Merge pull request #109 from kinkofer/TashasUpdate

fix: Remove Ranger feature duplicates
pull/126/head
Chris Jennewein 2020-11-27 08:16:35 -07:00 committed by GitHub
commit 6314bf56ac
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23 changed files with 591 additions and 8233 deletions

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@ -160,66 +160,6 @@
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Beast Master</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Beast Master: Ranger's Companion</name>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text>While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.</text>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Hunter</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Horde Breaker</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Hunter's Prey</name>
<text>At 3rd level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Colossus Slayer</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Hunter: Giant Killer</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Hunter</name>
@ -322,46 +262,6 @@
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Beast Master: Exceptional Training</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Defensive Tactics</name>
<text>At 7th level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Escape the Horde</name>
<text>Opportunity attacks against you are made with disadvantage.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Multiattack Defense</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Steel Will</name>
<text>You have advantage on saving throws against being frightened.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Hunter: Defensive Tactics</name>
@ -457,38 +357,6 @@
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Beast Master: Bestial Fury</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Hunter: Multiattack</name>
<text>At 11th level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Hunter: Volley</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Hunter: Whirlwind Attack</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Hunter: Multiattack</name>
@ -566,46 +434,6 @@
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Beast Master: Beastly Coordination</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Hunter: Evasion</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Hunter: Stand Against the Tide</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Hunter: Superior Hunter's Defense</name>
<text>At 15th level, you gain one of the following features of your choice.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Hunter: Uncanny Dodge</name>
<text>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.</text>
<text></text>
<text>Source: Player's Handbook p. 93</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Hunter: Evasion</name>

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@ -44,16 +44,29 @@ Source: Player's Handbook p. 110</text>
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Elemental Discipline: Breath of Winter</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 6 ki points to cast cone of cold.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Chains of Carceri</name>
<prerequisite>15th level, Pact of the Chain</prerequisite>
<text>You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Source: Player's Handbook p. 110</text>
</feat>
<feat>
<name>Elemental Discipline: Clench of the North Wind</name>
<prerequisite>6th level</prerequisite>
<text>You can spend 3 ki points to cast hold person.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Commander's Strike</name>
<prerequisite></prerequisite>
<text>When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
<text>Maneuver: Battle Master
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
@ -65,13 +78,15 @@ Source: Player's Handbook p. 110</text>
<feat>
<name>Maneuver: Disarming Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Distracting Strike</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
@ -92,10 +107,27 @@ Source: Player's Handbook p. 110</text>
<text>When you cast eldritch blast, its range is 300 feet.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Elemental Attunement</name>
<prerequisite></prerequisite>
<text>You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
 Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
 Instantaneously light or snuff out a candle, a torch, or a small campfire.
 Chill or warm up to 1 pound of nonliving material for up to 1 hour.
 Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Eternal Mountain Defense</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 5 ki points to cast stoneskin, targeting yourself.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Evasive Footwork</name>
<prerequisite></prerequisite>
<text>When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
<text>Maneuver: Battle Master
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
@ -104,10 +136,17 @@ Source: Player's Handbook p. 74</text>
<text>You can read all writing.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Fangs of the Fire Snake</name>
<prerequisite></prerequisite>
<text>When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Feinting Attack</name>
<prerequisite></prerequisite>
<text>You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
<text>Maneuver: Battle Master
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.
Source: Player's Handbook p. 74</text>
</feat>
@ -117,6 +156,18 @@ Source: Player's Handbook p. 74</text>
<text>You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Fist of Four Thunders</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points to cast thunderwave.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Flames of the Phoenix</name>
<prerequisite>11th level</prerequisite>
<text>You can spend 4 ki points to cast fireball.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Gaze of Two Minds</name>
<prerequisite></prerequisite>
@ -126,9 +177,16 @@ Source: Player's Handbook p. 111</text>
<feat>
<name>Maneuver: Goading Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: Gong of the Summit</name>
<prerequisite>6th level</prerequisite>
<text>You can spend 3 ki points to cast shatter.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Lifedrinker</name>
<prerequisite>12th level, Pact of the Blade</prerequisite>
@ -138,13 +196,15 @@ Source: Player's Handbook p. 111</text>
<feat>
<name>Maneuver: Lunging Attack</name>
<prerequisite></prerequisite>
<text>When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
<text>Maneuver: Battle Master
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Maneuvering Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
@ -162,7 +222,8 @@ Source: Player's Handbook p. 111</text>
<feat>
<name>Maneuver: Menacing Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
@ -177,6 +238,12 @@ Source: Player's Handbook p. 111</text>
<text>You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Mist Stance</name>
<prerequisite>11th level</prerequisite>
<text>You can spend 4 ki points to cast gaseous form, targeting yourself.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Misty Visions</name>
<prerequisite></prerequisite>
@ -195,28 +262,54 @@ Source: Player's Handbook p. 111</text>
<text>You can cast jump on yourself at will, without expending a spell slot or material components.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Blade</name>
<prerequisite></prerequisite>
<text>You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Chain</name>
<prerequisite></prerequisite>
<text>You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
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</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Tome</name>
<prerequisite></prerequisite>
<text>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Source: Player's Handbook p. 108</text>
</feat>
<feat>
<name>Maneuver: Parry</name>
<prerequisite></prerequisite>
<text>When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
<text>Maneuver: Battle Master
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Precision Attack</name>
<prerequisite></prerequisite>
<text>When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
<text>Maneuver: Battle Master
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Pushing Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Maneuver: Rally</name>
<prerequisite></prerequisite>
<text>On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
<text>Maneuver: Battle Master
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
@ -225,18 +318,43 @@ Source: Player's Handbook p. 74</text>
<text>When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Ride the Wind</name>
<prerequisite>11th level</prerequisite>
<text>You can spend 4 ki points to cast fly, targeting yourself.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Maneuver: Riposte</name>
<prerequisite></prerequisite>
<text>When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
<text>Maneuver: Battle Master
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: River of Hungry Flame</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 5 ki points to cast wall of fire.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Rush of the Gale Spirits</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points to cast gust of wind.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Sculptor of Flesh</name>
<prerequisite>7th level</prerequisite>
<text>You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Shape the Flowing River</name>
<prerequisite></prerequisite>
<text>As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Sign of Ill Omen</name>
<prerequisite>5th level</prerequisite>
@ -246,9 +364,16 @@ Source: Player's Handbook p. 111</text>
<feat>
<name>Maneuver: Sweeping Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
<text>Maneuver: Battle Master
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: Sweeping Cinder Strike</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points to cast burning hands.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Thief of Five Fates</name>
<prerequisite></prerequisite>
@ -264,9 +389,16 @@ Source: Player's Handbook p. 111</text>
<feat>
<name>Maneuver: Trip Attack</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
<text>Maneuver: Battle Master
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Source: Player's Handbook p. 74</text>
</feat>
<feat>
<name>Elemental Discipline: Unbroken Air</name>
<prerequisite></prerequisite>
<text>You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Visions of Distant Realms</name>
<prerequisite>15th level</prerequisite>
@ -279,6 +411,18 @@ Source: Player's Handbook p. 111</text>
<text>You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Source: Player's Handbook p. 111</text>
</feat>
<feat>
<name>Elemental Discipline: Water Whip</name>
<prerequisite></prerequisite>
<text>You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Elemental Discipline: Wave of Rolling Earth</name>
<prerequisite>17th level</prerequisite>
<text>You can spend 6 ki points to cast wall of stone.
Source: Player's Handbook p. 81</text>
</feat>
<feat>
<name>Invocation: Whispers of the Grave</name>
<prerequisite>9th level</prerequisite>

View File

@ -128,117 +128,6 @@
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also 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.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Fey Wanderer</name>
<text>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.</text>
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | dimension door</text>
<text>17th | mislead</text>
<text>You also 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.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer: Otherworldly Glamour</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
@ -288,105 +177,6 @@
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Swarmkeeper</name>
<text>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.</text>
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</text>
<text></text>
<text>Swarm Appearance</text>
<text>d4 | Appearance</text>
<text>1 | Swarming insects</text>
<text>2 | Miniature twig blights</text>
<text>3 | Fluttering birds</text>
<text>4 | Playful pixies</text>
<text>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</text>
<text>• The attack's target takes 1d6 piercing damage from the swarm.</text>
<text>• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</text>
<text>• You are moved by the swarm 5 feet horizontally in a direction of your choice.</text>
<name>Swarmkeeper: It's Your Swarm</name>
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper: Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.</text>
<text>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | arcane eye</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Primal Awareness</name>
@ -424,46 +214,6 @@
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or 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 make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer: Beguiling Twist</name>
<text>7th-level Fey Wanderer feature</text>
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, whenever you or 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 make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>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.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
<text>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.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper: Writhing Tide</name>
@ -494,50 +244,6 @@
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer: Fey Reinforcements</name>
<text>11th-level Fey Wanderer feature</text>
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
<text>11th-level Swarmkeeper feature</text>
<text>Your Gathered Swarm grows mightier in the following ways:</text>
<text>• The damage of Gathered Swarm increases to 1d8.</text>
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper: Mighty Swarm</name>
@ -560,46 +266,6 @@
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer: Misty Wanderer</name>
<text>15th-level Fey Wanderer feature</text>
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 58</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>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.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>
<text>15th-level Swarmkeeper feature</text>
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
<text>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.</text>
<text></text>
<text>Source: Tasha's Cauldron of Everything p. 59</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper: Swarming Dispersal</name>

View File

@ -3,7 +3,8 @@
<feat>
<name>Maneuver: Ambush</name>
<prerequisite></prerequisite>
<text>When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
<text>Maneuver: Battle Master
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
@ -28,7 +29,8 @@ Source: Tasha's Cauldron of Everything p. 20</text>
<feat>
<name>Maneuver: Bait and Switch</name>
<prerequisite></prerequisite>
<text>When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
<text>Maneuver: Battle Master
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
@ -47,13 +49,22 @@ Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War
<feat>
<name>Maneuver: Brace</name>
<prerequisite></prerequisite>
<text>When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
<text>Maneuver: Battle Master
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
<name>Rune: Cloud Rune</name>
<prerequisite></prerequisite>
<text>This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 44</text>
</feat>
<feat>
<name>Maneuver: Commanding Presence</name>
<prerequisite></prerequisite>
<text>When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
<text>Maneuver: Battle Master
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
@ -91,6 +102,20 @@ You can cast the sending spell, targeting a creature whose name is on the page,
As an action, you can magically erase a name on the page by touching it.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Rune: Fire Rune</name>
<prerequisite></prerequisite>
<text>This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 44</text>
</feat>
<feat>
<name>Rune: Frost Rune</name>
<prerequisite></prerequisite>
<text>This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Invocation: Gift of the Protectors</name>
<prerequisite>9th level, Pact of the Tome</prerequisite>
@ -102,7 +127,8 @@ Source: Tasha's Cauldron of Everything p. 71</text>
<feat>
<name>Maneuver: Grappling Strike</name>
<prerequisite></prerequisite>
<text>Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
<text>Maneuver: Battle Master
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
@ -111,6 +137,13 @@ Source: Tasha's Cauldron of Everything p. 42</text>
<text>While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
Source: Tasha's Cauldron of Everything p. 21</text>
</feat>
<feat>
<name>Rune: Hill Rune</name>
<prerequisite>7th level</prerequisite>
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Infusion: Homunculus Servant</name>
<prerequisite>A gem or crystal worth at least 100 gp</prerequisite>
@ -138,6 +171,13 @@ Source: Tasha's Cauldron of Everything p. 71</text>
<text>The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Talisman</name>
<prerequisite></prerequisite>
<text>Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Source: Tasha's Cauldron of Everything p. 71</text>
</feat>
<feat>
<name>Invocation: Protection of the Talisman</name>
<prerequisite>7th level, Pact of the Talisman</prerequisite>
@ -147,7 +187,8 @@ Source: Tasha's Cauldron of Everything p. 71</text>
<feat>
<name>Maneuver: Quick Toss</name>
<prerequisite></prerequisite>
<text>As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
<text>Maneuver: Battle Master
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>
@ -261,10 +302,25 @@ Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War
<text>While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 23</text>
</feat>
<feat>
<name>Rune: Stone Rune</name>
<prerequisite></prerequisite>
<text>This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Rune: Storm Rune</name>
<prerequisite>7th level</prerequisite>
<text>Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Source: Tasha's Cauldron of Everything p. 45</text>
</feat>
<feat>
<name>Maneuver: Tactical Assessment</name>
<prerequisite></prerequisite>
<text>When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
<text>Maneuver: Battle Master
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42</text>
</feat>
<feat>

View File

@ -57,121 +57,6 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Fey Wanderer</name>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Delicate horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Cunning Will</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Fey Wanderer</name>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Feywild Gifts</text>
<text>d6 | Gift</text>
<text>1 | Illusory butterflies flutter around you while you take a short or long rest.</text>
<text>2 | Fresh, seasonal flowers sprout from your hair each dawn.</text>
<text>3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</text>
<text>4 | Your shadow dances while no one is looking directly at it.</text>
<text>5 | Delicate horns or antlers sprout from your head.</text>
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Cunning Will</name>
<text>3rd-level Fey Wanderer feature</text>
<text>Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.</text>
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Dreadful Strikes</name>
<text>3rd-level Fey Wanderer feature</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Fey Wanderer (UA): Fey Wanderer Magic</name>
<text>3rd-level Fey Wanderer feature</text>
<text>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.</text>
<text></text>
<text>Fey Wanderer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | charm person</text>
<text>5th | misty step</text>
<text>9th | dispel magic</text>
<text>13th | banishment</text>
<text>17th | mislead</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer (UA): Blessings of the Courts</name>
<text>7th-level Fey Wanderer feature</text>
<text>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.</text>
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer (UA): Blessings of the Courts</name>
<text>7th-level Fey Wanderer feature</text>
<text>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.</text>
<text>In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Fey Wanderer (UA): Blessings of the Courts</name>
@ -193,48 +78,6 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer (UA): Beguiling Twist</name>
<text>11th-level Fey Wanderer feature</text>
<text>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:</text>
<text>• 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.</text>
<text>• The creature takes 3d10 psychic damage.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Fey Wanderer (UA): Beguiling Twist</name>
<text>11th-level Fey Wanderer feature</text>
<text>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:</text>
<text>• 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.</text>
<text>• The creature takes 3d10 psychic damage.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer (UA): Misty Presence</name>
<text>15th-level Fey Wanderer feature</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer (UA): Misty Presence</name>
<text>15th-level Fey Wanderer feature</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Fey Wanderer (UA): Misty Presence</name>

View File

@ -44,115 +44,6 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Drakewarden (UA): Drakewarden</name>
<text>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</text>
<text>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.</text>
<text></text>
<text></text>
<text>d6 | Origin</text>
<text>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.</text>
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Drakewarden (UA): Draconic Gift</name>
<text>3rd-level Drakewarden feature</text>
<text>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:</text>
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Drakewarden (UA): Drake Companion</name>
<text>3rd-level Drakewarden feature</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Drakewarden (UA): Drakewarden</name>
<text>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.</text>
<text>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</text>
<text>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.</text>
<text></text>
<text></text>
<text>d6 | Origin</text>
<text>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.</text>
<text>2 | A secret order of rangers who collect and guard draconic lore taught you their ways.</text>
<text>3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.</text>
<text>4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.</text>
<text>5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Drakewarden (UA): Draconic Gift</name>
<text>3rd-level Drakewarden feature</text>
<text>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:</text>
<text>• If you can't already, you learn to speak, read, and write Draconic.</text>
<text>• You learn the thaumaturgy cantrip, which is a ranger spell for you.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Drakewarden (UA): Drake Companion</name>
<text>3rd-level Drakewarden feature</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Drakewarden (UA): Bond of Fang and Scale</name>
<text>7th-level Drakewarden feature</text>
<text>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:</text>
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
<text>• 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.</text>
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Drakewarden (UA): Bond of Fang and Scale</name>
<text>7th-level Drakewarden feature</text>
<text>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:</text>
<text>• You gain resistance to the damage type chosen for the drake's Draconic Essence.</text>
<text>• 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.</text>
<text>• The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Drakewarden (UA): Bond of Fang and Scale</name>
@ -176,52 +67,6 @@
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Drakewarden (UA): Drake's Breath</name>
<text>11th-level Drakewarden feature</text>
<text>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.</text>
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Drakewarden (UA): Drake's Breath</name>
<text>11th-level Drakewarden feature</text>
<text>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.</text>
<text>This damage increases to 8d6 when you reach 15th level in this class.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Drakewarden (UA): Perfected Bond</name>
<text>15th-level Drakewarden feature</text>
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
<text>• The drake grows to Large size.</text>
<text>• 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).</text>
<text>• 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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Drakewarden (UA): Perfected Bond</name>
<text>15th-level Drakewarden feature</text>
<text>Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:</text>
<text>• The drake grows to Large size.</text>
<text>• 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).</text>
<text>• 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.</text>
<text></text>
<text>Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Drakewarden (UA): Perfected Bond</name>

View File

@ -36,76 +36,6 @@
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer (UA): Monster Slayer</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer (UA): Slayer's Eye</name>
<text>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.</text>
<text>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.</text>
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer (UA): Monster Slayer</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer (UA): Slayer's Eye</name>
<text>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.</text>
<text>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.</text>
<text>This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer (UA): Slayer's Mysticism</name>
<text>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.</text>
<text></text>
<text>Monster Slayer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | protection from evil and good</text>
<text>5th | zone of truth</text>
<text>9th | magic circle</text>
<text>13th | banishment</text>
<text>17th | planar binding</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer (UA): Supernatural Defense</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer (UA): Supernatural Defense</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer (UA): Supernatural Defense</name>
@ -122,38 +52,6 @@
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Monster Slayer (UA): Relentless Slayer</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Monster Slayer (UA): Relentless Slayer</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer (UA): Slayer's Counter</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer (UA): Slayer's Counter</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: A Trio Of Subclasses p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer (UA): Slayer's Counter</name>

View File

@ -38,87 +38,6 @@
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper (UA): Swarmkeeper</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper (UA): Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper (UA): Swarmkeeper</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper (UA): Gathered Swarm</name>
<text>3rd-level Swarmkeeper feature</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Swarmkeeper (UA): Swarmkeeper Magic</name>
<text>3rd-level Swarmkeeper feature</text>
<text>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.</text>
<text></text>
<text>Swarmkeeper Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | faerie fire</text>
<text>5th | web</text>
<text>9th | gaseous form</text>
<text>13th | giant insect</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper (UA): Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>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:</text>
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
<text>• 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.</text>
<text>• You gain a flying speed of 10 feet and can hover.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper (UA): Writhing Tide</name>
<text>7th-level Swarmkeeper feature</text>
<text>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:</text>
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
<text>• 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.</text>
<text>• You gain a flying speed of 10 feet and can hover.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Swarmkeeper (UA): Writhing Tide</name>
@ -151,68 +70,6 @@
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
<text>11th-level Swarmkeeper feature</text>
<text>The extra damage from your swarm increases to 2d6.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper (UA): Scuttling Eyes</name>
<text>11th-level Swarmkeeper feature</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper (UA): Gathered Swarm Improvement</name>
<text>11th-level Swarmkeeper feature</text>
<text>The extra damage from your swarm increases to 2d6.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Swarmkeeper (UA): Scuttling Eyes</name>
<text>11th-level Swarmkeeper feature</text>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper (UA): Storm of Minions</name>
<text>15th-level Swarmkeeper feature</text>
<text>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.</text>
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper (UA): Storm of Minions</name>
<text>15th-level Swarmkeeper feature</text>
<text>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.</text>
<text>When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Fighter Ranger Rogue p. 3</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Swarmkeeper (UA): Storm of Minions</name>

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@ -2,6 +2,20 @@
<compendium version="5" auto_indent="NO">
<class>
<name>Ranger</name>
<autolevel level="2">
<feature optional="YES">
<name>Fighting Style: Close Quarters Shooter</name>
<text>When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 89</text>
</feature>
<feature optional="YES">
<name>Fighting Style: Tunnel Fighter</name>
<text>As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 89</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Deep Stalker (UA): Deep Stalker</name>
@ -34,31 +48,6 @@
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Deep Stalker (UA): Deep Stalker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Deep Stalker (UA): Underdark Scout</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Deep Stalker (UA): Iron Mind</name>
<text>At 7th level, you gain proficiency in Wisdom saving throws.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Deep Stalker (UA): Iron Mind</name>
@ -75,22 +64,6 @@
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Deep Stalker (UA): Stalker's Flurry</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Deep Stalker (UA): Stalker's Dodge</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Deep Stalker (UA): Stalker's Dodge</name>

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@ -28,89 +28,5 @@
<armor>light, shields</armor>
<weapons>simple, martial</weapons>
<tools>herbalism kit</tools>
<autolevel level="1">
<feature>
<name>Ambuscade</name>
<text>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.</text>
<text>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.</text>
<text>If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 2</text>
</feature>
</autolevel>
<autolevel level="2">
<feature>
<name>Skirmisher's Stealth</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature>
<name>Spirit Path</name>
<text>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.</text>
<text></text>
<text>Spirit Companion:</text>
<text> 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.</text>
<text> 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.</text>
<text> 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.</text>
<text> 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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Path: Guardian</name>
<text>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.</text>
<text>When your spirit companion manifests, it takes the form of a brown bear.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Guardian: Guardian's Shroud</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 3</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Path: Seeker</name>
<text>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.</text>
<text>When your spirit companion manifests, it takes the form of a giant eagle.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Seeker: Seeker's Eye</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Path: Stalker</name>
<text>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.</text>
<text>When your spirit companion manifests, it takes the form of a dire wolf.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 4</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Stalker: Stalker's Fangs</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger p. 4</text>
</feature>
</autolevel>
</class>
</compendium>

View File

@ -45,78 +45,6 @@
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Horizon Walker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Planar Warrior</name>
<text>At 3rd level, you learn to draw on the energy of the planes to augment your attacks.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Portal Lore</name>
<text>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.</text>
<text>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.</text>
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Horizon Walker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Planar Magic</name>
<text>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.</text>
<text></text>
<text>Horizon Walker Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | protection from evil and good</text>
<text>5th | alter self</text>
<text>9th | protection from energy</text>
<text>13th | banishment</text>
<text>17th | teleportation circle</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Planar Warrior</name>
<text>At 3rd level, you learn to draw on the energy of the planes to augment your attacks.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker (UA): Portal Lore</name>
<text>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.</text>
<text>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.</text>
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Primeval Guardian</name>
@ -163,84 +91,6 @@
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Primeval Guardian</name>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Guardian Soul</name>
<text>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.</text>
<text>You undergo the following changes while in your guardian form:</text>
<text>• Your size becomes Large, unless you were larger.</text>
<text>• Any speed you have becomes 5 feet, unless the speed was lower.</text>
<text>• Your reach increases by 5 feet.</text>
<text>• 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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Piercing Thorns</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Primeval Guardian</name>
<text>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.</text>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Guardian Magic</name>
<text>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.</text>
<text></text>
<text>Primeval Guardian Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | entangle</text>
<text>5th | enhance ability</text>
<text>9th | conjure animals</text>
<text>13th | giant insect</text>
<text>17th | insect plague</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Guardian Soul</name>
<text>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.</text>
<text>You undergo the following changes while in your guardian form:</text>
<text>• Your size becomes Large, unless you were larger.</text>
<text>• Any speed you have becomes 5 feet, unless the speed was lower.</text>
<text>• Your reach increases by 5 feet.</text>
<text>• 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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Primeval Guardian (UA): Piercing Thorns</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Horizon Walker (UA): Ethereal Step</name>
@ -249,38 +99,6 @@
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Horizon Walker (UA): Ethereal Step</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Horizon Walker (UA): Ethereal Step</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Primeval Guardian (UA): Ancient Fortitude</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Primeval Guardian (UA): Ancient Fortitude</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Primeval Guardian (UA): Ancient Fortitude</name>
@ -298,40 +116,6 @@
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Horizon Walker (UA): Distant Strike</name>
<text>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.</text>
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Horizon Walker (UA): Distant Strike</name>
<text>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.</text>
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Primeval Guardian (UA): Rooted Defense</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Primeval Guardian (UA): Rooted Defense</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Primeval Guardian (UA): Rooted Defense</name>
@ -348,38 +132,6 @@
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Horizon Walker (UA): Spectral Defense</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Horizon Walker (UA): Spectral Defense</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 1</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Primeval Guardian (UA): Guardian Aura</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Primeval Guardian (UA): Guardian Aura</name>
<text>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.</text>
<text></text>
<text>Source: Unearthed Arcana: Ranger And Rogue p. 2</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Primeval Guardian (UA): Guardian Aura</name>

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@ -0,0 +1,45 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Formula: Alchemical Acid (UA)</name>
<prerequisite></prerequisite>
<text>As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula's damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
Source: Unearthed Arcana: Artificer p. 5</text>
</feat>
<feat>
<name>Formula: Alchemical Fire (UA)</name>
<prerequisite></prerequisite>
<text>As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
Source: Unearthed Arcana: Artificer p. 5</text>
</feat>
<feat>
<name>Formula: Healing Draught (UA)</name>
<prerequisite></prerequisite>
<text>As an action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can't use this formula. This formula's healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
Source: Unearthed Arcana: Artificer p. 5</text>
</feat>
<feat>
<name>Formula: Smoke Stick (UA)</name>
<prerequisite></prerequisite>
<text>As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.
Source: Unearthed Arcana: Artificer p. 5</text>
</feat>
<feat>
<name>Formula: Swift Step Draught (UA)</name>
<prerequisite></prerequisite>
<text>As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature's speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can't do so again for 1 minute.
Source: Unearthed Arcana: Artificer p. 5</text>
</feat>
<feat>
<name>Formula: Tanglefoot (UA)</name>
<prerequisite></prerequisite>
<text>As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute.
Source: Unearthed Arcana: Artificer p. 6</text>
</feat>
<feat>
<name>Formula: Thunderstone (UA)</name>
<prerequisite></prerequisite>
<text>As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don't hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
Source: Unearthed Arcana: Artificer p. 6</text>
</feat>
</compendium>

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@ -3,13 +3,15 @@
<feat>
<name>Maneuver: Ambush (UA)</name>
<prerequisite></prerequisite>
<text>When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
<text>Maneuver: Battle Master
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
<feat>
<name>Maneuver: Bait and Switch (UA)</name>
<prerequisite></prerequisite>
<text>When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
<text>Maneuver: Battle Master
When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
@ -22,7 +24,8 @@ Source: Unearthed Arcana: Class Feature Variants p. 11</text>
<feat>
<name>Maneuver: Brace (UA)</name>
<prerequisite></prerequisite>
<text>When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
<text>Maneuver: Battle Master
When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
<feat>
@ -67,6 +70,14 @@ Source: Unearthed Arcana: Class Feature Variants p. 11</text>
 The familiar no longer needs to breathe.
 The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
 If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
</feat>
<feat>
<name>Pact Boon: Pact of the Talisman (UA)</name>
<prerequisite></prerequisite>
<text>Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet.
The talisman turns to ash when you die.
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
</feat>
<feat>
@ -84,25 +95,29 @@ Source: Unearthed Arcana: Class Feature Variants p. 12</text>
<feat>
<name>Maneuver: Restraining Strike (UA)</name>
<prerequisite></prerequisite>
<text>Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
<text>Maneuver: Battle Master
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
<feat>
<name>Maneuver: Silver Tongue (UA)</name>
<prerequisite></prerequisite>
<text>When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
<text>Maneuver: Battle Master
When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
<feat>
<name>Maneuver: Snipe (UA)</name>
<prerequisite></prerequisite>
<text>As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll.
<text>Maneuver: Battle Master
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
<feat>
<name>Maneuver: Studious Eye (UA)</name>
<prerequisite></prerequisite>
<text>When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
<text>Maneuver: Battle Master
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
</feat>
</compendium>

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@ -0,0 +1,39 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Resonant: Absorption (UA)</name>
<prerequisite></prerequisite>
<text>When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
</feat>
<feat>
<name>Resonant: Devastation (UA)</name>
<prerequisite></prerequisite>
<text>If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
</feat>
<feat>
<name>Resonant: Dissolution (UA)</name>
<prerequisite></prerequisite>
<text>The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
</feat>
<feat>
<name>Resonant: Nullification (UA)</name>
<prerequisite></prerequisite>
<text>If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
</feat>
<feat>
<name>Resonant: Puppetry (UA)</name>
<prerequisite></prerequisite>
<text>The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
</feat>
<feat>
<name>Resonant: Sympathy (UA)</name>
<prerequisite></prerequisite>
<text>If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell.
Source: Unearthed Arcana: Cleric Druid Wizard p. 5</text>
</feat>
</compendium>

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@ -0,0 +1,59 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Arcane Shot: Beguiling Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can't attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target.
Source: Unearthed Arcana: Fighter p. 1</text>
</feat>
<feat>
<name>Arcane Shot: Brute Bane Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature's attacks is halved until the end of your next turn.
Source: Unearthed Arcana: Fighter p. 1</text>
</feat>
<feat>
<name>Arcane Shot: Bursting Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage.
Source: Unearthed Arcana: Fighter p. 2</text>
</feat>
<feat>
<name>Arcane Shot: Defending Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
You use abjuration magic to weave a charm that disrupts your enemy's magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.
Source: Unearthed Arcana: Fighter p. 2</text>
</feat>
<feat>
<name>Arcane Shot: Grasping Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a -10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute.
Source: Unearthed Arcana: Fighter p. 2</text>
</feat>
<feat>
<name>Arcane Shot: Piercing Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line.
Source: Unearthed Arcana: Fighter p. 2</text>
</feat>
<feat>
<name>Arcane Shot: Seeking Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon's range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don't learn the target's location unless it's within your line of sight.
Source: Unearthed Arcana: Fighter p. 2</text>
</feat>
<feat>
<name>Arcane Shot: Shadow Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V1 (UA)
You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can't see more than 30 feet away.
Source: Unearthed Arcana: Fighter p. 2</text>
</feat>
</compendium>

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@ -0,0 +1,45 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Rune: Haug (Hill Rune) (UA)</name>
<prerequisite></prerequisite>
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
</feat>
<feat>
<name>Rune: Ild (Fire Rune) (UA)</name>
<prerequisite></prerequisite>
<text>This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
</feat>
<feat>
<name>Rune: Ise (Frost Rune) (UA)</name>
<prerequisite></prerequisite>
<text>This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Source: Unearthed Arcana: Fighter Ranger Rogue p. 1</text>
</feat>
<feat>
<name>Rune: Skye (Cloud Rune) (UA)</name>
<prerequisite></prerequisite>
<text>This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Source: Unearthed Arcana: Fighter Ranger Rogue p. 2</text>
</feat>
<feat>
<name>Rune: Stein (Stone Rune) (UA)</name>
<prerequisite></prerequisite>
<text>This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Source: Unearthed Arcana: Fighter Ranger Rogue p. 2</text>
</feat>
<feat>
<name>Rune: Uvar (Storm Rune) (UA)</name>
<prerequisite></prerequisite>
<text>Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Source: Unearthed Arcana: Fighter Ranger Rogue p. 2</text>
</feat>
</compendium>

View File

@ -17,7 +17,8 @@ Source: Unearthed Arcana: Revised Class Options p. 5</text>
<feat>
<name>Maneuver: Control Mount (UA)</name>
<prerequisite></prerequisite>
<text>When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
<text>Maneuver: Cavalier V2 (UA)
When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
Source: Unearthed Arcana: Revised Class Options p. 3</text>
</feat>
<feat>
@ -77,7 +78,8 @@ Source: Unearthed Arcana: Revised Class Options p. 6</text>
<feat>
<name>Maneuver: Precision Attack (UA)</name>
<prerequisite></prerequisite>
<text>When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
<text>Maneuver: Cavalier V2 (UA)
When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
Source: Unearthed Arcana: Revised Class Options p. 3</text>
</feat>
<feat>
@ -108,13 +110,15 @@ Source: Unearthed Arcana: Revised Class Options p. 7</text>
<feat>
<name>Maneuver: Trip Attack (UA)</name>
<prerequisite></prerequisite>
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
<text>Maneuver: Cavalier V2 (UA)
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Source: Unearthed Arcana: Revised Class Options p. 3</text>
</feat>
<feat>
<name>Maneuver: Warding Maneuver (UA)</name>
<prerequisite></prerequisite>
<text>If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
<text>Maneuver: Cavalier V2 (UA)
If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
Source: Unearthed Arcana: Revised Class Options p. 3</text>
</feat>
</compendium>

View File

@ -0,0 +1,67 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Arcane Shot: Banishing Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
</feat>
<feat>
<name>Arcane Shot: Brute Bane Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
You weave necromantic magic into your arrow. If your arrow hits a creature, the target takes an extra 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the damage of the target's attacks is halved until the next turn.
The necrotic damage increases to 4d6 when you reach 18th level with this class.
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
</feat>
<feat>
<name>Arcane Shot: Bursting Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it takes 2d6 force damage.
The force damage increases to 4d6 when you reach 18th level with this class.
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
</feat>
<feat>
<name>Arcane Shot: Grasping Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
Source: Unearthed Arcana: Revised Subclasses p. 3</text>
</feat>
<feat>
<name>Arcane Shot: Mind-Scrambling Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can't attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
</feat>
<feat>
<name>Arcane Shot: Piercing Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
</feat>
<feat>
<name>Arcane Shot: Seeking Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
</feat>
<feat>
<name>Arcane Shot: Shadow Arrow (UA)</name>
<prerequisite></prerequisite>
<text>Arcane Shot: V2 (UA)
You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Unearthed Arcana: Revised Subclasses p. 4</text>
</feat>
</compendium>

View File

@ -0,0 +1,13 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<feat>
<name>Pact Boon: Pact of the Star Chain (UA)</name>
<prerequisite></prerequisite>
<text>At 3rd level, a character dedicated to the Warlock can select this option instead of one of the warlock's existing Pact Boon options.
The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.
The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
Source: Unearthed Arcana: The Faithful p. 1</text>
</feat>
</compendium>

View File

@ -44,76 +44,6 @@
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Gloom Stalker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Dread Ambusher</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Umbral Sight</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Gloom Stalker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Dread Ambusher</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Gloom Stalker Magic</name>
<text>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.</text>
<text></text>
<text>Gloom Stalker Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | disguise self</text>
<text>5th | rope trick</text>
<text>9th | fear</text>
<text>13th | greater invisibility</text>
<text>17th | seeming</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Gloom Stalker: Umbral Sight</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Horizon Walker</name>
@ -157,78 +87,6 @@
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Horizon Walker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Detect Portal</name>
<text>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.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Planar Warrior</name>
<text>At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Horizon Walker</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Detect Portal</name>
<text>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.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text>See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Horizon Walker Magic</name>
<text>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.</text>
<text></text>
<text>Horizon Walker Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | protection from evil and good</text>
<text>5th | misty step</text>
<text>9th | haste</text>
<text>13th | banishment</text>
<text>17th | teleportation circle</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Horizon Walker: Planar Warrior</name>
<text>At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Monster Slayer</name>
@ -271,92 +129,6 @@
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Monster Slayer</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Hunter's Sense</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Slayer's Prey</name>
<text>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.</text>
<text>This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Ranger Archetype: Monster Slayer</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Hunter's Sense</name>
<text>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.</text>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Monster Slayer Magic</name>
<text>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.</text>
<text></text>
<text>Monster Slayer Spells</text>
<text>Ranger Level | Spells</text>
<text>3rd | protection from evil and good</text>
<text>5th | zone of truth</text>
<text>9th | magic circle</text>
<text>13th | banishment</text>
<text>17th | hold monster</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Monster Slayer: Slayer's Prey</name>
<text>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.</text>
<text>This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Gloom Stalker: Iron Mind</name>
<text>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).</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Gloom Stalker: Iron Mind</name>
<text>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).</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Gloom Stalker: Iron Mind</name>
@ -374,24 +146,6 @@
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Horizon Walker: Ethereal Step</name>
<text>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.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Horizon Walker: Ethereal Step</name>
<text>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.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer: Supernatural Defense</name>
@ -400,38 +154,6 @@
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer: Supernatural Defense</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Monster Slayer: Supernatural Defense</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Gloom Stalker: Stalker's Flurry</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Gloom Stalker: Stalker's Flurry</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Gloom Stalker: Stalker's Flurry</name>
@ -449,42 +171,6 @@
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Horizon Walker: Distant Strike</name>
<text>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.</text>
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Horizon Walker: Distant Strike</name>
<text>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.</text>
<text>If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Monster Slayer: Magic-User's Nemesis</name>
<text>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.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Monster Slayer: Magic-User's Nemesis</name>
<text>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.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="11">
<feature optional="YES">
<name>Monster Slayer: Magic-User's Nemesis</name>
@ -502,22 +188,6 @@
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Gloom Stalker: Shadowy Dodge</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Gloom Stalker: Shadowy Dodge</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 41</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Horizon Walker: Spectral Defense</name>
@ -526,38 +196,6 @@
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Horizon Walker: Spectral Defense</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Horizon Walker: Spectral Defense</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 42</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer: Slayer's Counter</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer: Slayer's Counter</name>
<text>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.</text>
<text></text>
<text>Source: Xanathar's Guide to Everything p. 43</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Monster Slayer: Slayer's Counter</name>

View File

@ -6,6 +6,27 @@
<text>You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Source: Xanathar's Guide to Everything p. 56</text>
</feat>
<feat>
<name>Arcane Shot: Banishing Arrow</name>
<prerequisite></prerequisite>
<text>You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Arcane Shot: Beguiling Arrow</name>
<prerequisite></prerequisite>
<text>Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Arcane Shot: Bursting Arrow</name>
<prerequisite></prerequisite>
<text>You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Cloak of Flies</name>
<prerequisite>5th level</prerequisite>
@ -20,6 +41,13 @@ Source: Xanathar's Guide to Everything p. 56</text>
<text>Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Source: Xanathar's Guide to Everything p. 56</text>
</feat>
<feat>
<name>Arcane Shot: Enfeebling Arrow</name>
<prerequisite></prerequisite>
<text>You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Ghostly Gaze</name>
<prerequisite>7th level</prerequisite>
@ -46,6 +74,13 @@ Source: Xanathar's Guide to Everything p. 57</text>
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Arcane Shot: Grasping Arrow</name>
<prerequisite></prerequisite>
<text>When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Improved Pact Weapon</name>
<prerequisite>Pact of the Blade</prerequisite>
@ -66,12 +101,33 @@ Source: Xanathar's Guide to Everything p. 57</text>
<text>As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Arcane Shot: Piercing Arrow</name>
<prerequisite></prerequisite>
<text>You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 29</text>
</feat>
<feat>
<name>Invocation: Relentless Hex</name>
<prerequisite>The ability to cast Hex/Curse#X, 7th level</prerequisite>
<text>Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Source: Xanathar's Guide to Everything p. 57</text>
</feat>
<feat>
<name>Arcane Shot: Seeking Arrow</name>
<prerequisite></prerequisite>
<text>Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 30</text>
</feat>
<feat>
<name>Arcane Shot: Shadow Arrow</name>
<prerequisite></prerequisite>
<text>You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Source: Xanathar's Guide to Everything p. 30</text>
</feat>
<feat>
<name>Invocation: Shroud of Shadow</name>
<prerequisite>15th level</prerequisite>