ At 15th level, you gain a feature granted to you by your Ranger Conclave.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
+ Beast Conclave: Superior Beast's Defense
+ At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 5
+
+
+
+
+ Hunter Conclave: Evasion
+ You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Stand Against the Tide
+ When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Superior Hunter's Defense
+ At 15th level, you gain one of the following features of your choice.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Hunter Conclave: Uncanny Dodge
+ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+
+ Deep Stalker Conclave: Stalker's Dodge
+ At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 7
+
+
+
+ 0, 4, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 3, 3, 1
+
+
+ 0, 4, 3, 3, 3, 1
+
+
+
+ Feral Senses
+ At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 3, 3, 2
+
+
+
+ Ability Score Improvement
+ When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
+ If your DM allows the use of feats, you may instead take a feat.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+ 0, 4, 3, 3, 3, 2
+
+
+
+ Foe Slayer
+ At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
+
+ Source: Unearthed Arcana: The Ranger Revised p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020por.xml b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020por.xml
new file mode 100644
index 0000000..c823ca0
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020por.xml
@@ -0,0 +1,147 @@
+
+
+
+ Rogue
+
+
+ Soulknife (UA): Soulknife
+ Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy.
+ Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule.
+ As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Psionic Talent
+ 3rd-level Soulknife feature
+ You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
+
+ Psionic Talent Options
+ You can use your Psionic Talent die in the following ways:
+
+ Psi-Bolstered Knack.
+ • When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.
+ Psychic Whispers.
+ • You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
+
+
+ Changing the Die's Size
+ If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
+ Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
+ Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
+
+ Psi Replenishment
+ As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Psychic Blades
+ 3rd-level Soulknife feature
+ You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
+ After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Soulknife
+ A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.
+ As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Psionic Enhancement
+ 3rd-level Soulknife feature
+ You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:
+ • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
+ • Increase your walking speed by 5 feet.
+ • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Psychic Blade
+ 3rd-level Soulknife feature
+ As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.
+ The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Soul Blades
+ 9th-level Soulknife feature
+ Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:
+
+ Homing Strikes.
+ • If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.
+ Psychic Teleportation.
+ • If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.
+
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Terrifying Blade
+ 9th-level Soulknife feature
+ Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Psionic Veil
+ 13th-level Soulknife feature
+ You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Psychic Veil
+ 13th-level Soulknife feature
+ You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Rend Mind
+ 17th-level Soulknife feature
+ You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
+ Soulknife (UA): Rend Mind
+ 17th-level Soulknife feature
+ You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020sr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020sr.xml
new file mode 100644
index 0000000..5aceca3
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020sr.xml
@@ -0,0 +1,65 @@
+
+
+
+ Rogue
+
+
+ Phantom (UA): Phantom
+ Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
+ Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay (Forgotten Realms) and Karrnath (Eberron), where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
+ How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a god of death?
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1
+
+
+
+
+ Phantom (UA): Wails from the Grave
+ 3rd-level Phantom feature
+ As you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll's total, as wails of the dead sound around them for a moment.
+ You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1
+
+
+
+
+ Phantom (UA): Whispers of the Dead
+ 3rd-level Phantom feature
+ Echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1
+
+
+
+
+ Phantom (UA): Tokens of the Departed
+ 9th-level Phantom feature
+ When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket's form or has you roll on the Trinket table in the Player's Handbook to determine it.
+ While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
+ As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1
+
+
+
+
+ Phantom (UA): Ghost Walk
+ 13th-level Phantom feature
+ You can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
+ You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1
+
+
+
+
+ Phantom (UA): Death Knell
+ 17th-level Phantom feature
+ When you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-frr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-frr.xml
new file mode 100644
index 0000000..b7ef6b9
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-frr.xml
@@ -0,0 +1,80 @@
+
+
+
+ Rogue
+
+
+ The Revived (UA): The Revived
+ You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
+ The Revived (UA): Bolts from the Grave
+ 3rd-level Revived feature
+ You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
+ The Revived (UA): Revived Nature
+ 3rd-level Revived feature
+ Your newfound connection to death gives you the following benefits:
+ • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
+ • You don't need to eat, drink, or breathe.
+ • You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
+ The Revived (UA): Tokens of Past Lives
+ 3rd-level Revived feature
+ You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
+ The Revived (UA): Connect with the Dead
+ 9th-level Revived feature
+ You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.
+ Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.
+
+ Revived Capabilities
+ d3 | Capability
+ 1 | You learn how to speak, read, and write one language of your choice.
+ 2 | You gain one skill or tool proficiency of your choice.
+ 3 | You gain proficiency with one saving throw of your choice.
+ After you cast the spell with this feature, you can't do so again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
+ The Revived (UA): Audience with Death
+ 13th-level Revived feature
+ When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.
+ In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
+ The Revived (UA): Ethereal Jaunt
+ 17th-level Revived feature
+ Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.
+
+ Source: Unearthed Arcana: Fighter Ranger Rogue p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-frw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-frw.xml
new file mode 100644
index 0000000..975236a
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-frw.xml
@@ -0,0 +1,147 @@
+
+
+
+ Rogue
+
+
+ Soulknife (UA): Soulknife
+ Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy.
+ Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule.
+ As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Psionic Talent
+ 3rd-level Soulknife feature
+ You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
+
+ Psionic Talent Options
+ You can use your Psionic Talent die in the following ways:
+
+ Psi-Bolstered Knack.
+ • When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.
+ Psychic Whispers.
+ • You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
+
+
+ Changing the Die's Size
+ If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
+ Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
+ Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
+
+ Psi Replenishment
+ As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Psychic Blades
+ 3rd-level Soulknife feature
+ You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
+ After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Soulknife
+ A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.
+ As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Psionic Enhancement
+ 3rd-level Soulknife feature
+ You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:
+ • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
+ • Increase your walking speed by 5 feet.
+ • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Psychic Blade
+ 3rd-level Soulknife feature
+ As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.
+ The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Soul Blades
+ 9th-level Soulknife feature
+ Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:
+
+ Homing Strikes.
+ • If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.
+ Psychic Teleportation.
+ • If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.
+
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Terrifying Blade
+ 9th-level Soulknife feature
+ Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Psionic Veil
+ 13th-level Soulknife feature
+ You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Psychic Veil
+ 13th-level Soulknife feature
+ You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Rend Mind
+ 17th-level Soulknife feature
+ You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn.
+ Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
+ Soulknife (UA): Rend Mind
+ 17th-level Soulknife feature
+ You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-gh.xml b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-gh.xml
new file mode 100644
index 0000000..c484d30
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-gh.xml
@@ -0,0 +1,63 @@
+
+
+
+ Rogue
+
+
+ Inquisitive (UA): Inquisitive
+ As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Inquisitive (UA): Ear for Deceit
+ When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Inquisitive (UA): Eye for Detail
+ Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Inquisitive (UA): Insightful Fighting
+ At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, opposed by the target's Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target.
+ This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Inquisitive (UA): Steady Eye
+ At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Inquisitive (UA): Unerring Eye
+ At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
+ Inquisitive (UA): Eye for Weakness
+ At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.
+
+ Source: Unearthed Arcana: Gothic Heroes p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-rar.xml b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-rar.xml
new file mode 100644
index 0000000..aaf6773
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-rar.xml
@@ -0,0 +1,55 @@
+
+
+
+ Rogue
+
+
+ Scout (UA): Scout
+ You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Scout (UA): Skirmisher
+ Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Scout (UA): Survivalist
+ When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Scout (UA): Superior Mobility
+ At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Scout (UA): Ambush Master
+ Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally's initiative above yours, the ally's initiative instead equals your initiative.
+ Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally's next turn.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
+ Scout (UA): Sudden Strike
+ Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.
+
+ Source: Unearthed Arcana: Ranger And Rogue p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020por.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020por.xml
new file mode 100644
index 0000000..884ffd0
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020por.xml
@@ -0,0 +1,89 @@
+
+
+
+ Sorcerer
+
+
+ Psionic Soul (UA): Psionic Soul
+ One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won't fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
+ Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin's abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.
+ As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness? Consult the Psionic Origins table for a possible origin of your power.
+
+ Psionic Origins
+ d10 | Origin
+ 1 | You were exposed to the Far Realm's warping influence. You can now use your mind in ways you never thought possible, and you're also convinced that a tendril is growing upon you.
+ 2 | A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you.
+ 3 | You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself.
+ 4 | A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit's memories invade your dreams.
+ 5 | Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you.
+ 6 | Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles.
+ 7 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus.
+ 8 | As a child, you had an imaginary friend that looked like a flumph or a strange platypuslike creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
+ 9 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin!
+ 10 | You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5
+
+
+
+
+ Psionic Soul (UA): Psionic Talent
+ 1st-level Psionic Soul feature
+ You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
+
+ Psionic Talent Options
+ You can use your Psionic Talent die in the following ways:
+
+ Psionic Discovery.
+ • You can unlock the ability to cast a mind-oriented sorcerer spell you don't already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.
+ Psychic Sorcery.
+ • When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn't require somatic or material components either.
+ Telepathic Speech.
+ • You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.
+
+
+ Changing the Die's Size
+ If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
+ Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
+ Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
+
+ Psi Replenishment
+ As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5
+
+
+
+
+ Psionic Soul (UA): Psychic Strike
+ 6th-level Psionic Soul feature
+ You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5
+
+
+
+
+ Psionic Soul (UA): Mind Over Body
+ 14th-level Psionic Soul feature
+ You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:
+ • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover.
+ • You gain a flying speed equal to your walking speed, and you can hover.
+ • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
+ • Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5
+
+
+
+
+ Psionic Soul (UA): Psychic Aura
+ 18th-level Psionic Soul feature
+ If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you're incapacitated or lose the use of your Psionic Talent die.
+ Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.
+
+ Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-20s2.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-20s2.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-20s2.xml
@@ -0,0 +1,84 @@
+
+
+
+ Sorcerer
+
+
+ Clockwork Soul (UA): Clockwork Soul
+ A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.
+ The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can't comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.
+
+ Manifestations of Mechanus
+ d6 | Manifestation
+ 1 | Large, spectral cogwheels appear hovering behind you.
+ 2 | The hands of a clock appear in your eyes.
+ 3 | Your skin glows with a golden, metallic sheen.
+ 4 | Your features become unnaturally angular, like geometric objects.
+ 5 | Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus.
+ 6 | The ringing of a clock can be heard by you and those affected by your magic.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4
+
+
+
+
+ Clockwork Soul (UA): Clockwork Magic
+ 1st-level Clockwork Soul feature
+ You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
+
+ Clockwork Spells
+ Sorcerer Level | Spells
+ 1st | alarm, protection from evil and good
+ 3rd | find traps, heat metal
+ 5th | counterspell, glyph of warding
+ 7th | arcane eye, Otiluke's resilient sphere
+ 9th | animate objects, wall of force
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4
+
+
+
+
+ Clockwork Soul (UA): Restore Balance
+ 1st-level Clockwork Soul feature
+ Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
+ You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4
+
+
+
+
+ Clockwork Soul (UA): Bulwark of Law
+ 6th-level Clockwork Soul feature
+ You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
+ The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4
+
+
+
+
+ Clockwork Soul (UA): Trance of Order
+ 14th-level Clockwork Soul feature
+ You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10.
+ Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4
+
+
+
+
+ Clockwork Soul (UA): Clockwork Cavalcade
+ 18th-level Clockwork Soul feature
+ You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:
+ • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
+ • Any damaged objects entirely in the cube are repaired.
+ • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
+ Once you use this action, you can't use it again until you finish a long rest or until you expend 7 sorcery points to use it again.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-gss.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-gss.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-gss.xml
@@ -0,0 +1,82 @@
+
+
+
+ Sorcerer
+
+
+ Sorcerous Origin: Giant Soul (UA)
+ The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.
+
+ Source: Unearthed Arcana: Giant Soul Sorcerer p. 1
+
+
+
+
+ Giant Soul (UA): Jotun Resilience
+ The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
+
+ Source: Unearthed Arcana: Giant Soul Sorcerer p. 1
+
+
+
+
+ Giant Soul (UA): Mark of the Ordning
+ At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.
+
+ Giant Type | Spells at 1st Level | Spells at 3rd Level
+ Cloud Giant | fog cloud, minor illusion | invisibility
+ Fire Giant | burning hands, fire bolt | flaming sphere
+ Frost Giant | armor of Agathys, ray of frost | hold person
+ Hill Giant | heroism, shillelagh | enlarge/reduce
+ Stone Giant | entangle, resistance | spike growth
+ Storm Giant | shocking grasp, thunderwave | gust of wind
+
+ Source: Unearthed Arcana: Giant Soul Sorcerer p. 1
+
+
+
+
+ Giant Soul (UA): Soul of Lost Ostoria
+ Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature.
+ Giant Soul (UA): Cloud Giant
+ Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.
+ Giant Soul (UA): Fire Giant
+ You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1).
+ Giant Soul (UA): Frost Giant
+ Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). But if the spell is armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).
+ Giant Soul (UA): Hill Giant
+ Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
+ Giant Soul (UA): Stone Giant
+ Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.
+ Giant Soul (UA): Storm Giant
+ Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).
+
+ Source: Unearthed Arcana: Giant Soul Sorcerer p. 1
+
+
+
+
+ Giant Soul (UA): Rage of Fallen Ostoria
+ Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example.
+ This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
+ • Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
+ • Your reach increases by 5 feet.
+ • Your walking speed increases by 5 feet.
+ • You have advantage on Strength checks and Strength saving throws.
+ • You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Giant Soul Sorcerer p. 1
+
+
+
+
+ Giant Soul (UA): Blessing of the All Father
+ At 18th level, your Constitution score increases by 2, up to a maximum of 22.
+ In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.
+
+ Source: Unearthed Arcana: Giant Soul Sorcerer p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-ldu.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-ldu.xml
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--- /dev/null
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@@ -0,0 +1,68 @@
+
+
+
+ Sorcerer
+
+
+ Shadow (UA): Shadow
+ Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.
+ The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.
+
+ Shadow Sorcerer Quirks
+ d6 | Quirk
+ 1 | You are always icy cold to the touch.
+ 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive).
+ 3 | You don't seem to bleed, even when badly injured.
+ 4 | Your heart beats once per minute. This even sometimes surprises you.
+ 5 | You have trouble remembering that living creatures and corpses should be treated differently.
+ 6 | You blinked. Once. Last week.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 2
+
+
+
+
+ Shadow (UA): Eyes of the Dark
+ From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 2
+
+
+
+
+ Shadow (UA): Strength of the Grave
+ Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 2
+
+
+
+
+ Shadow (UA): Hound of Ill Omen
+ At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes:
+ • The hound is size Medium.
+ • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
+ • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
+ The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only towards its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attack, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 2
+
+
+
+
+ Shadow (UA): Shadow Walk
+ At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 2
+
+
+
+
+ Shadow (UA): Shadow Form
+ At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-mc.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-mc.xml
new file mode 100644
index 0000000..4f256ab
--- /dev/null
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@@ -0,0 +1,55 @@
+
+
+
+ Sorcerer
+
+
+ Favored Soul (UA): Favored Soul
+ You have been chosen by a deity, and bestowed with a fragment of their divine power. You have been fundamentally changed by the touch of this deity, which awakens powerful magical abilities inside you.
+
+ Source: Unearthed Arcana: Modifying Classes p. 8
+
+
+
+
+ Favored Soul (UA): Bonus Proficiency
+ At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.
+
+ Source: Unearthed Arcana: Modifying Classes p. 8
+
+
+
+
+ Favored Soul (UA): Chosen of the Gods
+ At 1st level, you choose one of the cleric class's divine domains. You add that domain's spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain's spells that become available at those levels.
+
+ Source: Unearthed Arcana: Modifying Classes p. 8
+
+
+
+
+ Favored Soul (UA): Extra Attack
+ Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Unearthed Arcana: Modifying Classes p. 8
+
+
+
+
+ Favored Soul (UA): Divine Wings
+ At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
+ You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
+
+ Source: Unearthed Arcana: Modifying Classes p. 8
+
+
+
+
+ Favored Soul (UA): Power of the Chosen
+ Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum of +1) + the spell's level.
+
+ Source: Unearthed Arcana: Modifying Classes p. 8
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-rs.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-rs.xml
new file mode 100644
index 0000000..0656f76
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-rs.xml
@@ -0,0 +1,60 @@
+
+
+
+ Sorcerer
+
+
+ Favored Soul v3 (UA): Favored Soul v3
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 5
+
+
+
+
+ Favored Soul v3 (UA): Divine Magic
+ Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
+ You also learn the cure wounds spell, which does not count against your number of sorcerer spells known.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 5
+
+
+
+
+ Favored Soul v3 (UA): Favored by the Gods
+ Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 5
+
+
+
+
+ Favored Soul v3 (UA): Empowered Healing
+ Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 5
+
+
+
+
+ Favored Soul v3 (UA): Angelic Form
+ At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you're incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 5
+
+
+
+
+ Favored Soul v3 (UA): Unearthly Recovery
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Revised Subclasses p. 5
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-s.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-s.xml
new file mode 100644
index 0000000..f02d7e1
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-s.xml
@@ -0,0 +1,268 @@
+
+
+
+ Sorcerer
+
+
+ Favored Soul v2 (UA): Favored Soul v2
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
+ Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
+ In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Favored Soul v2 (UA): Divine Magic
+ Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Favored Soul v2 (UA): Favored by the Gods
+ Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Favored Soul v2 (UA): Supernatural Resilience
+ At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Sorcerous Origin: Phoenix Sorcery (UA)
+ Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.
+ That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
+ More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
+ Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
+
+ Phoenix Soul Quirks
+ d6 | Phoenix Soul
+ 1 | You absentmindedly ignite small fires that quickly sputter out.
+ 2 | You cackle like a fiend when you unleash your fire spells.
+ 3 | You admire fire, even if it burns your friends.
+ 4 | You are covered in burns that mark the first time your power manifested.
+ 5 | You like your food charred.
+ 6 | You are brave to the point of recklessness.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Phoenix Sorcery (UA): Ignite
+ At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Phoenix Sorcery (UA): Mantle of Flame
+ Starting at 1st level, you can unleash the phoenix fire that blazes within you.
+ As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
+ • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
+ • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
+ • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Sorcerous Origin: Sea Sorcery (UA)
+ The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
+ Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
+
+ Source: Unearthed Arcana: Sorcerer p. 2
+
+
+
+
+ Sea Sorcery (UA): Curse of the Sea
+ When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
+ When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
+ Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):
+ Sea Sorcery (UA): Cold damage
+ If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
+ Sea Sorcery (UA): Lightning Damage
+ If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
+ Sea Sorcery (UA): Forced Movement
+ If the target is moved by your spell, increase the distance it is moved by 15 feet.
+
+ Source: Unearthed Arcana: Sorcerer p. 2
+
+
+
+
+ Sea Sorcery (UA): Soul of the Sea
+ At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
+
+ Source: Unearthed Arcana: Sorcerer p. 2
+
+
+
+
+ Sorcerous Origin: Stone Sorcery (UA)
+ Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
+ Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
+ Stone Sorcery (UA): Bonus Proficiencies
+ At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
+ Stone Sorcery (UA): Stone's Durability
+ At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
+ As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
+ Stone Sorcery (UA): Stone: Metal Magic
+ Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
+
+ Metal Magic
+ Spell Level | Spell
+ 1st | compelled duel, searing smite, thunderous smite, wrathful smite
+ 2nd | branding smite, magic weapon
+ 3rd | blinding smite, elemental weapon
+ 4th | staggering smite
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
+ Favored Soul v2 (UA): Blessed Countenance
+ At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
+ Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Phoenix Sorcery (UA): Phoenix Spark
+ Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
+ If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
+ If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Sea Sorcery (UA): Watery Defense
+ At 6th level, you gain resistance to fire damage.
+ You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Sorcerer p. 2
+
+
+
+
+ Stone Sorcery (UA): Stone Aegis
+ Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection.
+ As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
+ In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
+ Favored Soul v2 (UA): Divine Purity
+ At 14th level, you become immune to disease, poison damage, and the poisoned condition.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Phoenix Sorcery (UA): Nourishing Fire
+ Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Sea Sorcery (UA): Shifting Form
+ Starting at 14th level, you gain the ability to enter a liquid state while moving.
+ When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.
+ On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
+
+ Source: Unearthed Arcana: Sorcerer p. 2
+
+
+
+
+ Stone Sorcery (UA): Stone's Edge
+ Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
+ Favored Soul v2 (UA): Unearthly Recovery
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Phoenix Sorcery (UA): Form of the Phoenix
+ At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
+ • You have a flying speed of 40 feet and can hover.
+ • You have resistance to all damage.
+ • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
+
+ Source: Unearthed Arcana: Sorcerer p. 1
+
+
+
+
+ Sea Sorcery (UA): Water Soul
+ Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
+ • You no longer need to eat, drink, or sleep.
+ • A critical hit against you becomes a normal hit.
+ • You have resistance to bludgeoning, piercing, and slashing damage.
+
+ Source: Unearthed Arcana: Sorcerer p. 2
+
+
+
+
+ Stone Sorcery (UA): Earth Master's Aegis
+ Beginning at 18th level, when you use your Stone Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
+
+ Source: Unearthed Arcana: Sorcerer p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-saw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-saw.xml
new file mode 100644
index 0000000..643930f
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-saw.xml
@@ -0,0 +1,98 @@
+
+
+
+ Sorcerer
+
+
+ Aberrant Mind (UA): Aberrant Mind
+ An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Invasive Thoughts
+ 1st-level Aberrant Mind feature
+ At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Psionic Spells
+ 1st-level Aberrant Mind feature
+ Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
+
+ Psionic Spells
+ Sorcerer Level | Spells
+ 1st | arms of Hadar, dissonant whispers
+ 3rd | calm emotions, detect thoughts
+ 5th | hunger of Hadar, sending
+ 7th | compulsion, Evard's black tentacles
+ 9th | modify memory, Rary's telepathic bond
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Unique Disturbance
+ Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Warped Being
+ 1st-level Aberrant Mind feature
+ Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Psionic Sorcery
+ 6th-level Aberrant Mind feature
+ Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Psychic Defenses
+ 6th-level Aberrant Mind feature
+ At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Revelation in Flesh
+ 14th-level Aberrant Mind feature
+ Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
+ • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
+ • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
+ • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
+ • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
+ Aberrant Mind (UA): Warp Reality
+ 18th-level Aberrant Mind feature
+ At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.
+ As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-wa.xml b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-wa.xml
new file mode 100644
index 0000000..eaff460
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-wa.xml
@@ -0,0 +1,73 @@
+
+
+
+ Sorcerer
+
+
+ Storm Sorcery (UA): Storm Sorcery
+ Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.
+ Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
+ Storm Sorcery (UA): Stormborn
+ The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
+
+ Storm Sorcerer Bonus Spells
+ Sorcerer Level | Spells
+ 1st | Fog cloud, thunderwave
+ 3rd | Gust of wind, levitate
+ 5th | Call lightning, sleet storm
+ 7th | Conjure minor elementals*, ice storm
+ 9th | Conjure elemental**
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
+ Storm Sorcery (UA): Tempestuous Magic
+ At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
+ Storm Sorcery (UA): Heart of the Storm
+ At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell's effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
+ Storm Sorcery (UA): Storm Guide
+ At 6th level, you gain the ability to subtly control the weather around you.
+ If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.
+ If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
+ Storm Sorcery (UA): Storm's Fury
+ At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
+ Storm Sorcery (UA): Wind Soul
+ At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
+
+ Source: Unearthed Arcana: Waterborne Adventures p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020sr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020sr.xml
new file mode 100644
index 0000000..c4783c4
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020sr.xml
@@ -0,0 +1,93 @@
+
+
+
+ Warlock
+
+
+ The Genie (UA): The Genie
+ You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse.
+ You choose your patron's kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table.
+
+ Genie Kind
+ d4 | Kind | Element
+ 1 | Dao | Earth
+ 2 | Djinni | Air
+ 3 | Efreeti | Fire
+ 4 | Marid | Water
+
+ Expanded Spell List
+ 1st-level Genie feature
+ The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.
+
+ Genie Expanded Spells
+ Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells
+ 1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud
+ 2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur
+ 3rd | create food and water | meld into stone | wind wall | fireball | sleet storm
+ 4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water
+ 5th | creation | wall of stone | seeming | flame strike | cone of cold
+ 9th | wish | — | — | — | —
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2
+
+
+
+
+ The Genie (UA): Genie's Vessel
+ 1st-level Genie feature
+ Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.
+
+ Genie's Vessel
+ d6 | Vessel
+ 1 | Oil lamp
+ 2 | Urn
+ 3 | Ring with a compartment
+ 4 | Stoppered bottle
+ 5 | Hollow statuette
+ 6 | Ornate lantern
+ While you are touching the vessel, you can use it in the following ways:
+
+ Bottled Respite.
+ • As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
+ Genie's Wrath.
+ • Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
+
+ The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
+ If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2
+
+
+
+
+ The Genie (UA): Elemental Gift
+ 6th-level Genie feature
+ You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
+ In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2
+
+
+
+
+ The Genie (UA): Sanctuary Vessel
+ 10th-level Genie feature
+ When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
+ As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is destroyed.
+ In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2
+
+
+
+
+ The Genie (UA): Limited Wish
+ 14th-level Genie feature
+ You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
+ Once you use this feature, you can't use it again until you finish 1d4 long rests.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-20s1.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-20s1.xml
new file mode 100644
index 0000000..8e415bb
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-20s1.xml
@@ -0,0 +1,96 @@
+
+
+
+ Warlock
+
+
+ The Noble Genie (UA): The Noble Genie
+ You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse.
+
+ Expanded Spell List
+ 1st-level Noble Genie feature
+ The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Noble Genie Expanded Spells
+ Spell Level | Spells
+ 1st | fog cloud, sleep
+ 2nd | enlarge/reduce, phantasmal force
+ 3rd | create food and water, protection from energy
+ 4th | polymorph, phantasmal killer
+ 5th | Bigby's hand, creation
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4
+
+
+
+
+ The Noble Genie (UA): Collector's Vessel
+ 1st-level Noble Genie feature
+ Your patron gives you a magical vessel with which you can bind a creature to you and to your patron's menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector's Vessel table.
+
+ Collector's Vessel
+ d6 | Vessel
+ 1 | Oil lamp
+ 2 | Urn
+ 3 | Ring with a compartment
+ 4 | Stoppered bottle
+ 5 | Hollow statuette
+ 6 | Ornate lantern
+ If you lose your vessel, 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 vessel. The vessel vanishes in a flare of elemental power when you die.
+ As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you.
+ While you are tethered to a creature, you gain the following benefits:
+ • You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1).
+ • When you can cast a spell, you can deliver the spell from your space or the bound creature's space.
+ You can create the tether a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Collector's Vessel and Pact Boons
+ When you create a tether with your Collector's Vessel, the tether takes on a form that reflects your patron's type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid.
+ When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon's wing, with brass and iron rolling rods.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4
+
+
+
+
+ The Noble Genie (UA): Elemental Resistance
+ 6th-level Noble Genie feature
+ Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest.
+ While the tether of your Collector's Vessel is active, the tethered creature gains resistance to the damage type you chose.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4
+
+
+
+
+ The Noble Genie (UA): Genie's Entertainment
+ 10th-level Noble Genie feature
+ As an action, you attempt to send a creature you can see within 90 feet to your patron's court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron's court in the Elemental Planes. While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success.
+ Once you use this feature, you can't use it again until you finish a long rest. If the target remains in your patron's court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4
+
+
+
+
+ The Noble Genie (UA): Protective Wish
+ 10th-level Noble Genie feature
+ You're now able to use your Collector's Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4
+
+
+
+
+ The Noble Genie (UA): Collector's Call
+ 14th-level Noble Genie feature
+ In exchange for extending your patron's influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects:
+ • A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned.
+ • A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn.
+ • You cast the legend lore spell without material components.
+ Whether the check succeeds or fails, you can't use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron's realm, provided you have the vessel of your Collector's Vessel in hand.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-20s4.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-20s4.xml
new file mode 100644
index 0000000..2e16808
--- /dev/null
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@@ -0,0 +1,76 @@
+
+
+
+ Warlock
+
+
+ The Undead (UA): The Undead
+ The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron's countless lifetimes of experience, while it may see you as a piece of a centuries long plan.
+
+ Expanded Spell List
+ 1st-level Undead feature
+ The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Undead Expanded Spells
+ Spell Level | Spells
+ 1st | bane, false life
+ 2nd | blindness/deafness, phantasmal force
+ 3rd | speak with dead, phantom steed
+ 4th | death ward, greater invisibility
+ 5th | antilife shell, cloudkill
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3
+
+
+
+
+ The Undead (UA): Form of Dread
+ 1st-level Undead feature
+ You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
+ • You gain temporary hit points equal to 1d10 + your warlock level.
+ • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
+ • You are immune to the frightened condition.
+ You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
+ The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3
+
+
+
+
+ The Undead (UA): Grave Touched
+ 6th-level Undead feature
+ Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.
+ In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3
+
+
+
+
+ The Undead (UA): Mortal Husk
+ 10th-level Undead feature
+ Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
+ In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can't do so again until you finish 1d4 long rests.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3
+
+
+
+
+ The Undead (UA): Spirit Projection
+ 14th-level Undead feature
+ Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.
+ Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).
+ While projecting your spirit, you gain the following benefits:
+ • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
+ • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, or material components that lack a gold cost.
+ • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
+ • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
+ Once you use this feature, you can't do so again until you finish a long rest.
+
+ Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-ldu.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-ldu.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-ldu.xml
@@ -0,0 +1,70 @@
+
+
+
+ Warlock
+
+
+ The Undying Light (UA): The Undying Light
+ Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
+ Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning.
+ As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
+
+ Undying Light Flaws
+ d6 | Quirk
+ 1 | You are afraid of the dark, and must always have a light source at hand.
+ 2 | You have a nervous compulsion to keep a bright light in even the barest shadow.
+ 3 | You have a compulsion to enter and illuminate dark areas.
+ 4 | You have an overwhelming hatred of undead creatures.
+ 5 | You fidget and are irritable when you can't see the sun.
+ 6 | In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought.
+
+ Expanded Spell List
+ The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Undying Light Expanded Spells
+ Spell Level | Spells
+ 1st | burning hands
+ 2nd | flaming sphere
+ 3rd | daylight
+ 4th | fire shield
+ 5th | flame strike
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 3
+
+
+
+
+ The Undying Light (UA): Radiant Soul
+ Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 3
+
+
+
+
+ The Undying Light (UA): Searing Vengeance
+ Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 3
+
+
+
+
+ The Undying Light (UA): Radiant Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 3
+
+
+
+
+ The Undying Light (UA): Healing Light
+ At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.
+ You regain all expended dice from your pool when you finish a long rest.
+
+ Source: Unearthed Arcana: Light Dark Underdark p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-mm.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-mm.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-mm.xml
@@ -0,0 +1,69 @@
+
+
+
+ Warlock
+
+
+ Ghost in the Machine (UA): Ghost in the Machine
+ You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.
+
+ Expanded Spell List
+ The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the on/off cantrip, and the following new spells are added to the warlock spell list for you.
+ Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.
+
+ Ghost in the Machine Expanded Spells
+ Spell Level | Spells
+ 1st | infallible relay (UA)*, remote access (UA)*
+ 2nd | arcane hacking (UA)*, digital phantom (UA)*
+ 3rd | haywire (UA)*, invisibility to cameras (UA)*
+ 4th | conjure knowbot (UA)*, system backdoor (UA)*
+ 5th | shutdown (UA)*, synchronicity (UA)*
+
+ Source: Unearthed Arcana: Modern Magic p. 2
+
+
+
+
+ Ghost in the Machine (UA): Bonus Proficiency
+ At 1st level, you gain proficiency with hacking tools.
+
+ Source: Unearthed Arcana: Modern Magic p. 2
+
+
+
+
+ Ghost in the Machine (UA): Information Surge
+ At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Modern Magic p. 2
+
+
+
+
+ Ghost in the Machine (UA): Wire Walk
+ Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Modern Magic p. 2
+
+
+
+
+ Ghost in the Machine (UA): Personal Encryption
+ Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.
+
+ Source: Unearthed Arcana: Modern Magic p. 2
+
+
+
+
+ Ghost in the Machine (UA): Technovirus
+ At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.
+ Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.
+ Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.
+
+ Source: Unearthed Arcana: Modern Magic p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-rco.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-rco.xml
new file mode 100644
index 0000000..0dcb199
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-rco.xml
@@ -0,0 +1,69 @@
+
+
+
+ Warlock
+
+
+ The Celestial (UA): The Celestial
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
+
+ Expanded Spell List
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Celestial Expanded Spells
+ Spell Level | Spells
+ 1st | burning hands, cure wounds
+ 2nd | flaming sphere, lesser restoration
+ 3rd | daylight, revivify
+ 4th | guardian of faith, wall of fire
+ 5th | flame strike, greater restoration
+
+ Source: Unearthed Arcana: Revised Class Options p. 4
+
+
+
+
+ The Celestial (UA): Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
+
+ Source: Unearthed Arcana: Revised Class Options p. 4
+
+
+
+
+ The Celestial (UA): Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
+
+ Source: Unearthed Arcana: Revised Class Options p. 4
+
+
+
+
+ The Celestial (UA): Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice.
+
+ Source: Unearthed Arcana: Revised Class Options p. 4
+
+
+
+
+ The Celestial (UA): Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
+
+ Source: Unearthed Arcana: Revised Class Options p. 4
+
+
+
+
+ The Celestial (UA): Healing Light
+ Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Revised Class Options p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-saw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-saw.xml
new file mode 100644
index 0000000..fb18bae
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-saw.xml
@@ -0,0 +1,98 @@
+
+
+
+ Warlock
+
+
+ The Lurker in the Deep (UA): The Lurker in the Deep
+ You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days. You serve as this creature's eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea.
+
+ Expanded Spell List
+ 1st-level Lurker in the Deep feature
+ The Lurker in the Deep lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Lurker Expanded Spells
+ Spell Level | Spells
+ 1st | create or destroy water, thunderwave
+ 2nd | gust of wind, silence
+ 3rd | lightning bolt, sleet storm
+ 4th | control water, Evard's black tentacles
+ 5th | commune with nature, cone of cold
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): Grasp of the Deep
+ 1st-level Lurker in the Deep feature
+ At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
+ When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.
+ As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): Scion of the Deep
+ 1st-level Lurker in the Deep feature
+ At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): The Lurker's Clutches
+ Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): Fathomless Soul
+ 6th-level Lurker in the Deep feature
+ At 6th level, your patron grants you greater abilities. You gain the following benefits:
+ • You can breathe both air and water.
+ • You gain a swimming speed equal to your walking speed.
+ • You gain resistance to cold damage.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): Guardian Grasp
+ 6th-level Lurker in the Deep feature
+ At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): Devouring Maw
+ 10th-level Lurker in the Deep feature
+ Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level.
+ Once you use this feature, you can't do so again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
+ The Lurker in the Deep (UA): Unleash the Depths
+ 14th-level Lurker in the Deep feature
+ Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest.
+ The Lurker in the Deep (UA): Transport
+ You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.
+ The Lurker in the Deep (UA): Fury
+ You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.
+
+ Source: Unearthed Arcana: Sorcerer And Warlock p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-tf.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-tf.xml
new file mode 100644
index 0000000..cba08c2
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-tf.xml
@@ -0,0 +1,62 @@
+
+
+
+ Warlock
+
+
+ The Seeker (UA): The Seeker
+ Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron's gifts, you wander the world seeking lore that you can share with the Seeker.
+ Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker's role.
+
+ Expanded Spell List
+ The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Seeker Expanded Spells
+ Spell Level | Spells
+ 1st | feather fall, jump
+ 2nd | levitate, locate object
+ 3rd | clairvoyance, sending
+ 4th | arcane eye, locate creature
+ 5th | legend lore, passwall
+
+ Source: Unearthed Arcana: The Faithful p. 1
+
+
+
+
+ The Seeker (UA): Shielding Aurora
+ Starting at 1st level, you can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: The Faithful p. 1
+
+
+
+
+ The Seeker (UA): Astral Refuge
+ At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
+
+ Source: Unearthed Arcana: The Faithful p. 1
+
+
+
+
+ The Seeker (UA): Far Wanderer
+ At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.
+
+ Source: Unearthed Arcana: The Faithful p. 1
+
+
+
+
+ The Seeker (UA): Astral Sequestration
+ Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.
+ By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
+ During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
+ Once you use this ability, you cannot use it again until you complete a long rest.
+
+ Source: Unearthed Arcana: The Faithful p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-waw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-waw.xml
new file mode 100644
index 0000000..18a9082
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-waw.xml
@@ -0,0 +1,125 @@
+
+
+
+ Warlock
+
+
+ The Raven Queen (UA): The Raven Queen
+ You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
+ The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.
+
+ Expanded Spell List
+ The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Raven Queen Expanded Spells
+ Spell Level | Spells
+ 1st | false life, sanctuary
+ 2nd | silence, spiritual weapon
+ 3rd | feign death, speak with dead
+ 4th | ice storm, locate creature
+ 5th | commune, cone of cold
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 2
+
+
+
+
+ The Raven Queen (UA): Sentinel Raven
+ Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
+ While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.
+ You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
+ The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
+ At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 2
+
+
+
+
+ The Hexblade (UA): The Hexblade
+ You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.
+ The Hexblade (UA): Expanded Spell List
+ The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Hexblade Expanded Spells
+ Spell Level | Spells
+ 1st | shield, wrathful smite
+ 2nd | branding smite, magic weapon
+ 3rd | blink, elemental weapon
+ 4th | phantasmal killer, staggering smite
+ 5th | cone of cold, destructive wave
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 1
+
+
+
+
+ The Hexblade (UA): Hex Warrior
+ At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 1
+
+
+
+
+ The Hexblade (UA): Hexblade's Curse
+ Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
+ • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
+ • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
+ • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
+ You can't use this feature again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 1
+
+
+
+
+ The Raven Queen (UA): Soul of the Raven
+ At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 2
+
+
+
+
+ The Hexblade (UA): Shadow Hound
+ Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. Most of the time, your shadow hound masquerades as your normal shadow. As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. While the shadow hound is merged in this manner, the target can't gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. The hound can't be seen by anyone but you and those with truesight, and it is unaffected by light. The target has a vague feeling of dread while the hound is present.
+ As a bonus action, you can command your shadow hound to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you're incapacitated, or if dispel magic, remove curse, or similar magic is used on the target.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 1
+
+
+
+
+ The Raven Queen (UA): Raven's Shield
+ At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 2
+
+
+
+
+ The Hexblade (UA): Armor of Hexes
+ At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 1
+
+
+
+
+ The Raven Queen (UA): Queen's Right Hand
+ Starting at 14th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 2
+
+
+
+
+ The Hexblade (UA): Master of Hexes
+ Starting at 14th level, you can use your Hexblade's Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 1
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-2020sr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-2020sr.xml
new file mode 100644
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-2020sr.xml
@@ -0,0 +1,76 @@
+
+
+
+ Wizard
+
+
+ Order of Scribes (UA): Order of Scribes
+ Magic of the book—that's what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It's rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
+ Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4
+
+
+
+
+ Order of Scribes (UA): Awakened Spellbook
+ 2nd-level Order of Scribes feature
+ Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
+ While you are holding the book, it grants you the following benefits:
+ • You can use the book as a spellcasting focus for your wizard spells.
+ • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell's formula for this casting.
+ • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
+ If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4
+
+
+
+
+ Order of Scribes (UA): Wizardly Quill
+ 2nd-level Order of Scribes feature
+ As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
+ • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
+ • The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.
+ • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
+ This quill disappears if you create another one or if you die.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4
+
+
+
+
+ Order of Scribes (UA): Master Scrivener
+ 6th-level Order of Scribes feature
+ Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
+ The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
+ You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4
+
+
+
+
+ Order of Scribes (UA): Manifest Mind
+ 10th-level Order of Scribes feature
+ You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.
+ While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).
+ Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
+ As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4
+
+
+
+
+ Order of Scribes (UA): One with the Word
+ 14th-level Order of Scribes feature
+ Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
+ Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination.
+ Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.
+
+ Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-cdw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-cdw.xml
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@@ -0,0 +1,87 @@
+
+
+
+ Wizard
+
+
+ Onomancy (UA): Onomancy
+ Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.
+ That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): Bonus Proficiencies
+ 2nd-level Onomancy feature
+ You learn one language of your choice and gain proficiency with calligrapher's supplies.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): Extract Name
+ 2nd-level Onomancy feature
+ You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name.
+ You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): Fateful Naming
+ 2nd-level Onomancy feature
+ You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don't count against the number of spells you can prepare.
+ You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): True Names
+ Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence.
+ You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth.
+ As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): Resonant Utterance
+ 6th-level Onomancy feature
+ You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name.
+ Onomancy (UA): Resonants Known
+ When you gain this feature, you learn two Resonants of your choice, which are detailed in the "Resonant Options" section. Each time you gain a level in this class, you can replace one resonant you know with a different one.
+ Onomancy (UA): Using a Resonant
+ You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell. You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.
+ Onomancy (UA): Resonant Options
+ Here are your options when choosing a Resonant:
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): Inexorable Pronouncement
+ 10th-level Onomancy feature
+ You learn two new Resonant s of your choice from your Resonant Utterance feature.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
+ Onomancy (UA): Relentless Naming
+ 14th-level Onomancy feature
+ You have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell's normal damage type.
+
+ Source: Unearthed Arcana: Cleric Druid Wizard p. 4
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-e.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-e.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,123 @@
+
+
+
+ Wizard
+
+
+ Artificer (UA): Artificer
+ Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.
+ The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.
+
+ Source: Unearthed Arcana: Eberron p. 3
+
+
+
+
+ Artificer (UA): Infuse Potions
+ Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.
+ The spell slot you expend determines the type of potion you can create.
+
+ Infuse Potions
+ Spell Slot | Potion Created
+ 1st | Climbing, growth, or healing
+ 2nd | Mind reading or greater healing
+ 3rd | Invisibility, superior healing, or water breathing
+ 4th | Resistance
+
+ Source: Unearthed Arcana: Eberron p. 3
+
+
+
+
+ Artificer (UA): Infuse Scrolls
+ At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.
+ You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.
+
+ Source: Unearthed Arcana: Eberron p. 3
+
+
+
+
+ Artificer (UA): Infuse Weapons and Armor
+ Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.
+ The spell slot you expend determines the type of weapon, armor, or shield you can create.
+
+ Infuse Weapons and Armor
+ Spell Level | Item Created
+ 2nd | +1 ammunition (20 pieces)
+ 3rd | +1 weapon or +1 shield
+ 4th | +1 armor
+ 5th | +2 weapon or +2 ammunition (20 pieces)
+ 6th | +2 armor
+
+ Source: Unearthed Arcana: Eberron p. 3
+
+
+
+
+ Artificer (UA): Superior Artificer
+ Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.
+ You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.
+
+ Source: Unearthed Arcana: Eberron p. 3
+
+
+
+
+ Artificer (UA): Master Artificer
+ On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master's Guide (shown below). It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.
+
+ Magic Item Table A
+ d100 | Magic Item
+ 01-50 | Potion of healing
+ 51-60 | Spell scroll (cantrip)
+ 61-70 | Potion of climbing
+ 71-90 | Spell scroll (1st level)
+ 91-94 | Spell scroll (2nd level)
+ 95-98 | Potion of greater healing
+ 99 | Bag of holding
+ 00 | Driftglobe
+
+ Magic Item Table B
+ d100 | Magic Item
+ 01-15 | Potion of greater healing
+ 16-22 | Potion of fire breath
+ 23-29 | Potion of resistance
+ 30-34 | Ammunition +1
+ 35-39 | Potion of animal friendship
+ 40-44 | Potion of hill giant strength
+ 45-49 | Potion of growth
+ 50-54 | Potion of water breathing
+ 55-59 | Spell scroll (2nd level)
+ 60-64 | Spell scroll (3rd level)
+ 65-67 | Bag of holding
+ 68-70 | Keoghtom's ointment
+ 71-73 | Oil of slipperiness
+ 74-75 | Dust of disappearance
+ 76-77 | Dust of dryness
+ 78-79 | Dust of sneezing and choking
+ 80-81 | Elemental gem
+ 82-83 | Philter of love
+ 84 | Alchemy jug
+ 85 | Cap of water breathing
+ 86 | Cloak of the manta ray
+ 87 | Driftglobe
+ 88 | Goggles of night
+ 89 | Helm of comprehending languages
+ 90 | Immovable rod
+ 91 | Lantern of revealing
+ 92 | Mariner's armor
+ 93 | Mithral armor
+ 94 | Potion of poison
+ 95 | Ring of swimming
+ 96 | Robe of useful items
+ 97 | Rope of climbing
+ 98 | Saddle of the cavalier
+ 99 | Wand of magic detection
+ 00 | Wand of secret
+
+ Source: Unearthed Arcana: Eberron p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-frw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-frw.xml
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--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-frw.xml
@@ -0,0 +1,118 @@
+
+
+
+ Wizard
+
+
+ Psionics (UA): Psionics
+ Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness.
+ Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses.
+ As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Psionic Devotion
+ 2nd-level Psionics feature
+ Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below:
+
+ Friends
+ When the spell ends, the target doesn't become hostile to you.
+
+ Mage Hand
+ You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.
+
+ Message
+ You don't need to point toward the target or whisper your message out loud.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Psionic Focus
+ 2nd-level Psionics feature
+ You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the "Your Psionic Focus" sidebar for how you might have acquired the item).
+ While your psionic focus is on your person, you gain the following benefits:
+ • The object is a spellcasting focus for you.
+ • When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.
+ If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Psionic Spells
+ Spell selection is part of what defines a wizard and their individual fields of expertise. When creating your Psionics wizard, consider spells that are thematically appropriate for that tradition. Psionics as a theme generally includes spells that do the following:
+ • contact or manipulate minds
+ • allow the caster to perceive distant locations or planes
+ • alter perception
+ • move objects and creatures
+ • teleport
+ • deal psychic or force damage
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Your Psionic Focus
+ Every member of the Psionics tradition has a story about how their psionic focus came into their life. Consider how you found yours and what form it takes.
+ The event that brought your psionic focus to you probably holds personal significance. Did your master give it to you upon the completion of your apprenticeship? Was it awarded to you when you graduated from your academy of wizardry? Did it call to you in a jeweler's shop? Was it associated with the moment when your psionic powers first manifested? One morning, did you wake up with it humming under your pillow?
+ The form your psionic focus takes is also yours to define, likely being a reflection of how your magic came into being, a symbol of your own psyche, or an item you use to focus your thoughts. It is a handheld object that has special meaning to you, but that can't be a weapon or magic item. Perhaps it's a childhood memento, the skull of an alien creature, a crystal that makes you feel a certain way, a coin that only lands on its edge, a firescarred planchette, or any other enigmatic personal relic.
+ However the object arrived and whatever form it takes, your psionic focus is now yours, and you decide how to handle it. Will you mount it on a wand or staff? Would you prefer to wear it on a necklace or circlet? Have you embedded it into the cover of your spellbook? Wherever you put it, you can now channel your magic through it, and it is a sign of your membership in the revered tradition of psionic wizardry.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Thought Form
+ 6th-level Psionics feature
+ While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die.
+ While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits:
+
+ Psionic Spellcasting
+ • When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn't require verbal, somatic, or material components that lack a gold cost.
+ Psychic Resilience
+ • You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
+
+ You can transform using this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Empowered Psionics
+ 10th-level Psionics feature
+ When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell's targets.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Mental Discipline
+ 10th-level Psionics feature
+ Your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components.
+ You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
+ Psionics (UA): Thought Travel
+ 14th-level Psionics feature
+ While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain.
+ You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
+
+ Source: Unearthed Arcana: Fighter Rogue Wizard p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-mm.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-mm.xml
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+++ b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-mm.xml
@@ -0,0 +1,59 @@
+
+
+
+ Wizard
+
+
+ Technomancy (UA): Technomancy
+ Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology.
+ Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master's Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls.
+
+ Source: Unearthed Arcana: Modern Magic p. 3
+
+
+
+
+ Technomancy (UA): Bonus Proficiencies
+ Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools.
+
+ Source: Unearthed Arcana: Modern Magic p. 3
+
+
+
+
+ Technomancy (UA): Technological Savant
+ Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.
+
+ Source: Unearthed Arcana: Modern Magic p. 3
+
+
+
+
+ Technomancy (UA): Program Spell
+ At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.
+ A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.
+ A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Modern Magic p. 3
+
+
+
+
+ Technomancy (UA): Online Casting
+ At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.
+ If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting.
+ This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once).
+
+ Source: Unearthed Arcana: Modern Magic p. 3
+
+
+
+
+ Technomancy (UA): Chained Device
+ By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Unearthed Arcana: Modern Magic p. 3
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-ts.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-ts.xml
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@@ -0,0 +1,146 @@
+
+
+
+ Wizard
+
+
+ School of Invention (UA): School of Invention
+ The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse.
+ Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens.
+ Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways.
+ Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ School of Invention (UA): Arcanomechanical Armor
+ Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.
+ Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.
+ The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds.
+ You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it in to nonmagical studded leather.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ School of Invention (UA): Reckless Casting
+ Starting at 2nd level, you can attempt to cast a spell you don't have prepared. When you use this ability, you use your action and choose one of the following options:
+ • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
+ • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.
+ If the spell you cast isn't a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.
+
+ Reckless Casting
+ d10 | Cantrip
+ 1 | acid splash
+ 2 | chill touch
+ 3 | fire bolt
+ 4 | light
+ 5 | poison spray
+ 6 | ray of frost
+ 7 | shocking grasp
+ 8 | sacred flame
+ 9 | thorn whip
+ 10 | Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.
+
+ d10 | 1st-Level Spell
+ 1 | burning hands
+ 2 | chromatic orb
+ 3 | color spray
+ 4 | faerie fire
+ 5 | false life
+ 6 | fog cloud
+ 7 | jump
+ 8 | magic missile
+ 9 | thunderwave
+ 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
+
+ d10 | 2nd-Level Spell
+ 1 | blur
+ 2 | darkness
+ 3 | enlarge/reduce
+ 4 | gust of wind
+ 5 | invisibility
+ 6 | levitate
+ 7 | Melf's acid arrow
+ 8 | scorching ray
+ 9 | shatter
+ 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
+
+ d10 | 3rd-Level Spell
+ 1 | blink
+ 2 | fear
+ 3 | feign death
+ 4 | fireball
+ 5 | fly
+ 6 | gaseous form
+ 7 | lightning bolt
+ 8 | sleet storm
+ 9 | stinking cloud
+ 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
+
+ d10 | 4th-Level Spell
+ 1 | blight
+ 2 | confusion
+ 3 | Evard's black tentacles
+ 4 | fire shield
+ 5 | greater invisibility
+ 6 | ice storm
+ 7 | phantasmal killer
+ 8 | stoneskin
+ 9 | wall of fire
+ 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
+
+ d10 | 5th-Level Spell
+ 1 | cloudkill
+ 2 | cone of cold
+ 3 | destructive wave
+ 4 | flame strike
+ 5 | hold monster
+ 6 | insect plague
+ 7 | mass cure wounds
+ 8 | wall of force
+ 9 | wall of stone
+ 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ School of Invention (UA): Tools of the Inventor
+ At 2nd level, you gain proficiency with two tools of your choice.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ School of Invention (UA): Alchemical Casting
+ At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.
+ A 1st-level slot allows you to manipulate the spell's energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.
+ A 2nd-level slot increases the spell's raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell's targets (your choice) this turn.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ School of Invention (UA): Prodigious Inspiration
+ At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this ability again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
+ School of Invention (UA): Controlled Chaos
+ At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.
+
+ Source: Unearthed Arcana: Three Subclasses p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-waw.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-waw.xml
new file mode 100644
index 0000000..d9de626
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-waw.xml
@@ -0,0 +1,70 @@
+
+
+
+ Wizard
+
+
+ Lore Mastery (UA): Lore Mastery
+ Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
+ Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
+ Lore Mastery (UA): Altering Spells
+ While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you're playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target's mood.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
+ Lore Mastery (UA): Lore Master
+ Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
+ In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
+ Lore Mastery (UA): Spell Secrets
+ At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
+ When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.
+ When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
+ Lore Mastery (UA): Alchemical Casting
+ At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
+ An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
+ An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.
+ An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
+ Lore Mastery (UA): Prodigious Memory
+ At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
+ Lore Mastery (UA): Master of Magic
+ At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
+ You can't use this feature again until you finish a long rest.
+
+ Source: Unearthed Arcana: Warlock And Wizard p. 5
+
+
+
+
diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wr.xml b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wr.xml
new file mode 100644
index 0000000..c64a08a
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wr.xml
@@ -0,0 +1,128 @@
+
+
+
+ Wizard
+
+
+ Theurgy (UA): Theurgy
+ A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.
+ Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ Theurgy (UA): Arcane Initiate
+ Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.
+ If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.
+ Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ Theurgy (UA): Channel Arcana
+ At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.
+ When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
+ Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.
+ Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
+ If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ Theurgy (UA): Channel Arcana: Divine Arcana
+ As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ Theurgy (UA): Divine Inspiration
+ When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, "Gods of the Multiverse," in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ War Magic (UA): War Magic
+ A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration. It teaches techniques that empower a caster's spells, while also providing methods for a wizard to bolster their own defenses.
+ Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages strike fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 2
+
+
+
+
+ War Magic (UA): Arcane Deflection
+ At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
+ When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 2
+
+
+
+
+ War Magic (UA): Tactical Wit
+ Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 2
+
+
+
+
+ Theurgy (UA): Arcane Acolyte
+ At 6th level, you gain your chosen domain's 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ War Magic (UA): Power Surge
+ Starting at 6th level, you can empower your spells that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 2
+
+
+
+
+ Theurgy (UA): Arcane Priest
+ At 10th level, you gain your chosen domain's 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god's secrets.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ War Magic (UA): Durable Magic
+ Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 2
+
+
+
+
+ Theurgy (UA): Arcane High Priest
+ At 14th level, you gain your chosen domain's 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 1
+
+
+
+
+ War Magic (UA): Durable Magic
+ At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level.
+
+ Source: Unearthed Arcana: Wizard Revisited p. 2
+
+
+
+
diff --git a/FightClub5eXML/Sources/Unofficial/class-cleric-twitter.xml b/FightClub5eXML/Sources/Unofficial/class-cleric-twitter.xml
new file mode 100644
index 0000000..4b6acdc
--- /dev/null
+++ b/FightClub5eXML/Sources/Unofficial/class-cleric-twitter.xml
@@ -0,0 +1,225 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Darkness Domain (Twitter)
+ [Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)]
+ Custom built for clerics of Zehir, and perhaps Lolth.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Darkness Domain Spells
+ Cleric Level | Spells
+ 1st | arms of hadar, hex
+ 3rd | blindness/deafness, darkness
+ 5th | fear, vampiric touch
+ 7th | blight, Evard's black tentacles
+ 9th | contagion, enervation
+
+ Source: Twitter
+
+
+
+
+ Darkness Domain (Twitter): Child of Night
+ When you choose this domain at 1st level, you gain the chill touch cantrip. If you do not have darkvision, you gain it with a range of 30 feet.
+
+ Source: Twitter
+
+
+
+
+ Darkness Domain (Twitter): Shield of Ineffable Darkness
+ Starting at 1st level, you can invoke the power of darkness to punish anyone fool enough to harm you. As a reaction when a creature you can see damages you, you cause that creature to become blinded until the end of your next turn.
+ Once you use this feature, you can't use it again until you complete a short or long rest.
+
+ Source: Twitter
+
+
+
+
+ Divine Domain: Destruction Domain (Twitter)
+ [Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)]
+ Custom built for clerics of Gruumsh, and perhaps Tiamat.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Destruction Domain Spells
+ Cleric Level | Spells
+ 1st | inflict wounds, wrathful smite
+ 3rd | enlarge/reduce, shatter
+ 5th | fireball, lightning bolt
+ 7th | ice storm, staggering smite
+ 9th | cloudkill, destructive wave
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Armed for Destruction
+ When you choose this domain at 1st level, you gain proficiency with martial weapons.
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Destructive Fury
+ Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability, you cannot use it again until you complete a short or long rest.
+ When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the slot's level and a bonus to weapon damage rolls equal to half the slot's level (minimum 1). This benefit lasts for one minute.
+
+ Source: Twitter
+
+
+
+
+ Divine Domain: Beauty Domain (Twitter)
+ [Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)]
+ Beauty can both bend minds and inspire hearts. It is the force that compels others to lose control and give in to their impulses, but it can also awaken strength and determination to steel a forlorn heart.
+ Clerics of Beauty bring joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. They seek to bring peace and amity among the world's folk. They fight only when they must, and prefer to use their magic to end fights with as little bloodshed as possible.
+ At each indicated cleric level, you add the listed spells to your spells prepared.
+
+ Beauty Domain Spells
+ Cleric Level | Spells
+ 1st | charm person, heroism
+ 3rd | enthrall, suggestion
+ 5th | beacon of hope, hypnotic pattern
+ 7th | charm monster, compulsion
+ 9th | dominate person, hold monster
+
+ Source: Twitter
+
+
+
+
+ Beauty Domain (Twitter): Beauty's Refuge
+ Starting at 1st level, your mere presence is enough to inspire hope and determination in others. When you complete a short or long rest, up to 12 allies of your choice gain temporary hit points equal to your Charisma modifier (minimum 1).
+
+ Source: Twitter
+
+
+
+
+ Beauty Domain (Twitter): Rebuke the Defiler
+ When you select this domain at 1st level, you gain the ability to rebuke those who lash out at your in violence.
+ As a reaction when a creature you can see within 30 feet of you inflicts damage, you force that creature to make a Wisdom save. On a failed saving throw, it takes psychic damage equal to the damage dealt. On a successful save, it takes half that damage.
+ If the creature made multiple attacks, select one attack to determine the damage dealt. If the creature used one or more effects that damaged multiple targets, choose the damage take by one of those targets from one of the effects.
+ Once you use this feature, you can't use it again until you complete a short or long rest.
+
+ Source: Twitter
+
+
+
+
+ Darkness Domain (Twitter): Channel Divinity: Shadow Spawn
+ Starting at 2nd level, you can use your Channel Divinity to fade into the darkness.
+ As a bonus action, you become a creature of darkness that can blend into the shadows. You gain advantage on all Dexterity (Stealth) checks. If a creature cannot see you, your spells and attacks deal maximum damage to them. The shadows seem to draw around, as if they seek to protect you. This benefit lasts for one minute.
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Channel Divinity: Sundering Invocation
+ Starting at 2nd level, you can use your Channel Divinity to channel destructive energy.
+ As an action, you touch a creature or a an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your cleric level thunder damage on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage.
+
+ Source: Twitter
+
+
+
+
+ Beauty Domain (Twitter): Channel Divinity: Beauty's Truce
+ Starting at 2nd level, you can use your Channel Divinity to quell the flame of violence.
+ As an action, you force all creatures within 100 feet of you to make Charisma saving throws. Each creature that fails this saved is charmed by every other creature that also failed the saving throw. This benefit lasts for one hour. While charmed by this ability, creatures consider all other creatures charmed by it to be their allies. They fight to defend them from attackers.
+ While this ability persists, absent any threat creatures charmed by it will rest, talk among themselves, share stories of their lives, create a communal feast using food and drink they carry, and generally act as if they are old friends, long separated and brought together again for a joyous reunion.
+
+ Source: Twitter
+
+
+
+
+ Darkness Domain (Twitter): Hungry Darkness
+ Starting at 6th level, your Shield of Ineffable Darkness becomes more powerful. When you use it, you can select up to three additional, hostile creatures you can see within 30 feet of you. They are also blinded until the end of your next turn.
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Appetite for Destruction
+ Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your reaction to immediately make one additional weapon attack.
+ You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest.
+
+ Source: Twitter
+
+
+
+
+ Beauty Domain (Twitter): Superior Refuge
+ Starting at 6th level, the temporary hit points granted by your Beauty's Refuge ability increase to 5 + your Charisma modifier (minimum 1).
+
+ Source: Twitter
+
+
+
+
+ Darkness Domain (Twitter): Potent Cantrip
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Divine Strike
+ Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Twitter
+
+
+
+
+ Beauty Domain (Twitter): Potent Cantrip
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Twitter
+
+
+
+
+ Darkness Domain (Twitter): Soul of Darkness
+ Starting at 17th level, you gain strength from darkness. As a bonus action, you fade into the shadows. You regain hit points equal to your cleric level and gain resistance to all damage for one minute. In addition, while this duration lasts you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
+
+ Source: Twitter
+
+
+
+
+ Destruction Domain (Twitter): Hand of Devastation
+ Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of dice. You then choose from among the rolled dice the results you wish to use to determine the spell's damage. You must select dice that match the quantity and type normally rolled to determine the spell's damage.
+
+ Source: Twitter
+
+
+
+
+ Beauty Domain (Twitter): Soul of Beauty
+ Starting at 17th level, you become an avatar of unearthly beauty. Your enemies attack with uncertainty, fearful of damaging the wondrous being they behold, while your magic draws upon your presence to augment its power.
+ As a reaction, you can impose a penalty on a creature's attacks against you or on its saving throws against your spells and abilities. This benefit lasts until the end of the current turn The penalty equals your Charisma modifier (minimum 1).
+
+ Source: Twitter
+
+
+
+
diff --git a/FightClub5eXML/Sources/Unofficial/class-fighter-stream.xml b/FightClub5eXML/Sources/Unofficial/class-fighter-stream.xml
new file mode 100644
index 0000000..e85d4a7
--- /dev/null
+++ b/FightClub5eXML/Sources/Unofficial/class-fighter-stream.xml
@@ -0,0 +1,418 @@
+
+
+
+ Fighter
+
+
+ Martial Archetype: Warlord (Livestream)
+ Transcribed on 2018-03-28. [Square bracketed text] denotes transcriber's annotations.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Tactical Focus
+ At 3rd level, your tactical acumen allows you to study an area of a battlefield and provide direction to your allies that can tilt a battle in your favor.
+ As a bonus action or as part of the attack action, you can select an area on the ground that measures 10 feet on each side. This area is your tactical focus. It remains your tactical focus until you use this ability again or you are unable to take actions.
+ When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 3rd level. You gain an additional tactic at 7th and 15 level. Each time you complete a long rest, you can swap one of your tactics for a different one.
+
+ Tactics
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Tactician's Insight
+ Starting at 3rd level, you can grant your allies useful tactical insights while they are in the area of your tactical focus.
+ You gain a number of uses of insight based on your fighter level.
+ As a bonus action or as a part of an attack action you grant insight to yourself or allies in your tactical focus. You grant this benefit to yourself and as many allies as you wish in your focus, but you cannot expend more uses than you currently have [or more than the maximum in the table below. A creature can receive more than one Tactician's Insight when you take this action.]
+ A creature that gains your insight can use it in two ways. It can regain hit points immediately upon receiving it. Roll 2d10 and the creature regains that many hit points. If the creature would gain hit points that place it above its maximum, it gains the difference as temporary hit points.
+ Alternatively, a creature can save the insight to use when it hits with an attack. It increases the attack's damage by 2d10.
+ You regain expended uses of Tactician's Insight when you complete a long rest.
+
+ Tactician's Insight
+ Fighter Level | Uses | Maximum | Gambits
+ 3 | 2 | 1 | 0
+ 4-6 | 3 | 1 | 0
+ 7-9 | 7 | 2 | 3
+ 10-12 | 9 | 2 | 4
+ 13-15 | 14 | 3 | 5
+ 16-18 | 16 | 3 | 6
+ 19-20 | 20 | 4 | 7
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Advance
+ You and your allies can move 10 ft. in your tactical focus for every 5 feet of movement expended there. [Changed during stream to "You and your allies can basically teleport into your focus. Movement on allies turn." Specifically, the movement is not made as a reaction—your allies can use their movement on their turn(s) to move towards the focus, and gain bonuses to speed or other effects (for example, ignoring difficult terrain, or movement does not provoke opportunity attacks) to aid and incentivize this. Additionally, this may replace "Cover That Flank" in future.]
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Clear the area
+ If an ally hits a creature in your tactical focus with an attack, the ally can move that creature 5 ft. in addition to the attack's other effects.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Cover That Flank
+ When a hostile creature that you can see enters your tactical focus, up to three target creatures of your choice that can see the creature can use a reaction to move up to their speed. The targets must end their movement in the tactical focus. A target creature that ends this movement adjacent to the triggering creature regains its reaction.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Form Shield Wall
+ Allies in your tactical focus gain a +2 bonus to AC while they are adjacent to an ally using a shield. [In future, this will likely be changed to benefit only creatures not already wielding a shield, and to affect each creature at most once.]
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Get Down
+ If an allied creature in your tactical focus must make a Dexterity saving throw it can use its reaction to move up to its speed. If this movement takes it out of the range or area of the effect that caused the saving throw, it is no longer subjected to the effect. [In future, this may be changed to instead give advantage on the saving throw, or require the creature to drop prone, or cancel the creature's next move.]
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Reorder Ranks
+ Allies in your tactical focus do not provoke opportunity attacks while they are within 5 feet of an ally. In addition, you and your allies can end movement in an ally's space. That ally immediately moves so that you do not occupy the same space, but it must end that move at least partially occupying your tactical focus. [Noted as requiring cleanup.]
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Paths of the Sublime Way
+ Each path of the sublime way features a unique take on combat mastery. Many, but not all, require you to wield certain weapons to use their exploits.
+ When you use a martial exploit, you can choose to use one of the special exploits listed under one of the paths you know. You choose the special exploit when you decide to use a martial exploit.
+ Some of these abilities require you to roll fewer dice when using a martial exploit. You cannot use an ability that reduces the total dice you roll for the exploit to less than 1. Such an ability is beyond your skill.
+ Some of these abilities require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.
+
+ Source: Livestream
+
+
+
+
+ Martial Archetype: Weapon Master (Livestream)
+ Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.
+ A weapon master follows the fighting techniques of the Sublime way. This martial discipline combines a variety of sources, from arcane and divine magic to the hardened resolve of a master warrior, to produce astounding battlefield effects.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Martial Exploits
+ Starting at 3rd level, you gain the ability to use your tactical acumen, physical prowess, and sometimes a dash of mystic energy to achieve astounding feats of martial skill.
+ You gain the ability to use martial exploits. You gain uses based on your fighter level, as shown on the Martial Exploits table. You regain all expended uses when you complete a long
+ You also gain access to one path of the Sublime Way at 3rd level. The Martial Exploits table also shows when you get access to additional paths as you gain fighter levels.
+ Whenever you gain a fighter level, you can choose to lose access to one path and replace it with access to a different one.
+
+ Martial Exploits
+ Level | Path | Uses | Exploit Dice
+ 3 | 1 | 4 | 2d6
+ 4 | 2 | 5 | 2d6
+ 5 | 2 | 5 | 2d6
+ 6 | 3 | 5 | 2d6
+ 7 | 3 | 7 | 3d6
+ 8 | 3 | 7 | 3d6
+ 9 | 3 | 7 | 3d6
+ 10 | 4 | 9 | 3d6
+ 11 | 4 | 9 | 3d6
+ 12 | 5 | 9 | 3d6
+ 13 | 5 | 10 | 4d6
+ 14 | 5 | 10 | 4d6
+ 15 | 5 | 10 | 4d6
+ 16 | 5 | 10 | 5d6
+ 17 | 5 | 10 | 5d6
+ 18 | 5 | 10 | 5d6
+ 19 | 5 | 10 | 6d6
+ 20 | 5 | 10 | 6d6
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Masterful Strike
+ When you reach 3rd level, you gain the ability to use a martial exploit to land a telling blow. When you make a weapon attack, you can expend a martial exploit. Roll the dice for your exploit along with your attack. If your attack misses, you can use one or more of the exploit's dice results as a bonus to your attack. If the attack hits, apply any unused dice as a bonus to your weapon damage roll.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Path of the Shadow Harlequin
+ The Shadow Harlequin path is a school of artful sword play and mesmerizing flourishes. Its practitioners attack a foe's mind and body, maneuvering their foes into tactical blunders with cunning feints and sudden, surprising moves.
+ Shadow Harlequins typically fight with light, agile weapons, such as rapiers and short swords, but their talents are useful to almost any warrior.
+ Weapon Master (Livestream): Come Forth to Dance
+ Your weapon moves in a lazy, hypnotic pattern, luring your foe to blunder ahead and walk into your trap.
+ As an action, expend a martial exploit and select a creature that can see you within 15 feet of you. The target must make a Wisdom saving throw. If it fails, it moves up to 15 feet closer to you. You then make a single melee attack against it using your martial exploit with one die fewer.
+ Weapon Master (Livestream): Cutting Dialogue
+ If this exchange of blows is a dramatic play, let your rejoinder be its final act.
+ As a reaction when a creature makes a melee attack against you, you can expend a martial exploit and make a melee weapon attack against that creature. You can select one of the dice rolled and add it to your AC against the target's attack.
+ Weapon Master (Livestream): Dramatic Exit
+ Your overly dramatic strike distracts your opponent, allowing you to slip away from their grasp.
+ When you expend a martial exploit when making a melee weapon attack, you can move up to 5 feet, without provoking opportunity attacks, per exploit die rolled after your attack.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Path of the Stone Dragon
+ The Stone Dragon path focuses on brutal power and overwhelming toughness. Most of these exploits require you to attack with a two-handed melee weapon or a versatile melee weapon you wield in two hands.
+ Warriors of the Stone Dragon are often cruel destroyers. They fight with the subtlety and irresistible force of an avalanche. Their punishing attacks render their enemies immobile, allowing them to then take careful aim for one, final executioner's blow.
+ Weapon Master (Livestream): Adamantine Bones
+ You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.
+ When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them. You gain temporary hit points equal to the total of the dice + your Constitution modifier (minimum of 1).
+ You can also activate this ability as a bonus action. In that case, you roll your martial exploit dice and gain temporary hit points equal to their total + your Constitution modifier.
+ Weapon Master (Livestream): Colossus Strike
+ You swing your weapon in an upward arc, catching your foe in the chest and sending them flying across the battlefield.
+ When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, you push the target 5 feet in a straight line along the ground if your attack hits.
+ Weapon Master (Livestream): Jaws of the Stone Dragon
+ Like a mighty dragon pouncing upon a helpless victim, you take stock of an immobilized foe before landing a crushing strike.
+ When you expend a martial exploit when attacking a target that cannot move or with a speed of 0 with a two-handed melee weapon or a versatile one wielded in two hands, you gain an additional +2 bonus per die used as a bonus to your weapon damage roll.
+ Weapon Master (Livestream): Mountain's Grasp
+ Your blows land with such force that your enemy is left off balance, unable to escape your brutal assault.
+ When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select at least two of them and disregard their results. The target must make a Constitution saving throw. If it fails, its speed is reduced to 0 until the end of your next turn.
+ Weapon Master (Livestream): Sweeping Bludgeon
+ As you ready to strike your enemy, you sweep your weapon around you in a great arc that builds momentum and forces your enemies to dive to the ground to avoid a crushing blow.
+ When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, pick a creature within reach of your attack. Each chosen creature must make a Strength saving throw or be knocked prone.
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Slayer
+ A slayer is a fighter who specializes in bringing down the mightiest monsters wth a few, resounding blows. Some slayers target specific types of monsters, such as dwarven giant slayers who patrol the mountain's peaks or human dragon slayers who train to defeat wyrms of all types.
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Martial Exploits
+ Starting at 3rd level, you gain the ability to use your tactical acumen and physical prowess to achieve astounding feats of martial skill.
+ You gain the ability to use martial exploits. You gain uses of martial exploits based on your fighter level, as shown in the Martial Exploits table. You retain all expenses uses when you complete a long rest.
+ You can apply the benefits of only one exploit to any given attack. If more than one exploit applies to an attack, you select which one to use. Some exploits require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.
+
+ Martial Exploits
+ Level | Uses
+ 3 | 3
+ 4-6 | 5
+ 7-9 | 7
+ 11-12 | 9
+ 13+ | 10
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Slayer's Exploits
+ When you reach 3rd level, you gain several martial exploits that allow you to lay low even the mightiest foe. The ability to use a martial exploit to land a telling blow. You gain the Adamantine Bones, Bell Ringer, and Masterful Strike exploits.
+ Slayer (Livestream): Adamantine Bones
+ You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.
+ During your turn, you can expend a martial exploit to gain temporary hit points. You gain temporary hit points equal to 5 times your proficiency bonus.
+ Slayer (Livestream): Bellringer
+ You take careful aim at your foe's head or other sensitive point, unleashing a brutal attack that knocks the target senseless.
+ You can expend a martial exploit when you hit with a melee weapon attack. The target of the attack must make a Constitution saving throw. If it fails, it is paralyzed. At the end of each of its turns, it can make a Constitution saving throw to end this effect.
+ Slayer (Livestream): Masterful Strike
+ You strike with overwhelming strength and accuracy, battering aside your foe's defense to deliver a deadly strike.
+ When you make an attack, you can expend a martial exploit and roll a number of d6s equal to your proficiency bonus.
+ If the attack misses, you learn the target's AC and can use the result of one or more d6s of your choice as a bonus to your attack roll, possibly turning the miss into a hit. Any remaining dice are used as a bonus to your weapon's damage roll.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Additional Tactic
+ At 7th level, you learn an additional tactic of your choice.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Tactical Gambits
+ Starting at 7th level, your tactical cunning allows you to seize the moment in battle.
+ At 7th level, you learn two gambits. You learn an additional gambit at 10th and 18th level.
+ You use a gambit as an action. You can use your gambits a number of times based on your fighter level.
+ Each time you complete a long rest, you regain all expended uses of your gambits and can swap one of your gambits for a different one.
+ Warlord (Livestream): Saving Throws
+ A gambit sometimes requires a saving throw. The saving throw DC is calculated as follows:
+ Warlord (Livestream): Gambits
+ The gambits are presented in alphabetical order.
+ Warlord (Livestream): Aggressive Advance
+ You and your allies howl in rage and glower at your foes, making a display that sends fear into their hearts.
+ Hostile creatures within 60 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is frightened of your tactical focus. A creature frightened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. As part of this gambit, you may take the attack action. [In future, may be changed to require you or an ally to be present within the focus.]
+ Warlord (Livestream): Cut Them Down!
+ You direct your allies to strike with perfect timing. Landing blows just as your enemies are of balance to send them tumbling to the ground.
+ Until the end of your next turn, hostile creatures in your tactical focus that you can see must make Strength saves each time they are hit by an attack. On a failed save, they are knocked prone. As part of this gambit, you may take the attack action.
+ Warlord (Livestream): Luring Gambit
+ You entangle your weapon with a chosen foe, luring it to duel you as your allies close in for the kill.
+ As part of this gambit, you may take the attack action. If you hit a creature with a weapon attack during your turn, it must make a Wisdom saving throw. On a failed save, your allies are invisible to it until the end of your next turn.
+ Warlord (Livestream): Pile On
+ You direct your allies' attacks against a target, each blow building on the next to build a devastating result. Select a creature in your tactical focus that you can see. At the start of your next turn, that creature must make a Constitution saving throw if you or an ally has hit it with an attack since you used this ability. It suffers disadvantage on the saving throw if it has been hit by three or more attacks [in future, this may be changed to "hit by three or more creatures"]. On a failed saving throw, the creature is stunned until the end of your next turn.
+ As part of this gambit, you may take the attack action.
+ Warlord (Livestream): Pincer Movement
+ With precise timing, you order your allies to charge into the enemy, dealing body checks that leave your foes entangled and helpless.
+ Up to two allies that can see or hear you can use their reactions to move up to their speed. Any creature adjacent to both of your allies or to you and one of the chosen allies at the end of their movement must make a Strength saving throw or become restrained until the end of your next turn. As part of this gambit, you may take the attack action.
+ Warlord (Livestream): Vexing Maneuvers
+ With precise movements, you and your allies dash around the foes to leave them confused and unable to pick out their most dangerous targets.
+ Each enemy in your tactical focus that you can see must make an Intelligence saving throw. On a failed save, it cannot leave your tactical focus using its move until the end of your next turn. As part of this gambit you may take the attack action.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Way of the Blade
+ Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail.
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Slayer's Diplomacy
+ Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Charisma (Intimidation) check, you gain a bonus to the roll equal to your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with your staff, using your sword to aid your balance, or menacing an enemy with a bloodied flail.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Additional Gambit
+ At 10th level, you learn an additional gambit of your choice.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Lead from the Front
+ At 10th level you strike with a cunning insight that allows your allies to make effective follow up attacks.
+ If you hit a creature with a weapon attack, it has disadvantage on all saving throws against your gambits until the end of your next turn.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Superior Fighting Style
+ Starting at 10th level, your mastery of your fighting style deepens. You can choose a second option from the Fighting Style feature you gain at 2nd level, or you can choose an improved version of a fighting style you already know as detailed below.
+ Weapon Master (Livestream): Superior Archery
+ You gain a +3 bonus to attack rolls you make with ranged weapons.
+ Weapon Master (Livestream): Superior Defense
+ While you are wearing armor, you gain a +1 bonus to AC. You also gain a +1 bonus to all saving throws.
+ Weapon Master (Livestream): Superior Dueling
+ When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.
+ Weapon Master (Livestream): Superior Great Weapon Fighting
+ When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.
+ Weapon Master (Livestream): Superior Protection
+ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll and make an opportunity attack against the attacker. You must be wielding a shield.
+ Weapon Master (Livestream): Superior Two-Weapon Fighting
+ When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Superior Exploits
+ Starting at 10th level, your mastery of your exploits allows you to maximize their effectiveness.
+ Slayer (Livestream): Improved Adamantine Bones
+ When you use Adamantine Bones, you gain advantage on all saving throws until the end of your next turn.
+ Slayer (Livestream): Improved Bell Ringer
+ If a target successfully saves against your Bell Ringer exploit or the attack misses, you can choose to not expend the use of your exploit. If you do so, you cannot use Bell Ringer again until the start of your next turn.
+ Slayer (Livestream): Improved Masterful Strike
+ You now roll d8s instead of d6s when using Masterful Strike.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Additional Tactic
+ At 15th level, you learn an additional tactic of your choice.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Tactical Maneuvers
+ At 15th level, you can provide leadership that allows your allies to move in perfect harmony.
+ In place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Unknown
+ [No content available.]
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Bloodthirsty Rush
+ Starting at 15th level, you strike with speed and certainty that catches others off guard. When rolling initiative, you add your proficiency bonus to the roll.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Additional Gambit
+ At 18th level, you learn an additional gambit of your choice.
+
+ Source: Livestream
+
+
+
+
+ Warlord (Livestream): Perfect Coordination
+ Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As a bonus action, select up to five allies who can see or hear you. They can use their reactions to immediately take actions.
+ Once you use this ability, you cannot use it again until you complete a long rest.
+
+ Source: Livestream
+
+
+
+
+ Weapon Master (Livestream): Unknown
+ [No content available.]
+
+ Source: Livestream
+
+
+
+
+ Slayer (Livestream): Overwhelming Momentum
+ Starting at 18th level, when you miss a foe with a melee attack, your next attack this turn against that target gains advantage.
+
+ Source: Livestream
+
+
+
+
diff --git a/FightClub5eXML/Sources/Unofficial/class-monk-stream.xml b/FightClub5eXML/Sources/Unofficial/class-monk-stream.xml
new file mode 100644
index 0000000..23de74d
--- /dev/null
+++ b/FightClub5eXML/Sources/Unofficial/class-monk-stream.xml
@@ -0,0 +1,76 @@
+
+
+
+ Monk
+
+
+ Monastic Tradition: Way of the Soul Knife (Livestream)
+ Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.
+ Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions.
+
+ Source: Livestream
+
+
+
+
+ Way of the Soul Knife (Livestream): Psychic Slash
+ At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks.
+ Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:
+
+ Life Drain
+ You gain temporary hit points equal to half the damage your attack deals.
+
+ Invoke Terror
+ The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
+
+ Invoke Wrath
+ The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.
+
+ Astral Slide
+ You teleport the target up to 10 feet to a destination you can see.
+
+ Synaptic Overload
+ The target gains vulnerability to psychic damage until the end of your next turn.
+
+ Source: Livestream
+
+
+
+
+ Way of the Soul Knife (Livestream): Soul Knife
+ Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes' minds.
+ Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.
+ In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.
+
+ Source: Livestream
+
+
+
+
+ Way of the Soul Knife (Livestream): Aura Sight
+ At 6th level, you gain the ability to perceive the auras of other creatures.
+ As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you.
+ If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.
+
+ Source: Livestream
+
+
+
+
+ Way of the Soul Knife (Livestream): Spectral Blades
+ At 11th level, you can cause your blades to phase through physical objects and defenses.
+ Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds.
+
+ Source: Livestream
+
+
+
+
+ Way of the Soul Knife (Livestream): Psychic Form
+ At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you gain resistance to all types of damage, a fly speed of 30 feet, and the ability to pass through solid objects but not end your movement within them. This benefit lasts for 1 minute. You cannot use it again until you complete a long rest.
+
+ Source: Livestream
+
+
+
+
diff --git a/FightClub5eXML/Sources/Unofficial/class-rogue-stream.xml b/FightClub5eXML/Sources/Unofficial/class-rogue-stream.xml
new file mode 100644
index 0000000..bccad20
--- /dev/null
+++ b/FightClub5eXML/Sources/Unofficial/class-rogue-stream.xml
@@ -0,0 +1,48 @@
+
+
+
+ Rogue
+
+
+ Acrobat (Livestream): Acrobat
+ Transcribed on 2018-04-07. [Square bracketed text] denotes transcriber's annotations.
+ Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.
+
+ Source: Livestream
+
+
+
+
+ Acrobat (Livestream): Aerial Artistry
+ Starting at 3rd level, you gain the ability [to] move with incredible speed, precision, and power, Few obstacles can prevent you from reaching your destination.
+ When you move, you can instead take two short movements by flying. Each movement is half your speed, and you must end each one on a solid object or [the] ground. If you do not, you fall and your movement ends.
+
+ Source: Livestream
+
+
+
+
+ Acrobat (Livestream): Fearless Aerialist
+ Starting at 9th level, you no longer take damage from falling.
+
+ Source: Livestream
+
+
+
+
+ Acrobat (Livestream): Unchained Agility
+ At 13th level, your agility, speed and flexibility allow you to escape from almost any danger. You gain the benefits of freedom of movement.
+
+ Source: Livestream
+
+
+
+
+ Acrobat (Livestream): Aerial Mastery
+ At 17th level your Aerial Artistry ability improves. When you move you can instead take four short movements by flying. [Each short movement is still limited to half your speed, and between each movement you must still touch a solid object or the ground. If you do not, you fall and your movement ends.]
+
+ Source: Livestream
+
+
+
+
diff --git a/FightClub5eXML/Sources/Unofficial/class-warlock-stream.xml b/FightClub5eXML/Sources/Unofficial/class-warlock-stream.xml
new file mode 100644
index 0000000..7cdfa62
--- /dev/null
+++ b/FightClub5eXML/Sources/Unofficial/class-warlock-stream.xml
@@ -0,0 +1,75 @@
+
+
+
+ Warlock
+
+
+ Otherworldly Patron: The Kraken (Livestream)
+ You made a pact with a Kraken somewhere in the world's ocean.
+
+ Expanded Spell List
+ The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Kraken Patron Expanded Spells
+ Spell Level | Spells
+ 1st | thunderwave, create or destroy water
+ 2nd | augury, gust of wind
+ 3rd | call lightning, water breathing
+ 4th | evard's black tentacles, control water
+ 5th | commune with nature, cone of cold
+
+ Source: Livestream
+
+
+
+
+ The Kraken (Livestream): Grasp of the Kraken
+ Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point that you can see within 60 ft. of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 ft. of that point must make a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet.
+
+ Source: Livestream
+
+
+
+
+ The Kraken (Livestream): Inky Escape
+ At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast darkness centered on a point within 5 ft. of you. The spell lasts until the end of your next turn, and it has no effect on your vision.
+ Once you use this ability, you cannot use it until you complete a short or long rest.
+
+ Source: Livestream
+
+
+
+
+ The Kraken (Livestream): Scion of the Depths
+ Starting at 10th level, your patron accepts you into his inner court of servitors. You gain the ability to breathe water, and a swim speed equal to your normal speed.
+ You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 ft. of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.
+
+ Source: Livestream
+
+
+
+
+ The Kraken (Livestream): Unleash the Kraken
+ At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 ft. of you and choose one of the following effects.
+
+ Source: Livestream
+
+
+
+
+ The Kraken (Livestream): Fury
+ The tentacles slam into your foes. Pick up to 5 creatures that you can see within 30 ft. of the portal. Those creatures must make Dexterity saving throws against your Warlock spell save DC. Creatures that fail their saving throws take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end its restrained condition.
+
+ Source: Livestream
+
+
+
+
+ The Kraken (Livestream): Transport
+ You and up to 5 creatures of your choosing that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited in the past 24 hours, depositing you and your chosen allies there.
+
+ Source: Livestream
+
+
+
+
diff --git a/FightClub5eXML/Sources/Unofficial/class-warlock-twitter.xml b/FightClub5eXML/Sources/Unofficial/class-warlock-twitter.xml
new file mode 100644
index 0000000..a486644
--- /dev/null
+++ b/FightClub5eXML/Sources/Unofficial/class-warlock-twitter.xml
@@ -0,0 +1,65 @@
+
+
+
+ Warlock
+
+
+ Otherworldly Patron: Lolth (Twitter)
+ Your patron is Lolth, queen of the dark fey. She rules over the drow that dwell within the Feywild, and commands the loyalty of all hags. Evil fey pay her respect, though not all obey her edicts. She is a sworn enemy of Torog, due to the constant threat he and his minions pose to her Underdark domains.
+
+ Expanded Spell List
+ Lolth lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Lolth Expanded Spells
+ Spell Level | Spells
+ 1st | faerie fire, jump
+ 2nd | darkness, web
+ 3rd | fear, vampiric touch
+ 4th | dimension door, giant insect
+ 5th | cloudkill, hold monster
+
+ Source: Twitter
+
+
+
+
+ Lolth (Twitter): Dark Queen's Servitor
+ Starting at 1st level, you gain the ability to transform into Lolth's most beloved servitor, a giant spider. As a bonus action you turn into a spider. You gain a +2 bonus to AC. You gain 3 temporary hit points per level. You gain a climb speed equal to your normal speed. You can climb difficult surfaces, such as along a ceiling, without needing to make a check. You gain a bite attack. You are proficient with this attack and it inflicts poison damage based on your level. You can use your choice of Strength or Dexterity to modify your bite attack's attack and damage rolls. While in this form, you lack hands and cannot do anything that normally requires them. However, you can cast spells but can only cast the ones listed on your expanded spell list for Lolth.
+ Once you use this ability, you cannot use it again until you complete a short or long rest.
+
+ Spider Form Bite Damage
+ Level | Damage
+ 1st—4th | 1d10 poison
+ 5th—10th | 2d10 poison
+ 11th—16th | 3d10 poison
+ 17th+ | 4d10 poison
+
+ Source: Twitter
+
+
+
+
+ Lolth (Twitter): Poisoned Beauty
+ At 6th level, you gain the ability to use a shard of Lolth's alien beauty, causing other creatures to become enraptured by your appearance. As a bonus action, pick a creature you can see. That creature must succeed on a Charisma saving throw or become charmed by you. While charmed, it also gains vulnerability to poison damage. This benefit lasts for one minute or until you or your allies damages the creature. Once you use this ability, you cannot use it again until you complete a short or long rest.
+
+ Source: Twitter
+
+
+
+
+ Lolth (Twitter): Spider Queen's Chosen
+ At 10th level, Lolth extends her protection to you while you are in her favored form. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources while in your spider form.
+
+ Source: Twitter
+
+
+
+
+ Lolth (Twitter): Kiss of the Spider Queen
+ Starting at 14th level, you can channel Lolth's malevolence into a deadly kiss. As an action, you touch a creature within your reach. The target takes 12d10 poison or psychic damage (your choice), or half as much on a successful Constitution save. A creature charmed by you has disadvantage on its saving throw. After you use this ability, you cannot cast it again until you complete a long rest.
+
+ Source: Twitter
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml
new file mode 100644
index 0000000..4b3b592
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml
@@ -0,0 +1,215 @@
+
+
+
+ Barbarian
+
+
+ Primal Path: Path of the Ancestral Guardian
+ Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
+ Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
+
+ Source: Xanathar's Guide to Everything p. 9
+
+
+
+
+ Path of the Ancestral Guardian: Ancestral Protectors
+ Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
+
+ Source: Xanathar's Guide to Everything p. 9
+
+
+
+
+ Primal Path: Path of the Storm Herald
+ All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
+ Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Storm Aura
+ Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
+ Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
+ If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Desert
+ When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Sea
+ When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Tundra
+ When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Primal Path: Path of the Zealot
+ Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.
+ A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
+
+ Source: Xanathar's Guide to Everything p. 11
+
+
+
+
+ Path of the Zealot: Divine Fury
+ Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
+
+ Source: Xanathar's Guide to Everything p. 11
+
+
+
+
+ Path of the Zealot: Warrior of the Gods
+ At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
+
+ Source: Xanathar's Guide to Everything p. 11
+
+
+
+
+ Path of the Ancestral Guardian: Spirit Shield
+ Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
+ When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
+
+ Source: Xanathar's Guide to Everything p. 9
+
+
+
+
+ Path of the Storm Herald: Storm Soul
+ At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Desert
+ You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Sea
+ You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Tundra
+ You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Zealot: Fanatical Focus
+ Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
+
+ Source: Xanathar's Guide to Everything p. 11
+
+
+
+
+ Path of the Ancestral Guardian: Consult the Spirits
+ At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
+ After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 9
+
+
+
+
+ Path of the Storm Herald: Shielding Storm
+ At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Zealot: Zealous Presence
+ At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 11
+
+
+
+
+ Path of the Ancestral Guardian: Vengeful Ancestors
+ At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
+
+ Source: Xanathar's Guide to Everything p. 9
+
+
+
+
+ Path of the Storm Herald: Raging Storm
+ At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Desert
+ Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Sea
+ When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Storm Herald: Tundra
+ Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
+
+ Source: Xanathar's Guide to Everything p. 10
+
+
+
+
+ Path of the Zealot: Rage beyond Death
+ Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
+ While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
+
+ Source: Xanathar's Guide to Everything p. 11
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml
new file mode 100644
index 0000000..7ab6970
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml
@@ -0,0 +1,187 @@
+
+
+
+ Bard
+
+
+ Bard College: College of Glamour
+ The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
+ The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
+
+ Source: Xanathar's Guide to Everything p. 14
+
+
+
+
+ College of Glamour: Enthralling Performance
+ Starting at 3rd level, you can charge your performance with seductive, fey magic.
+ If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
+ If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 14
+
+
+
+
+ College of Glamour: Mantle of Inspiration
+ When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
+ As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
+ The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
+
+ Source: Xanathar's Guide to Everything p. 14
+
+
+
+
+ Bard College: College of Swords
+ Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
+ Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
+ Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Swords: Blade Flourish
+ At 3rd level, you learn to perform impressive displays of martial prowess and speed.
+ Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Swords: Bonus Proficiencies
+ When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
+ If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Swords: Fighting Style
+ At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Swords: Defensive Flourish
+ You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Swords: Mobile Flourish
+ You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Swords: Slashing Flourish
+ You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ Bard College: College of Whispers
+ Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
+ Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
+
+ Source: Xanathar's Guide to Everything p. 16
+
+
+
+
+ College of Whispers: Psychic Blades
+ When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
+ When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.
+ The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
+
+ Source: Xanathar's Guide to Everything p. 16
+
+
+
+
+ College of Whispers: Words of Terror
+ At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
+ If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
+ If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 16
+
+
+
+
+ College of Glamour: Mantle of Majesty
+ At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.
+ Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 14
+
+
+
+
+ College of Swords: Extra Attack
+ Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Whispers: Mantle of Whispers
+ At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
+ You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
+ While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
+ Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
+ Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 16
+
+
+
+
+ College of Glamour: Unbreakable Majesty
+ At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
+ In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
+ Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 14
+
+
+
+
+ College of Swords: Master's Flourish
+ Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
+
+ Source: Xanathar's Guide to Everything p. 15
+
+
+
+
+ College of Whispers: Shadow Lore
+ At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.
+ As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
+ On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
+ The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
+ When the effect ends, the creature has no understanding of why it held you in such fear.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 16
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,164 @@
+
+
+
+ Cleric
+
+
+ Divine Domain: Forge Domain
+ The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
+ At each indicated cleric level, add the listed spells to your spells prepared.
+
+ Forge Domain Spells
+ Cleric Level | Spells
+ 1st | identify, searing smite
+ 3rd | heat metal, magic weapon
+ 5th | elemental weapon, protection from energy
+ 7th | fabricate, wall of fire
+ 9th | animate objects, creation
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Forge Domain: Blessing of the Forge
+ At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Forge Domain: Bonus Proficiency
+ When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Divine Domain: Grave Domain
+ Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
+
+ Grave Domain Spells
+ Cleric Level | Spells
+ 1st | bane, false life
+ 3rd | gentle repose, ray of enfeeblement
+ 5th | revivify, vampiric touch
+ 7th | blight, death ward
+ 9th | antilife shell, raise dead
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Grave Domain: Circle of Mortality
+ At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
+ In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Grave Domain: Eyes of the Grave
+ At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Forge Domain: Channel Divinity: Artisan's Blessing
+ Starting at 2nd level, you can use your Channel Divinity to create simple items.
+ You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
+ The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Grave Domain: Channel Divinity: Path to the Grave
+ Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.
+ As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Forge Domain: Soul of the Forge
+ Starting at 6th level, your mastery of the forge grants you special abilities:
+ • You gain resistance to fire damage.
+ • While wearing heavy armor, you gain a +1 bonus to AC.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Grave Domain: Sentinel at Death's Door
+ At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Forge Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Divine Strike)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Forge Domain: Divine Strike
+ At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Grave Domain: Blessed Strikes
+ 8th-level cleric Divine Domain feature (replaces Potent Spellcasting)
+ In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Grave Domain: Potent Spellcasting
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
+ Forge Domain: Saint of Forge and Fire
+ At 17th level, your blessed affinity with fire and metal becomes more powerful:
+ • You gain immunity to fire damage
+ • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
+
+ Source: Xanathar's Guide to Everything p. 18
+
+
+
+
+ Grave Domain: Keeper of Souls
+ Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
+
+ Source: Xanathar's Guide to Everything p. 19
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml
new file mode 100644
index 0000000..41ab7ef
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml
@@ -0,0 +1,116 @@
+
+
+
+ Druid
+
+
+ Druid Circle: Circle of Dreams
+ Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
+
+ Source: Xanathar's Guide to Everything p. 22
+
+
+
+
+ Circle of Dreams: Balm of the Summer Court
+ At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
+ As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
+ You regain all expended dice when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 22
+
+
+
+
+ Druid Circle: Circle of the Shepherd
+ Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
+ Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
+
+ Source: Xanathar's Guide to Everything p. 23
+
+
+
+
+ Circle of the Shepherd: Speech of the Woods
+ At 2nd level, you gain the ability to converse with beasts and many fey.
+ You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
+
+ Source: Xanathar's Guide to Everything p. 23
+
+
+
+
+ Circle of the Shepherd: Spirit Totem
+ Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
+ As a bonus action, you can move the spirit up to 60 feet to a point you can see.
+ The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
+ The effect of the spirit's aura depends on the type of spirit you summon from the options below.
+ Circle of the Shepherd: Bear Spirit
+ The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
+ Circle of the Shepherd: Hawk Spirit
+ The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
+ Circle of the Shepherd: Unicorn Spirit
+ The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
+
+ Source: Xanathar's Guide to Everything p. 23
+
+
+
+
+ Circle of Dreams: Hearth of Moonlight and Shadow
+ At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
+ While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
+ The sphere vanishes at the end of the rest or when you leave the sphere.
+
+ Source: Xanathar's Guide to Everything p. 22
+
+
+
+
+ Circle of the Shepherd: Mighty Summoner
+ Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
+ • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
+ • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
+
+ Source: Xanathar's Guide to Everything p. 23
+
+
+
+
+ Circle of Dreams: Hidden Paths
+ Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 22
+
+
+
+
+ Circle of the Shepherd: Guardian Spirit
+ Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
+
+ Source: Xanathar's Guide to Everything p. 23
+
+
+
+
+ Circle of Dreams: Walker in Dreams
+ At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
+ When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.
+ This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 22
+
+
+
+
+ Circle of the Shepherd: Faithful Summons
+ Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 23
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml
new file mode 100644
index 0000000..017a2d7
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml
@@ -0,0 +1,225 @@
+
+
+
+ Fighter
+
+
+ Martial Archetype: Arcane Archer
+ An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Arcane Archer: Arcane Archer Lore
+ At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Arcane Archer: Arcane Shot
+ At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
+ Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
+ You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Arcane Archer: Arcane Shot Options
+ The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
+ If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Martial Archetype: Cavalier
+ The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Cavalier: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Cavalier: Born to the Saddle
+ Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
+ Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Cavalier: Unwavering Mark
+ Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
+ While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
+ In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
+ Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Martial Archetype: Samurai
+ The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
+ Samurai: Bonus Proficiency
+ When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
+ Samurai: Fighting Spirit
+ Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
+ You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
+ Arcane Archer: Additional Arcane Shot Option
+ You gain an additional Arcane Shot option of your choice when you reach 7th level.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Arcane Archer: Curving Shot
+ At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Arcane Archer: Magic Arrow
+ At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Cavalier: Warding Maneuver
+ At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
+ You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Samurai: Elegant Courtier
+ Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
+ Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
+ Arcane Archer: Additional Arcane Shot Option
+ You gain an additional Arcane Shot option of your choice when you reach 10th level.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Cavalier: Hold the Line
+ At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Samurai: Tireless Spirit
+ Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
+ Arcane Archer: Additional Arcane Shot Option
+ You gain an additional Arcane Shot option of your choice when you reach 15th level.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Arcane Archer: Ever-Ready Shot
+ Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Cavalier: Ferocious Charger
+ Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Samurai: Rapid Strike
+ Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
+ Arcane Archer: Additional Arcane Shot Option
+ You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.
+
+ Source: Xanathar's Guide to Everything p. 28
+
+
+
+
+ Cavalier: Vigilant Defender
+ Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
+
+ Source: Xanathar's Guide to Everything p. 30
+
+
+
+
+ Samurai: Strength before Death
+ Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 31
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml
new file mode 100644
index 0000000..306cba2
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml
@@ -0,0 +1,205 @@
+
+
+
+ Monk
+
+
+ Monastic Tradition: Way of the Drunken Master
+ The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
+ A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
+
+ Source: Xanathar's Guide to Everything p. 33
+
+
+
+
+ Way of the Drunken Master: Bonus Proficiencies
+ When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
+
+ Source: Xanathar's Guide to Everything p. 33
+
+
+
+
+ Way of the Drunken Master: Drunken Technique
+ At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
+
+ Source: Xanathar's Guide to Everything p. 33
+
+
+
+
+ Monastic Tradition: Way of the Kensei
+ Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
+ A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
+
+ Source: Xanathar's Guide to Everything p. 34
+
+
+
+
+ Way of the Kensei: Path of the Kensei
+ When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
+ Way of the Kensei: Kensei Weapons
+ Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
+ Way of the Kensei: Agile Parry
+ If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
+ Way of the Kensei: Kensei's Shot
+ You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
+ Way of the Kensei: Way of the Brush
+ You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
+
+ Source: Xanathar's Guide to Everything p. 34
+
+
+
+
+ Monastic Tradition: Way of the Sun Soul
+ Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Sun Soul: Radiant Sun Bolt
+ Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
+ You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels—to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
+ When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Monastic Tradition: Way of the Sun Soul
+ Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Sun Soul: Radiant Sun Bolt
+ Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
+ You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
+ When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
+ When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Drunken Master: Tipsy Sway
+ Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
+ Way of the Drunken Master: Leap to Your Feet
+ When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
+ Way of the Drunken Master: Redirect Attack
+ When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
+
+ Source: Xanathar's Guide to Everything p. 33
+
+
+
+
+ Way of the Kensei: One with the Blade
+ At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
+ Way of the Kensei: Magic Kensei Weapons
+ Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
+ Way of the Kensei: Deft Strike
+ When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
+
+ Source: Xanathar's Guide to Everything p. 34
+
+
+
+
+ Way of the Sun Soul: Searing Arc Strike
+ At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action.
+ You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Sun Soul: Searing Arc Strike
+ At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
+ You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Drunken Master: Drunkard's Luck
+ Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
+
+ Source: Xanathar's Guide to Everything p. 33
+
+
+
+
+ Way of the Kensei: Sharpen the Blade
+ At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
+
+ Source: Xanathar's Guide to Everything p. 34
+
+
+
+
+ Way of the Sun Soul: Searing Sunburst
+ At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
+ Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
+ You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Sun Soul: Searing Sunburst
+ At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
+ Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
+ You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Drunken Master: Intoxicated Frenzy
+ At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
+
+ Source: Xanathar's Guide to Everything p. 33
+
+
+
+
+ Way of the Kensei: Unerring Accuracy
+ At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
+
+ Source: Xanathar's Guide to Everything p. 34
+
+
+
+
+ Way of the Sun Soul: Sun Shield
+ At 17th level, you become wreathed in a magical, luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
+ If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
+ Way of the Sun Soul: Sun Shield
+ At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
+ If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
+
+ Source: Xanathar's Guide to Everything p. 35
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml
new file mode 100644
index 0000000..67a5b99
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml
@@ -0,0 +1,179 @@
+
+
+
+ Paladin
+
+
+ Sacred Oath: Oath of Conquest
+ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
+ Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Conquest: Channel Divinity: Conquering Presence
+ You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Conquest: Channel Divinity: Guided Strike
+ You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Conquest: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Conquest Spells
+ Paladin Level | Spells
+ 3rd | armor of Agathys, command
+ 5th | hold person, spiritual weapon
+ 9th | bestow curse, fear
+ 13th | dominate beast, stoneskin
+ 17th | cloudkill, dominate person
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Conquest: Tenets of Conquest
+ A paladin who takes this oath has the tenets of conquest seared on the upper arm.
+
+ Douse the Flame of Hope
+ It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
+
+ Rule with an Iron Fist
+ Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
+
+ Strength Above All
+ You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Sacred Oath: Oath of Redemption
+ The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
+ While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Redemption: Channel Divinity: Emissary of Peace
+ You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Redemption: Channel Divinity: Rebuke the Violent
+ You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Redemption: Oath Spells
+ You gain oath spells at the paladin levels listed.
+
+ Oath of Redemption Spells
+ Paladin Level | Spells
+ 3rd | sanctuary, sleep
+ 5th | calm emotions, hold person
+ 9th | counterspell, hypnotic pattern
+ 13th | Otiluke's resilient sphere, stoneskin
+ 17th | hold monster, wall of force
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Redemption: Tenets of Redemption
+ The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
+ Oath of Redemption: Peace
+ Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
+ Oath of Redemption: Innocence
+ All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
+ Oath of Redemption: Patience
+ Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
+ Oath of Redemption: Wisdom
+ Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Conquest: Aura of Conquest
+ Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
+ If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Redemption: Aura of the Guardian
+ Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
+ At 18th level, the range of this aura increases to 30 feet.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Conquest: Scornful Rebuke
+ Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Redemption: Protective Spirit
+ Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
+ Oath of Conquest: Invincible Conqueror
+ At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
+ • You have resistance to all damage.
+ • When you take the Attack action on your turn, you can make one additional attack as part of that action.
+ • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 37
+
+
+
+
+ Oath of Redemption: Emissary of Redemption
+ At 20th level, you become an avatar of peace, which gives you two benefits:
+ • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
+ • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
+ If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 38
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml
new file mode 100644
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--- /dev/null
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@@ -0,0 +1,1728 @@
+
+
+
+ Ranger
+
+
+ Ranger Archetype: Gloom Stalker
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Gloom Stalker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Gloom Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | fear
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Archetype: Gloom Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Archetype: Gloom Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Gloom Stalker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Gloom Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | fear
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Archetype: Horizon Walker
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Horizon Walker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | misty step
+ 9th | haste
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Archetype: Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Archetype: Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Horizon Walker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | misty step
+ 9th | haste
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Archetype: Monster Slayer
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Monster Slayer Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | hold monster
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger Archetype: Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger Archetype: Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Monster Slayer Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | hold monster
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger (Spell-less) (UA)
+
+
+ Ranger Archetype: Gloom Stalker
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Gloom Stalker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Gloom Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | fear
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Archetype: Gloom Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Archetype: Gloom Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Gloom Stalker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Gloom Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | fear
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Archetype: Horizon Walker
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Horizon Walker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | misty step
+ 9th | haste
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Archetype: Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Archetype: Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Horizon Walker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | misty step
+ 9th | haste
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Archetype: Monster Slayer
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Monster Slayer Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | hold monster
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger Archetype: Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger Archetype: Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Monster Slayer Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | hold monster
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger (Revised) (UA)
+
+
+ Ranger Conclave: Gloom Stalker
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Gloom Stalker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Gloom Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | fear
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Conclave: Gloom Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Conclave: Gloom Stalker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Dread Ambusher
+ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
+ At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Gloom Stalker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Gloom Stalker Spells
+ Ranger Level | Spells
+ 3rd | disguise self
+ 5th | rope trick
+ 9th | fear
+ 13th | greater invisibility
+ 17th | seeming
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Umbral Sight
+ At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
+ You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Ranger Conclave: Horizon Walker
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Horizon Walker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | misty step
+ 9th | haste
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Conclave: Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Conclave: Horizon Walker
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Detect Portal
+ At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+ See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Horizon Walker Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Horizon Walker Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | misty step
+ 9th | haste
+ 13th | banishment
+ 17th | teleportation circle
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Planar Warrior
+ At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
+ As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Ranger Conclave: Monster Slayer
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Monster Slayer Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | hold monster
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger Conclave: Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Ranger Conclave: Monster Slayer
+ Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass.
+ You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Hunter's Sense
+ At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Monster Slayer Magic
+ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
+
+ Monster Slayer Spells
+ Ranger Level | Spells
+ 3rd | protection from evil and good
+ 5th | zone of truth
+ 9th | magic circle
+ 13th | banishment
+ 17th | hold monster
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Prey
+ Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
+ This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Extra Attack
+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Iron Mind
+ By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Ethereal Step
+ At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Supernatural Defense
+ At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Stalker's Flurry
+ At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Distant Strike
+ At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
+ If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Magic-User's Nemesis
+ At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
+ Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Gloom Stalker: Shadowy Dodge
+ Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
+
+ Source: Xanathar's Guide to Everything p. 41
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Horizon Walker: Spectral Defense
+ At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
+
+ Source: Xanathar's Guide to Everything p. 42
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
+ Monster Slayer: Slayer's Counter
+ At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
+
+ Source: Xanathar's Guide to Everything p. 43
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml
new file mode 100644
index 0000000..c716308
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml
@@ -0,0 +1,327 @@
+
+
+
+ Rogue
+
+
+ Roguish Archetype: Inquisitive
+ As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Inquisitive: Ear for Deceit
+ When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Inquisitive: Eye for Detail
+ Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Inquisitive: Insightful Fighting
+ At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
+ This benefit lasts for 1 minute or until you successfully use this feature against a different target.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Roguish Archetype: Mastermind
+ Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Master of Intrigue
+ When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
+ Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Master of Tactics
+ Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Roguish Archetype: Mastermind
+ Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Master of Intrigue
+ When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
+ Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Master of Tactics
+ Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Roguish Archetype: Scout
+ You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.
+
+ Source: Xanathar's Guide to Everything p. 47
+
+
+
+
+ Scout: Skirmisher
+ Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
+
+ Source: Xanathar's Guide to Everything p. 47
+
+
+
+
+ Scout: Survivalist
+ When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
+
+ Source: Xanathar's Guide to Everything p. 47
+
+
+
+
+ Roguish Archetype: Swashbuckler
+ You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.
+ A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Fancy Footwork
+ When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Rakish Audacity
+ Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
+ In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Roguish Archetype: Swashbuckler
+ You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
+ A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Fancy Footwork
+ When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Rakish Audacity
+ Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
+ You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Inquisitive: Steady Eye
+ Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Mastermind: Insightful Manipulator
+ Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
+ • Intelligence score
+ • Wisdom score
+ • Charisma score
+ • Class levels (if any)
+ At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Insightful Manipulator
+ Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
+ • Intelligence score
+ • Wisdom score
+ • Charisma score
+ • Class levels (if any)
+ At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Scout: Superior Mobility
+ At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
+
+ Source: Xanathar's Guide to Everything p. 47
+
+
+
+
+ Swashbuckler: Panache
+ At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
+ If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
+ If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Panache
+ At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
+ If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
+ If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Inquisitive: Unerring Eye
+ Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
+ You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Mastermind: Misdirection
+ Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Misdirection
+ Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Scout: Ambush Master
+ Starting at 13th level, you excel at leading ambushes and acting first in a fight.
+ You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
+
+ Source: Xanathar's Guide to Everything p. 47
+
+
+
+
+ Swashbuckler: Elegant Maneuver
+ Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Elegant Maneuver
+ Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Inquisitive: Eye for Weakness
+ At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
+
+ Source: Xanathar's Guide to Everything p. 45
+
+
+
+
+ Mastermind: Soul of Deceit
+ Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
+ Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Mastermind: Soul of Deceit
+ Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
+ Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
+
+ Source: Xanathar's Guide to Everything p. 46
+
+
+
+
+ Scout: Sudden Strike
+ Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
+
+ Source: Xanathar's Guide to Everything p. 47
+
+
+
+
+ Swashbuckler: Master Duelist
+ Beginning at 17th level, your mastery of the blade lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
+ Swashbuckler: Master Duelist
+ Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 48
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml
new file mode 100644
index 0000000..4751aff
--- /dev/null
+++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml
@@ -0,0 +1,253 @@
+
+
+
+ Sorcerer
+
+
+ Sorcerous Origin: Divine Soul
+ Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.
+ Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
+ A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
+ In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Divine Soul: Divine Magic
+ Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
+ In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
+
+ Affinity | Spell
+ Good | cure wounds
+ Evil | inflict wounds
+ Law | bless
+ Chaos | bane
+ Neutrality | protection from evil and good
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Divine Soul: Favored by the Gods
+ Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Sorcerous Origin: Shadow Magic
+ You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
+ The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
+
+ Shadow Sorcerer Quirks
+ d6 | Quirk
+ 1 | You are always icy cold to the touch.
+ 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive).
+ 3 | You barely bleed, even when badly injured.
+ 4 | Your heart beats once per minute. This event sometimes surprises you.
+ 5 | You have trouble remembering that living creatures and corpses should be treated differently.
+ 6 | You blinked. Once. Last week.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Shadow Magic: Eyes of the Dark
+ Starting at 1st level, you have darkvision with a range of 120 feet.
+ When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Shadow Magic: Strength of the Grave
+ Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
+ After the saving throw succeeds, you can't use this feature again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Sorcerous Origin: Storm Sorcery
+ Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.
+ Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Tempestuous Magic
+ Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Wind Speaker
+ The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Sorcerous Origin: Storm Sorcery
+ Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
+ Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Tempestuous Magic
+ Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Wind Speaker
+ The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Divine Soul: Empowered Healing
+ Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Shadow Magic: Hound of Ill Omen
+ At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
+ • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
+ • It appears with a number of temporary hit points equal to half your sorcerer level.
+ • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
+ • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
+ The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Storm Sorcery: Heart of the Storm
+ At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Storm Guide
+ At 6th level, you gain the ability to subtly control the weather around you.
+ If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.
+ If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Heart of the Storm
+ At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Storm Guide
+ At 6th level, you gain the ability to subtly control the weather around you.
+ If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
+ If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Divine Soul: Otherworldly Wings
+ Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
+ The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Shadow Magic: Shadow Walk
+ At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Storm Sorcery: Storm's Fury
+ Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Storm's Fury
+ Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Divine Soul: Unearthly Recovery
+ At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Shadow Magic: Umbral Form
+ Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
+ You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
+
+ Source: Xanathar's Guide to Everything p. 50
+
+
+
+
+ Storm Sorcery: Wind Soul
+ At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.
+ As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
+ Storm Sorcery: Wind Soul
+ At 18th level, you gain immunity to lightning and thunder damage.
+ You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 51
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml
new file mode 100644
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+
+
+
+ Warlock
+
+
+ Otherworldly Patron: The Celestial
+ Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
+ Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
+
+ Expanded Spell List
+ The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Celestial Expanded Spells
+ Spell Level | Spells
+ 1st | cure wounds, guiding bolt
+ 2nd | flaming sphere, lesser restoration
+ 3rd | daylight, revivify
+ 4th | guardian of faith, wall of fire
+ 5th | flame strike, greater restoration
+
+ Source: Xanathar's Guide to Everything p. 54
+
+
+
+
+ The Celestial: Bonus Cantrips
+ At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
+
+ Source: Xanathar's Guide to Everything p. 54
+
+
+
+
+ The Celestial: Healing Light
+ At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
+ As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
+ Your pool regains all expended dice when you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 54
+
+
+
+
+ Otherworldly Patron: The Hexblade
+ You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
+ Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
+ The Hexblade: Expanded Spell List
+ The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ Hexblade Expanded Spells
+ Spell Level | Spells
+ 1st | shield, wrathful smite
+ 2nd | blur, branding smite
+ 3rd | blink, elemental weapon
+ 4th | phantasmal killer, staggering smite
+ 5th | banishing smite, cone of cold
+
+ Source: Xanathar's Guide to Everything p. 55
+
+
+
+
+ The Hexblade: Hex Warrior
+ At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
+ The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
+
+ Source: Xanathar's Guide to Everything p. 55
+
+
+
+
+ The Hexblade: Hexblade's Curse
+ Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
+ • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
+ • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
+ • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
+ You can't use this feature again until you finish a short or long rest.
+
+ Source: Xanathar's Guide to Everything p. 55
+
+
+
+
+ The Celestial: Radiant Soul
+ Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
+
+ Source: Xanathar's Guide to Everything p. 54
+
+
+
+
+ The Hexblade: Accursed Specter
+ Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
+ The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
+ Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 55
+
+
+
+
+ The Celestial: Celestial Resilience
+ Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
+
+ Source: Xanathar's Guide to Everything p. 54
+
+
+
+
+ The Hexblade: Armor of Hexes
+ At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
+
+ Source: Xanathar's Guide to Everything p. 55
+
+
+
+
+ The Celestial: Searing Vengeance
+ Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
+ Once you use this feature, you can't use it again until you finish a long rest.
+
+ Source: Xanathar's Guide to Everything p. 54
+
+
+
+
+ The Hexblade: Master of Hexes
+ Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
+
+ Source: Xanathar's Guide to Everything p. 55
+
+
+
+
diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml
new file mode 100644
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+
+
+
+ Wizard
+
+
+ Arcane Tradition: War Magic
+ A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
+ Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.
+ In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"
+
+ Source: Xanathar's Guide to Everything p. 59
+
+
+
+
+ War Magic: Arcane Deflection
+ At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
+ When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
+
+ Source: Xanathar's Guide to Everything p. 59
+
+
+
+
+ War Magic: Tactical Wit
+ Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
+
+ Source: Xanathar's Guide to Everything p. 59
+
+
+
+
+ War Magic: Power Surge
+ Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
+ You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
+ Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
+
+ Source: Xanathar's Guide to Everything p. 59
+
+
+
+
+ War Magic: Durable Magic
+ Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
+
+ Source: Xanathar's Guide to Everything p. 59
+
+
+
+
+ War Magic: Deflecting Shroud
+ At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
+
+ Source: Xanathar's Guide to Everything p. 59
+
+
+
+