feature: Add optional features (Invocations, Infusions, Maneuvers)
parent
ccaf96cf37
commit
857930bac5
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -50,6 +51,7 @@
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
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@ -154,6 +156,7 @@
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
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@ -414,6 +417,14 @@
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-prestigeclassesrunmagic.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-wge.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-2020subclassespt3.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-artificerrevisited.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-lightdarkunderdark.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-modernmagic.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-warlockandwizard.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-waterborneadventures.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-centaursminotaurs.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eberron.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eladrinandgith.xml" />
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -50,6 +51,7 @@
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
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@ -154,6 +156,7 @@
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -51,6 +52,7 @@
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
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@ -138,6 +140,7 @@
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
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<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/bestiary-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-artificer-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-barbarian-tce.xml" />
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@ -154,6 +157,7 @@
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -50,6 +51,7 @@
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
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@ -154,6 +156,7 @@
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
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@ -371,6 +374,14 @@
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-prestigeclassesrunmagic.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-wge.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-2020subclassespt3.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-artificerrevisited.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-lightdarkunderdark.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-modernmagic.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-warlockandwizard.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-waterborneadventures.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-centaursminotaurs.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eberron.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eladrinandgith.xml" />
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -50,6 +51,7 @@
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
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@ -154,6 +156,7 @@
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
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@ -293,15 +296,14 @@
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-featsforskills.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-fighterroguewizard.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020spellsandmagictattoos.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-modernmagic.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt4.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-bardandpaladin.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-giantsoulsorcerer.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-modernmagic.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-thefaithful.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
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<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" />
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</collection>
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -18,6 +18,7 @@
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
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<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
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@ -50,6 +51,7 @@
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
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<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
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@ -154,6 +156,7 @@
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/class-wizard-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/feats-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/spells-phb+tce.xml" />
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<doc href="../FightClub5eXML/Sources/TashasCauldronOfEverything/races-tce.xml" />
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@ -0,0 +1,372 @@
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<feat>
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<name>Invocation: Agonizing Blast</name>
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<prerequisite>Eldritch Blast cantrip</prerequisite>
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<text>When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
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Source: Player's Handbook p. 110</text>
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</feat>
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<feat>
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<name>Invocation: Archery</name>
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<prerequisite></prerequisite>
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<text>You gain a +2 bonus to attack rolls you make with ranged weapons.
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Source: Player's Handbook p. 72, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</text>
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</feat>
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<feat>
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<name>Invocation: Armor of Shadows</name>
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<prerequisite></prerequisite>
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<text>You can cast mage armor on yourself at will, without expending a spell slot or material components.
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Source: Player's Handbook p. 110</text>
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</feat>
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<feat>
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<name>Invocation: Ascendant Step</name>
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<prerequisite>9th level</prerequisite>
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<text>You can cast levitate on yourself at will, without expending a spell slot or material components.
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Source: Player's Handbook p. 110</text>
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</feat>
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<feat>
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<name>Invocation: Beast Speech</name>
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<prerequisite></prerequisite>
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<text>You can cast speak with animals at will, without expending a spell slot.
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Source: Player's Handbook p. 110</text>
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</feat>
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<feat>
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<name>Invocation: Beguiling Influence</name>
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<prerequisite></prerequisite>
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<text>You gain proficiency in the Deception and Persuasion skills.
|
||||
Source: Player's Handbook p. 110</text>
|
||||
<proficiency>, Persuasion</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Bewitching Whispers</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
Source: Player's Handbook p. 110</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Book of Ancient Secrets</name>
|
||||
<prerequisite>Pact of the Tome</prerequisite>
|
||||
<text>You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
|
||||
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>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>Invocation: Defense</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>While you are wearing armor, you gain a +1 bonus to AC.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Devil's Sight</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
|
||||
Source: Player's Handbook p. 110</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Dreadful Word</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
Source: Player's Handbook p. 110</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Dueling</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
|
||||
Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Sight</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can cast detect magic at will, without expending a spell slot.
|
||||
Source: Player's Handbook p. 110</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Spear</name>
|
||||
<prerequisite>Eldritch Blast cantrip</prerequisite>
|
||||
<text>When you cast eldritch blast, its range is 300 feet.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eyes of the Rune Keeper</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can read all writing.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Fiendish Vigor</name>
|
||||
<prerequisite></prerequisite>
|
||||
<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>Invocation: Gaze of Two Minds</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Great Weapon Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Lifedrinker</name>
|
||||
<prerequisite>12th level, Pact of the Blade</prerequisite>
|
||||
<text>When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Mask of Many Faces</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can cast disguise self at will, without expending a spell slot.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Master of Myriad Forms</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
<text>You can cast alter self at will, without expending a spell slot.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Minions of Chaos</name>
|
||||
<prerequisite>9th level</prerequisite>
|
||||
<text>You can cast conjure elemental 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>Invocation: Mire the Mind</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<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>Invocation: Misty Visions</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can cast silent image at will, without expending a spell slot or material components.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: One with Shadows</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Otherworldly Leap</name>
|
||||
<prerequisite>9th level</prerequisite>
|
||||
<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>Invocation: Protection</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Repelling Blast</name>
|
||||
<prerequisite>Eldritch Blast cantrip</prerequisite>
|
||||
<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>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>Invocation: Sign of Ill Omen</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>You can cast bestow curse 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>Invocation: Thief of Five Fates</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can cast bane 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>Invocation: Thirsting Blade</name>
|
||||
<prerequisite>5th level, Pact of the Blade</prerequisite>
|
||||
<text>You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Two-Weapon Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
|
||||
Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Visions of Distant Realms</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
<text>You can cast arcane eye at will, without expending a spell slot.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Voice of the Chain Master</name>
|
||||
<prerequisite>Pact of the Chain</prerequisite>
|
||||
<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>Invocation: Whispers of the Grave</name>
|
||||
<prerequisite>9th level</prerequisite>
|
||||
<text>You can cast speak with dead at will, without expending a spell slot.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Witch Sight</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
<text>You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
|
||||
Source: Player's Handbook p. 111</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Archery</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Defense</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>While you are wearing armor, you gain a +1 bonus to AC.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</text>
|
||||
</feat>
|
||||
<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.
|
||||
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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Dueling</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
|
||||
Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
|
||||
Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</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.
|
||||
Source: Player's Handbook p. 74</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.
|
||||
The advantage is lost if not used on the turn you gain it.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Great Weapon Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84</text>
|
||||
</feat>
|
||||
<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.
|
||||
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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Player's Handbook p. 74</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.
|
||||
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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Protection</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84
|
||||
Source: Player's Handbook p. 72, Player's Handbook p. 84</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.
|
||||
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.
|
||||
Source: Player's Handbook p. 74</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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Player's Handbook p. 74</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Two-Weapon Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
|
||||
Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
|
||||
Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,373 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: 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.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: 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.
|
||||
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>
|
||||
<feat>
|
||||
<name>Invocation: Blessed Warrior</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
|
||||
Source: Tasha's Cauldron of Everything p. 52</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Blind Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
|
||||
Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Bond of the Talisman</name>
|
||||
<prerequisite>12th level, Pact of the Talisman</prerequisite>
|
||||
<text>While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 70</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: 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.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: 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.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Druidic Warrior</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
|
||||
Source: Tasha's Cauldron of Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Mind</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
|
||||
Source: Tasha's Cauldron of Everything p. 71</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Far Scribe</name>
|
||||
<prerequisite>5th level, Pact of the Tome</prerequisite>
|
||||
<text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
|
||||
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
|
||||
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>Invocation: Gift of the Protectors</name>
|
||||
<prerequisite>9th level, Pact of the Tome</prerequisite>
|
||||
<text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
|
||||
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
|
||||
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>Invocation: 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.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Interception</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
|
||||
Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Investment of the Chain Master</name>
|
||||
<prerequisite>Pact of the Chain</prerequisite>
|
||||
<text>When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
|
||||
• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
|
||||
• As a bonus action, you can command the familiar to take the Attack action.
|
||||
• 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.
|
||||
• When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
|
||||
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>
|
||||
<text>When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save 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.
|
||||
Source: Tasha's Cauldron of Everything p. 71</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: 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.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Rebuke of the Talisman</name>
|
||||
<prerequisite>Pact of the Talisman</prerequisite>
|
||||
<text>When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
|
||||
Source: Tasha's Cauldron of Everything p. 71</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Superior Technique</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn one maneuver of your choice from among those available to the fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
|
||||
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: 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.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Thrown Weapon Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
|
||||
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Unarmed Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
|
||||
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Undying Servitude</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 71</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Arcane Propulsion Armor</name>
|
||||
<prerequisite>14th level, A suit of armor (requires attunement)</prerequisite>
|
||||
<text>The wearer of this armor gains these benefits:
|
||||
• The wearer's walking speed increases by 5 feet.
|
||||
• The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
|
||||
• The armor can't be removed against the wearer's will.
|
||||
• If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
|
||||
Source: Tasha's Cauldron of Everything p. 20</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Armor of Magical Strength</name>
|
||||
<prerequisite>A suit of armor (requires attunement)</prerequisite>
|
||||
<text>This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
|
||||
• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
|
||||
• If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
|
||||
The armor regains 1d6 expended charges daily at dawn.
|
||||
Source: Tasha's Cauldron of Everything p. 20</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Boots of the Winding Path</name>
|
||||
<prerequisite>6th level, A pair of boots (requires attunement)</prerequisite>
|
||||
<text>While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
|
||||
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Enhanced Arcane Focus</name>
|
||||
<prerequisite>A rod, staff, or wand (requires attunement)</prerequisite>
|
||||
<text>While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
|
||||
The bonus increases to +2 when you reach 10th level in this class.
|
||||
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Enhanced Defense</name>
|
||||
<prerequisite>A suit of armor or a shield</prerequisite>
|
||||
<text>A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
|
||||
The bonus increases to +2 when you reach 10th level in this class.
|
||||
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Enhanced Weapon</name>
|
||||
<prerequisite>A simple or martial weapon</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it.
|
||||
The bonus increases to +2 when you reach 10th level in this class.
|
||||
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Helm of Awareness</name>
|
||||
<prerequisite>10th level, A helmet (requires attunement)</prerequisite>
|
||||
<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>Infusion: Homunculus Servant</name>
|
||||
<prerequisite>A gem or crystal worth at least 100 gp</prerequisite>
|
||||
<text>You learn intricate methods for magically creating a special Homunculus Servant that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
|
||||
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
|
||||
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
|
||||
In combat, the homunculus 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 homunculus can take any action of its choice, not just Dodge.
|
||||
The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. If you or the homunculus dies, it vanishes, leaving its heart in its space.
|
||||
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Mind Sharpener</name>
|
||||
<prerequisite>A suit of armor or robes</prerequisite>
|
||||
<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>Infusion: Radiant Weapon</name>
|
||||
<prerequisite>6th level, A simple or martial weapon (requires attunement)</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
|
||||
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
|
||||
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Repeating Shot</name>
|
||||
<prerequisite>A simple or martial weapon with the ammunition property (requires attunement)</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
|
||||
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
|
||||
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Replicate Magic Item</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
|
||||
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
|
||||
Replicable Items (2nd-Level Artificer)
|
||||
Magic Item | Attunement
|
||||
Alchemy jug | No
|
||||
Bag of holding | No
|
||||
Cap of water breathing | No
|
||||
Goggles of night | No
|
||||
Rope of climbing | No
|
||||
Sending stones | No
|
||||
Wand of magic detection | No
|
||||
Wand of secrets | No
|
||||
Replicable Items (6th-Level Artificer)
|
||||
Magic Item | Attunement
|
||||
Boots of elvenkind | No
|
||||
Cloak of elvenkind | Yes
|
||||
Cloak of the manta ray | No
|
||||
Eyes of charming | Yes
|
||||
Gloves of thievery | No
|
||||
Lantern of revealing | No
|
||||
Pipes of haunting | No
|
||||
Ring of water walking | No
|
||||
Replicable Items (10th-Level Artificer)
|
||||
Magic Item | Attunement
|
||||
Boots of striding and springing | Yes
|
||||
Boots of the winterlands | Yes
|
||||
Bracers of archery | Yes
|
||||
Brooch of shielding | Yes
|
||||
Cloak of protection | Yes
|
||||
Eyes of the eagle | Yes
|
||||
Gauntlets of ogre power | Yes
|
||||
Gloves of missile snaring | Yes
|
||||
Gloves of swimming and climbing | Yes
|
||||
Hat of disguise | Yes
|
||||
Headband of intellect | Yes
|
||||
Helm of telepathy | Yes
|
||||
Medallion of thoughts | Yes
|
||||
Necklace of adaptation | Yes
|
||||
Periapt of wound closure | Yes
|
||||
Pipes of the sewers | Yes
|
||||
Quiver of Ehlonna | No
|
||||
Ring of jumping | Yes
|
||||
Ring of mind shielding | Yes
|
||||
Slippers of spider climbing | Yes
|
||||
Ventilating lungs (detailed in chapter 5) | Yes
|
||||
Winged boots | Yes
|
||||
Replicable Items (14th-Level Artificer)
|
||||
Magic Item | Attunement
|
||||
Amulet of health | Yes
|
||||
Arcane propulsion arm (detailed in chapter 5) | Yes
|
||||
Belt of Hill Giant Strength | Yes
|
||||
Boots of levitation | Yes
|
||||
Boots of speed | Yes
|
||||
Bracers of defense | Yes
|
||||
Cloak of the bat | Yes
|
||||
Dimensional shackles | No
|
||||
Gem of seeing | Yes
|
||||
Horn of blasting | No
|
||||
Ring of free action | Yes
|
||||
Ring of protection | Yes
|
||||
Ring of the ram | Yes
|
||||
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 63</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Repulsion Shield</name>
|
||||
<prerequisite>6th level, A shield (requires attunement)</prerequisite>
|
||||
<text>A creature gains a +1 bonus to Armor Class while wielding this shield.
|
||||
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
|
||||
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Resistant Armor</name>
|
||||
<prerequisite>6th level, A suit of armor (requires attunement)</prerequisite>
|
||||
<text>While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
|
||||
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Returning Weapon</name>
|
||||
<prerequisite>A simple or martial weapon with the thrown property</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
|
||||
Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War p. 63</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Spell-Refueling Ring</name>
|
||||
<prerequisite>6th level, A ring (requires attunement)</prerequisite>
|
||||
<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>Maneuver: Blessed Warrior</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
|
||||
Source: Tasha's Cauldron of Everything p. 52
|
||||
Source: Tasha's Cauldron of Everything p. 52</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Blind Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
|
||||
Source: Tasha's Cauldron of Everything p. 41
|
||||
Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Druidic Warrior</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
|
||||
Source: Tasha's Cauldron of Everything p. 57
|
||||
Source: Tasha's Cauldron of Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Interception</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
|
||||
Source: Tasha's Cauldron of Everything p. 41
|
||||
Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Superior Technique</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn one maneuver of your choice from among those available to the fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
|
||||
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
|
||||
Source: Tasha's Cauldron of Everything p. 41
|
||||
Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Thrown Weapon Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
|
||||
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
|
||||
Source: Tasha's Cauldron of Everything p. 42
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Unarmed Fighting</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
|
||||
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
|
||||
Source: Tasha's Cauldron of Everything p. 42
|
||||
Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Infusion: Armor of Magical Strength (UA)</name>
|
||||
<prerequisite>10th level, A suit of armor (requires attunement)</prerequisite>
|
||||
<text>While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
|
||||
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.
|
||||
Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Armor of Tools (UA)</name>
|
||||
<prerequisite>A suit of armor</prerequisite>
|
||||
<text>As an action, a creature wearing this infused armor can integrate into it artisan's tools or thieves' tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time.
|
||||
The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
|
||||
Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Helm of Awareness (UA)</name>
|
||||
<prerequisite>10th level, A helmet (requires attunement)</prerequisite>
|
||||
<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: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Mind Sharpener (UA)</name>
|
||||
<prerequisite>A suit of armor or robes</prerequisite>
|
||||
<text>The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.
|
||||
Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Spell-Refueling Ring (UA)</name>
|
||||
<prerequisite>6th level, A ring (requires attunement)</prerequisite>
|
||||
<text>While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can't be used again until the next dawn.
|
||||
Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,130 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Infusion: Boots of the Winding Path (UA)</name>
|
||||
<prerequisite>4th level, A pair of boots (requires attunement)</prerequisite>
|
||||
<text>While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Enhanced Defense (UA)</name>
|
||||
<prerequisite>A suit of armor or a shield</prerequisite>
|
||||
<text>A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
|
||||
The bonus increases to +2 when you reach 12th level in this class.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Enhanced Wand (UA)</name>
|
||||
<prerequisite>A wand (requires attunement)</prerequisite>
|
||||
<text>While holding this wand, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
|
||||
The bonus increases to +2 when you reach 12th level in this class.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Enhanced Weapon (UA)</name>
|
||||
<prerequisite>A simple or martial weapon</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it.
|
||||
The bonus increases to +2 when you reach 12th level in this class.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Many-Handed Pouch (UA)</name>
|
||||
<prerequisite>4th level, 2–5 pouches</prerequisite>
|
||||
<text>The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won't accept any contents.
|
||||
If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 13</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Radiant Weapon (UA)</name>
|
||||
<prerequisite>8th level, A simple or martial weapon (requires attunement)</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
|
||||
As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can't be used again until the wielder finishes a short or long rest.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 13</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Repeating Shot (UA)</name>
|
||||
<prerequisite>A simple or martial weapon with the ammunition property (requires attunement)</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
|
||||
The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 13</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Replicate Magic Item (UA)</name>
|
||||
<prerequisite>See text</prerequisite>
|
||||
<text>Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.
|
||||
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
|
||||
Replicable Magic Items
|
||||
Magic Item | Attunement
|
||||
Alchemy jug | No
|
||||
Bag of holding | No
|
||||
Cap of water breathing | No
|
||||
Cloak of the manta ray | No
|
||||
Goggles of night | No
|
||||
Lantern of revealing | No
|
||||
Rope of climbing | No
|
||||
Sending stones | No
|
||||
Wand of magic detection | No
|
||||
Wand of secrets | No
|
||||
Replicable Magic Items (12th-Level Artificer)
|
||||
Magic Item | Attunement
|
||||
Boots of elvenkind | No
|
||||
Boots of striding and springing | Yes
|
||||
Boots of the winterlands | Yes
|
||||
Bracers of archery | Yes
|
||||
Brooch of shielding | Yes
|
||||
Cloak of elvenkind | Yes
|
||||
Cloak of protection | Yes
|
||||
Eyes of charming | Yes
|
||||
Eyes of the eagle | Yes
|
||||
Gauntlets of ogre power | Yes
|
||||
Gloves of missile snaring | Yes
|
||||
Gloves of swimming and climbing | Yes
|
||||
Gloves of thievery | No
|
||||
Hat of disguise | Yes
|
||||
Headband of intellect | Yes
|
||||
Helm of telepathy | Yes
|
||||
Medallion of thoughts | Yes
|
||||
Periapt of wound closure | Yes
|
||||
Pipes of haunting | No
|
||||
Pipes of the sewers | Yes
|
||||
Quiver of Ehlonna | No
|
||||
Ring of jumping | Yes
|
||||
Ring of mind shielding | Yes
|
||||
Ring of water walking | No
|
||||
Slippers of spider climbing | Yes
|
||||
Winged boots | Yes
|
||||
Replicable Magic Items (16th-Level Artificer)
|
||||
Magic Item | Attunement
|
||||
Amulet of health | Yes
|
||||
Belt of hill giant strength | Yes
|
||||
Boots of levitation | Yes
|
||||
Boots of speed | Yes
|
||||
Bracers of defense | Yes
|
||||
Cloak of the bat | Yes
|
||||
Dimensional shackles | No
|
||||
Gem of seeing | Yes
|
||||
Horn of blasting | No
|
||||
Ring of free action | Yes
|
||||
Ring of protection | Yes
|
||||
Ring of the ram | Yes
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 9</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Repulsion Shield (UA)</name>
|
||||
<prerequisite>8th level, A shield (requires attunement)</prerequisite>
|
||||
<text>A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can't be used again until the wielder finishes a short or long rest.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 14</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Resistant Armor (UA)</name>
|
||||
<prerequisite>8th level, A suit of armor (requires attunement)</prerequisite>
|
||||
<text>While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 14</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Infusion: Returning Weapon (UA)</name>
|
||||
<prerequisite>A simple or martial weapon with the thrown property</prerequisite>
|
||||
<text>This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
|
||||
Source: Unearthed Arcana: Artificer Revisited p. 10</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,205 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Blessed Warrior (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Blind Fighting (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Bond of the Talisman (UA)</name>
|
||||
<prerequisite>12th level, Pact of the Talisman</prerequisite>
|
||||
<text>While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Chain Master's Fury (UA)</name>
|
||||
<prerequisite>9th level, Pact of the Chain</prerequisite>
|
||||
<text>As a bonus action, you can command your familiar to make one attack.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Druidic Warrior (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 7</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Armor (UA)</name>
|
||||
<prerequisite>Pact of the Blade</prerequisite>
|
||||
<text>As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Mind (UA)</name>
|
||||
<prerequisite>Pact of the Tome</prerequisite>
|
||||
<text>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Far Scribe (UA)</name>
|
||||
<prerequisite>5th level, Pact of the Tome</prerequisite>
|
||||
<text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
|
||||
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
|
||||
As an action, you can magically erase a name on the page by touching the name on it.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gift of the Protectors (UA)</name>
|
||||
<prerequisite>9th level, Pact of the Tome</prerequisite>
|
||||
<text>A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
|
||||
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
|
||||
As an action, you can magically erase a name on the page by touching the name on it.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 11</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Interception (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Investment of the Chain Master (UA)</name>
|
||||
<prerequisite>Pact of the Chain</prerequisite>
|
||||
<text>When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
|
||||
• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
|
||||
• 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>Invocation: Protection of the Talisman (UA)</name>
|
||||
<prerequisite>9th level, Pact of the Talisman</prerequisite>
|
||||
<text>When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Rebuke of the Talisman (UA)</name>
|
||||
<prerequisite>Pact of the Talisman</prerequisite>
|
||||
<text>When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman's wearer.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Superior Technique (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
|
||||
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Thrown Weapon Fighting (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
|
||||
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 13</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Unarmed Fighting (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
|
||||
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 13</text>
|
||||
</feat>
|
||||
<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.
|
||||
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.
|
||||
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>
|
||||
<feat>
|
||||
<name>Maneuver: Blessed Warrior (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 6
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Blind Fighting (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Druidic Warrior (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 7
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 7</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Interception (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 12</text>
|
||||
</feat>
|
||||
<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.
|
||||
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.
|
||||
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.
|
||||
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.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Superior Technique (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
|
||||
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Thrown Weapon Fighting (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
|
||||
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 13
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 13</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Unarmed Fighting (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
|
||||
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 13
|
||||
Source: Unearthed Arcana: Class Feature Variants p. 13</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Close Quarters Shooter (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Tunnel Fighter (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Close Quarters Shooter (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Light Dark Underdark p. 1
|
||||
Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Tunnel Fighter (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Light Dark Underdark p. 1
|
||||
Source: Unearthed Arcana: Light Dark Underdark p. 1</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Arcane Gunslinger (UA)</name>
|
||||
<prerequisite>Pact of the Blade</prerequisite>
|
||||
<text>You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.
|
||||
Source: Unearthed Arcana: Modern Magic p. 3</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,120 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Aspect of the Moon (UA)</name>
|
||||
<prerequisite>Pact of the Tome</prerequisite>
|
||||
<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: Unearthed Arcana: Revised Class Options p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Cloak of Flies (UA)</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you're incapacitated or you dismiss it with a bonus action.
|
||||
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
|
||||
Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Smite (UA)</name>
|
||||
<prerequisite>5th level, Pact of the Blade</prerequisite>
|
||||
<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. If the target takes any of this damage, you can knock the target prone if it is Huge or smaller.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Frost Lance (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip</prerequisite>
|
||||
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Ghostly Gaze (UA)</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gift of the Depths (UA)</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can't do so again until you finish a long rest.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gift of the Ever-Living Ones (UA)</name>
|
||||
<prerequisite>Pact of the Chain</prerequisite>
|
||||
<text>Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Grasp of Hadar (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip</prerequisite>
|
||||
<text>Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Improved Pact Weapon (UA)</name>
|
||||
<prerequisite>Pact of the Blade</prerequisite>
|
||||
<text>You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Kiss of Mephistopheles (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip, 5th level</prerequisite>
|
||||
<text>When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Maddening Hex (UA)</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<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 and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Relentless Hex (UA)</name>
|
||||
<prerequisite>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 and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Shroud of Shadow (UA)</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
<text>You can cast invisibility at will, without expending a spell slot.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Tomb of Levistus (UA)</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts.
|
||||
Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 6</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Trickster's Escape (UA)</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 7</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
<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.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
<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.
|
||||
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.
|
||||
Source: Unearthed Arcana: Revised Class Options p. 3</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,157 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Aspect of the Moon (UA)</name>
|
||||
<prerequisite>The Archfey patron</prerequisite>
|
||||
<text>You have gained the Maiden of the Moon's favor. 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 and keeping watch.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Burning Hex (UA)</name>
|
||||
<prerequisite>The Hexblade patron</prerequisite>
|
||||
<text>As a bonus action, you cause a target cursed by your Hexblade's Curse to take fire damage equal to your Charisma modifier (minimum of 1).
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Caiphon's Beacon (UA)</name>
|
||||
<prerequisite>The Great Old One patron</prerequisite>
|
||||
<text>The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
<proficiency>, Stealth</proficiency>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Chilling Hex (UA)</name>
|
||||
<prerequisite>The Hexblade patron</prerequisite>
|
||||
<text>As a bonus action, you cause frost to swirl around a target cursed by your Hexblade's Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Chronicle of the Raven Queen (UA)</name>
|
||||
<prerequisite>The Raven Queen patron, Pact of the Tome</prerequisite>
|
||||
<text>You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Claw of Acamar (UA)</name>
|
||||
<prerequisite>The Great Old One patron, Pact of the Blade</prerequisite>
|
||||
<text>You can create a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Cloak of Baalzebul (UA)</name>
|
||||
<prerequisite>The Fiend patron</prerequisite>
|
||||
<text>As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Curse Bringer (UA)</name>
|
||||
<prerequisite>The Hexblade patron, Pact of the Blade</prerequisite>
|
||||
<text>You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.
|
||||
When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Frost Lance (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip, The Archfey patron</prerequisite>
|
||||
<text>You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature's speed by 10 feet until the end of your next turn.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gaze of Khirad (UA)</name>
|
||||
<prerequisite>7th level, The Great Old One patron</prerequisite>
|
||||
<text>You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Grasp of Hadar (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip, The Great Old One patron</prerequisite>
|
||||
<text>Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Green Lord's Gift (UA)</name>
|
||||
<prerequisite>The Archfey patron</prerequisite>
|
||||
<text>The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Improved Pact Weapon (UA)</name>
|
||||
<prerequisite>5th level, Pact of the Blade</prerequisite>
|
||||
<text>Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Kiss of Mephistopheles (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip, 5th level, The Fiend patron</prerequisite>
|
||||
<text>You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Mace of Dispater (UA)</name>
|
||||
<prerequisite>The Fiend patron, Pact of the Blade</prerequisite>
|
||||
<text>When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Moon Bow (UA)</name>
|
||||
<prerequisite>The Archfey patron, Pact of the Blade</prerequisite>
|
||||
<text>You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Path of the Seeker (UA)</name>
|
||||
<prerequisite>The Seeker patron</prerequisite>
|
||||
<text>The Seeker bids you to travel in search of knowledge, and little can prevent you from walking this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 4</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Raven Queen's Blessing (UA)</name>
|
||||
<prerequisite>Eldritch Blast cantrip, The Raven Queen patron</prerequisite>
|
||||
<text>When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Relentless Hex (UA)</name>
|
||||
<prerequisite>5th level, The Hexblade patron</prerequisite>
|
||||
<text>Your Hexblade's Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade's Curse. To do so, you must be able to see the target and must be within 30 feet of it.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Sea Twins' Gift (UA)</name>
|
||||
<prerequisite>The Archfey patron</prerequisite>
|
||||
<text>The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
|
||||
You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can't do so again until you finish a long rest.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Seeker's Speech (UA)</name>
|
||||
<prerequisite>The Seeker patron</prerequisite>
|
||||
<text>Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Shroud of Ulban (UA)</name>
|
||||
<prerequisite>18th level, The Great Old One patron</prerequisite>
|
||||
<text>The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Superior Pact Weapon (UA)</name>
|
||||
<prerequisite>9th level, Pact of the Blade</prerequisite>
|
||||
<text>Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Tomb of Levistus (UA)</name>
|
||||
<prerequisite>The Fiend patron</prerequisite>
|
||||
<text>As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
|
||||
Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Ultimate Pact Weapon (UA)</name>
|
||||
<prerequisite>15th level, Pact of the Blade</prerequisite>
|
||||
<text>Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
|
||||
Source: Unearthed Arcana: Warlock And Wizard p. 5</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Mariner (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
|
||||
Source: Unearthed Arcana: Waterborne Adventures p. 3</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Maneuver: Mariner (UA) (UA)</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
|
||||
Source: Unearthed Arcana: Waterborne Adventures p. 3
|
||||
Source: Unearthed Arcana: Waterborne Adventures p. 3</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
@ -0,0 +1,94 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<feat>
|
||||
<name>Invocation: Aspect of the Moon</name>
|
||||
<prerequisite>Pact of the Tome</prerequisite>
|
||||
<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>Invocation: Cloak of Flies</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
|
||||
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
|
||||
Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Xanathar's Guide to Everything p. 56</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Eldritch Smite</name>
|
||||
<prerequisite>5th level, Pact of the Blade</prerequisite>
|
||||
<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>Invocation: Ghostly Gaze</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
|
||||
Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Xanathar's Guide to Everything p. 56</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gift of the Depths</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>You can breathe underwater, and you gain a swimming speed equal to your walking speed.
|
||||
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Gift of the Ever-Living Ones</name>
|
||||
<prerequisite>Pact of the Chain</prerequisite>
|
||||
<text>Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Grasp of Hadar</name>
|
||||
<prerequisite>Eldritch Blast cantrip</prerequisite>
|
||||
<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>Invocation: Improved Pact Weapon</name>
|
||||
<prerequisite>Pact of the Blade</prerequisite>
|
||||
<text>You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
|
||||
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
|
||||
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Lance of Lethargy</name>
|
||||
<prerequisite>Eldritch Blast cantrip</prerequisite>
|
||||
<text>Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Maddening Hex</name>
|
||||
<prerequisite>The ability to cast Hex/Curse#X, 5th level</prerequisite>
|
||||
<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>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>Invocation: Shroud of Shadow</name>
|
||||
<prerequisite>15th level</prerequisite>
|
||||
<text>You can cast invisibility at will, without expending a spell slot.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Tomb of Levistus</name>
|
||||
<prerequisite>5th level</prerequisite>
|
||||
<text>As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
|
||||
Once you use this invocation, you can't use it again until you finish a short or long rest.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Invocation: Trickster's Escape</name>
|
||||
<prerequisite>7th level</prerequisite>
|
||||
<text>You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
|
||||
Source: Xanathar's Guide to Everything p. 57</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
Loading…
Reference in New Issue