commit
9fc1a53d60
|
|
@ -24,8 +24,21 @@
|
||||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
||||||
|
|
||||||
<!-- UnearthedArcana -->
|
<!-- UnearthedArcana -->
|
||||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana.xml" />
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml" />
|
||||||
|
|
||||||
<!-- Homebrew -->
|
<!-- Homebrew -->
|
||||||
<doc href="../FightClub5eXML/Sources/Homebrew.xml" />
|
<doc href="../FightClub5eXML/Sources/Homebrew.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml" />
|
||||||
|
|
||||||
</collection>
|
</collection>
|
||||||
|
|
|
||||||
|
|
@ -24,5 +24,16 @@
|
||||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
||||||
|
|
||||||
<!-- UnearthedArcana -->
|
<!-- UnearthedArcana -->
|
||||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana.xml" />
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml" />
|
||||||
</collection>
|
</collection>
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,38 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<collection>
|
||||||
|
<!-- Core Rulebooks -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||||
|
|
||||||
|
<!-- Supplements -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio.xml" />
|
||||||
|
|
||||||
|
<!-- Adventures -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/LocathahRising.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/DivineContention.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/StormLordsWrath.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake.xml" />
|
||||||
|
|
||||||
|
<!-- UnearthedArcana -->
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml" />
|
||||||
|
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml" />
|
||||||
|
</collection>
|
||||||
|
|
@ -1,5 +1,17 @@
|
||||||
## CHANGE LOG
|
## CHANGE LOG
|
||||||
|
|
||||||
|
### 2020-02-05
|
||||||
|
|
||||||
|
Added new CorePlusUnreleasedUA collection
|
||||||
|
|
||||||
|
Added 2018 UA Sidekick class
|
||||||
|
|
||||||
|
Added 2019 UA class feature variants and subclasses
|
||||||
|
|
||||||
|
Added 2020 UA subclasses part 1
|
||||||
|
|
||||||
|
Added Third Party Tome of Beasts from Kobold Press to Complete collection
|
||||||
|
|
||||||
### 2020-01-31
|
### 2020-01-31
|
||||||
|
|
||||||
Added missing features of Barbarian subclass Ancestral Guardian from Xanathar's Guide to Everything.
|
Added missing features of Barbarian subclass Ancestral Guardian from Xanathar's Guide to Everything.
|
||||||
|
|
|
||||||
|
|
@ -20,18 +20,25 @@ Import one of the Collection files into the Fight Club app.
|
||||||
|
|
||||||
**CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures
|
**CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures
|
||||||
|
|
||||||
**CorePlusUA-NoHomebrew**: _CoreOnly_ plus Unearthed Arcana
|
**CorePlusUnreleasedUA**: _CoreOnly_ plus unreleased Unearthed Arcana
|
||||||
|
|
||||||
**Complete**: _CorePlusUA-NoHomebrew_ plus homebrew content
|
**CorePlusUA-NoHomebrew**: _CoreOnly_ plus all Unearthed Arcana
|
||||||
|
|
||||||
|
**Complete**: _CorePlusUA-NoHomebrew_ plus homebrew and third party content
|
||||||
|
|
||||||
|
|
||||||
## Additional Contributors
|
## Additional Contributors
|
||||||
|
|
||||||
`@kinkofer` for XML generation systems to allow github collections to be auto generated
|
`@kinkofer` for XML generation systems to allow github collections to be auto generated
|
||||||
|
|
||||||
`@felix_mil_` for xml creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/)
|
`@felix_mil_` for XML creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/)
|
||||||
|
|
||||||
|
`@rrgeorge` and `zamrod` for their JSON to XML scripts
|
||||||
|
|
||||||
## Contribute
|
## Contribute
|
||||||
|
|
||||||
Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute.
|
Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute.
|
||||||
|
|
||||||
|
## Issues
|
||||||
|
|
||||||
|
Find a mistake in the compendium? Report it on our [Github Issues](https://github.com/kinkofer/FightClub5eXML/issues).
|
||||||
|
|
|
||||||
|
|
@ -20906,63 +20906,6 @@
|
||||||
</feature>
|
</feature>
|
||||||
</autolevel>
|
</autolevel>
|
||||||
|
|
||||||
<autolevel level="10">
|
|
||||||
<feature optional="YES">
|
|
||||||
<name>Fighting Style: Archery</name>
|
|
||||||
<text>You gain a +2 bonus to attack rolls you make with ranged weapons.</text>
|
|
||||||
<text> </text>
|
|
||||||
<text>Source: Player's Handbook, p. 72</text>
|
|
||||||
<special>fighting style archery</special>
|
|
||||||
</feature>
|
|
||||||
</autolevel>
|
|
||||||
|
|
||||||
<autolevel level="10">
|
|
||||||
<feature optional="YES">
|
|
||||||
<name>Fighting Style: Defense</name>
|
|
||||||
<text>While you are wearing armor, you gain a +1 bonus to AC.</text>
|
|
||||||
<text> </text>
|
|
||||||
<text>Source: Player's Handbook, p. 72</text>
|
|
||||||
<special>fighting style defense</special>
|
|
||||||
</feature>
|
|
||||||
</autolevel>
|
|
||||||
|
|
||||||
<autolevel level="10">
|
|
||||||
<feature optional="YES">
|
|
||||||
<name>Fighting Style: Dueling</name>
|
|
||||||
<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.</text>
|
|
||||||
<text> </text>
|
|
||||||
<text>Source: Player's Handbook, p. 72</text>
|
|
||||||
<special>fighting style dueling</special>
|
|
||||||
</feature>
|
|
||||||
</autolevel>
|
|
||||||
|
|
||||||
<autolevel level="10">
|
|
||||||
<feature optional="YES">
|
|
||||||
<name>Fighting Style: Great Weapon Fighting</name>
|
|
||||||
<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.</text>
|
|
||||||
<text> </text>
|
|
||||||
<text>Source: Player's Handbook, p. 72</text>
|
|
||||||
</feature>
|
|
||||||
</autolevel>
|
|
||||||
|
|
||||||
<autolevel level="10">
|
|
||||||
<feature optional="YES">
|
|
||||||
<name>Fighting Style: Protection</name>
|
|
||||||
<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.</text>
|
|
||||||
<text> </text>
|
|
||||||
<text>Source: Player's Handbook, p. 72</text>
|
|
||||||
</feature>
|
|
||||||
</autolevel>
|
|
||||||
|
|
||||||
<autolevel level="10">
|
|
||||||
<feature optional="YES">
|
|
||||||
<name>Fighting Style: Two-Weapon Fighting</name>
|
|
||||||
<text>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</text>
|
|
||||||
<text> </text>
|
|
||||||
<text>Source: Player's Handbook, p. 72</text>
|
|
||||||
</feature>
|
|
||||||
</autolevel>
|
|
||||||
|
|
||||||
<autolevel level="10">
|
<autolevel level="10">
|
||||||
<feature optional="YES">
|
<feature optional="YES">
|
||||||
<name>Additional Fighting Style (Champion)</name>
|
<name>Additional Fighting Style (Champion)</name>
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,270 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Cleric</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Divine Domain: City Domain (UA)</name>
|
||||||
|
<text>The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.</text>
|
||||||
|
<text>At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.</text>
|
||||||
|
<text>Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | comprehend languages, remote access (UA)*</text>
|
||||||
|
<text>3rd | find vehicle (UA)*, heat metal</text>
|
||||||
|
<text>5th | lightning bolt, protection from ballistics (UA)*</text>
|
||||||
|
<text>7th | locate creature, synchronicity (UA)*</text>
|
||||||
|
<text>9th | commune with city (UA)*, shutdown (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | comprehend languages, remote access (UA)*</text>
|
||||||
|
<text>3rd | find vehicle (UA)*, heat metal</text>
|
||||||
|
<text>5th | lightning bolt, protection from ballistics (UA)*</text>
|
||||||
|
<text>7th | locate creature, synchronicity (UA)*</text>
|
||||||
|
<text>9th | commune with city (UA)*, shutdown (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | comprehend languages, remote access (UA)*</text>
|
||||||
|
<text>3rd | find vehicle (UA)*, heat metal</text>
|
||||||
|
<text>5th | lightning bolt, protection from ballistics (UA)*</text>
|
||||||
|
<text>7th | locate creature, synchronicity (UA)*</text>
|
||||||
|
<text>9th | commune with city (UA)*, shutdown (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | comprehend languages, remote access (UA)*</text>
|
||||||
|
<text>3rd | find vehicle (UA)*, heat metal</text>
|
||||||
|
<text>5th | lightning bolt, protection from ballistics (UA)*</text>
|
||||||
|
<text>7th | locate creature, synchronicity (UA)*</text>
|
||||||
|
<text>9th | commune with city (UA)*, shutdown (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | comprehend languages, remote access (UA)*</text>
|
||||||
|
<text>3rd | find vehicle (UA)*, heat metal</text>
|
||||||
|
<text>5th | lightning bolt, protection from ballistics (UA)*</text>
|
||||||
|
<text>7th | locate creature, synchronicity (UA)*</text>
|
||||||
|
<text>9th | commune with city (UA)*, shutdown (UA)*</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Cantrip (City Domain (UA))</name>
|
||||||
|
<text>When you choose this domain at 1st level, you gain the On/Off (UA) cantrip in addition to your chosen cantrips.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Proficiencies (City Domain (UA))</name>
|
||||||
|
<text>Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Heart of the City (City Domain (UA))</name>
|
||||||
|
<text>From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Channel Divinity: Spirits of the City (City Domain (UA))</name>
|
||||||
|
<text>Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).</text>
|
||||||
|
<text> Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.</text>
|
||||||
|
<text> This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Block Watch (City Domain (UA))</name>
|
||||||
|
<text>Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Divine Strike (City Domain (UA))</name>
|
||||||
|
<text>At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Blessed Strikes (City Domain (UA))</name>
|
||||||
|
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
|
||||||
|
<text> In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Express Transit (City Domain (UA))</name>
|
||||||
|
<text>At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Warlock</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Otherworldly Patron: Ghost in the Machine (UA)</name>
|
||||||
|
<text>You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Expanded Spell List</text>
|
||||||
|
<text> The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the on/off cantrip, and the following new spells are added to the warlock spell list for you.</text>
|
||||||
|
<text> Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Level | Spells</text>
|
||||||
|
<text>1st | infallible relay (UA)*, remote access (UA)*</text>
|
||||||
|
<text>2nd | arcane hacking (UA)*, digital phantom (UA)*</text>
|
||||||
|
<text>3rd | haywire (UA)*, invisibility to cameras (UA)*</text>
|
||||||
|
<text>4th | conjure knowbot (UA)*, system backdoor (UA)*</text>
|
||||||
|
<text>5th | shutdown (UA)*, synchronicity (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Level | Spells</text>
|
||||||
|
<text>1st | infallible relay (UA)*, remote access (UA)*</text>
|
||||||
|
<text>2nd | arcane hacking (UA)*, digital phantom (UA)*</text>
|
||||||
|
<text>3rd | haywire (UA)*, invisibility to cameras (UA)*</text>
|
||||||
|
<text>4th | conjure knowbot (UA)*, system backdoor (UA)*</text>
|
||||||
|
<text>5th | shutdown (UA)*, synchronicity (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Level | Spells</text>
|
||||||
|
<text>1st | infallible relay (UA)*, remote access (UA)*</text>
|
||||||
|
<text>2nd | arcane hacking (UA)*, digital phantom (UA)*</text>
|
||||||
|
<text>3rd | haywire (UA)*, invisibility to cameras (UA)*</text>
|
||||||
|
<text>4th | conjure knowbot (UA)*, system backdoor (UA)*</text>
|
||||||
|
<text>5th | shutdown (UA)*, synchronicity (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Level | Spells</text>
|
||||||
|
<text>1st | infallible relay (UA)*, remote access (UA)*</text>
|
||||||
|
<text>2nd | arcane hacking (UA)*, digital phantom (UA)*</text>
|
||||||
|
<text>3rd | haywire (UA)*, invisibility to cameras (UA)*</text>
|
||||||
|
<text>4th | conjure knowbot (UA)*, system backdoor (UA)*</text>
|
||||||
|
<text>5th | shutdown (UA)*, synchronicity (UA)*</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Level | Spells</text>
|
||||||
|
<text>1st | infallible relay (UA)*, remote access (UA)*</text>
|
||||||
|
<text>2nd | arcane hacking (UA)*, digital phantom (UA)*</text>
|
||||||
|
<text>3rd | haywire (UA)*, invisibility to cameras (UA)*</text>
|
||||||
|
<text>4th | conjure knowbot (UA)*, system backdoor (UA)*</text>
|
||||||
|
<text>5th | shutdown (UA)*, synchronicity (UA)*</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Proficiency (Ghost in the Machine (UA))</name>
|
||||||
|
<text>At 1st level, you gain proficiency with hacking tools.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Information Surge (Ghost in the Machine (UA))</name>
|
||||||
|
<text>At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination.</text>
|
||||||
|
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Wire Walk (Ghost in the Machine (UA))</name>
|
||||||
|
<text>Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Personal Encryption (Ghost in the Machine (UA))</name>
|
||||||
|
<text>Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Technovirus (Ghost in the Machine (UA))</name>
|
||||||
|
<text>At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one.</text>
|
||||||
|
<text> Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.</text>
|
||||||
|
<text> Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Wizard</name>
|
||||||
|
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Arcane Tradition: Technomancy (UA)</name>
|
||||||
|
<text>Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology.</text>
|
||||||
|
<text>Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master's Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Proficiencies (Technomancy (UA))</name>
|
||||||
|
<text>Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Technological Savant (Technomancy (UA))</name>
|
||||||
|
<text>Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Program Spell (Technomancy (UA))</name>
|
||||||
|
<text>At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.</text>
|
||||||
|
<text> A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.</text>
|
||||||
|
<text> A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Online Casting (Technomancy (UA))</name>
|
||||||
|
<text>At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.</text>
|
||||||
|
<text> If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting.</text>
|
||||||
|
<text> This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once).</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Chained Device (Technomancy (UA))</name>
|
||||||
|
<text>By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Modern Magic</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,463 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Expert Sidekick (UA)</name>
|
||||||
|
<hd>10</hd>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<numSkills></numSkills>
|
||||||
|
<armor>none</armor>
|
||||||
|
<weapons>none</weapons>
|
||||||
|
<tools>none</tools>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Starting Expert Sidekick (UA)</name>
|
||||||
|
<text>As a 1st-level Expert Sidekick (UA), you begin play with 10+your Constitution modifier hit points.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||||
|
<text>• Armor: none</text>
|
||||||
|
<text>• Weapons: none</text>
|
||||||
|
<text>• Tools: none</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sidekicks p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Sidekick Class</name>
|
||||||
|
<text>To gain the expert class, a creature must have at least one language in its stat block that it can speak.</text>
|
||||||
|
<text>Note: this class is intended for NPC sidekicks.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Bonus Proficiencies</name>
|
||||||
|
<text>At 1st level, the sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Constitution.</text>
|
||||||
|
<text>In addition, the sidekick gains proficiency in five skills of your choice. If the sidekick is a humanoid, it also gains proficiency with light armor, simple weapons, and two tools of your choice.</text>
|
||||||
|
<text>At 13th level, the sidekick gains proficiency in one skill of your choice. If the sidekick is a humanoid, it also gains proficiency with one tool of your choice.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Expertise</name>
|
||||||
|
<text>At 1st level, choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies.</text>
|
||||||
|
<text>At 6th level and again at 17th level, choose two more of the sidekick's skill proficiencies to gain this benefit.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Helpful</name>
|
||||||
|
<text>The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature>
|
||||||
|
<name>Cunning Action</name>
|
||||||
|
<text>Starting at 2nd level, the sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature>
|
||||||
|
<name>Jack of Many Trades</name>
|
||||||
|
<text>Beginning at 3rd level, the sidekick can add half its proficiency bonus to any ability check it makes that uses a skill but doesn't already include its proficiency bonus.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="4" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>When you reach 4th level, and again at 8th, 10th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="5">
|
||||||
|
<feature>
|
||||||
|
<name>Extra Attack</name>
|
||||||
|
<text>Starting at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature>
|
||||||
|
<name>Expertise</name>
|
||||||
|
<text>At 6th level, you gain another Expertise.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature>
|
||||||
|
<name>Evasion</name>
|
||||||
|
<text>Beginning at 7th level, because of extraordinary good luck, the sidekick is skilled at avoiding certain dangers. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 8th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="9">
|
||||||
|
<feature>
|
||||||
|
<name>Inspiring Help (1d6)</name>
|
||||||
|
<text>Starting at 9th level, the sidekick's assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.</text>
|
||||||
|
<text>At 18th level, the bonus increases to 2d6.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 10th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="11">
|
||||||
|
<feature>
|
||||||
|
<name>Reliable Talent</name>
|
||||||
|
<text>By 11th level, the sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="12" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 12th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="13">
|
||||||
|
<feature>
|
||||||
|
<name>Bonus Proficiencies</name>
|
||||||
|
<text>At 13th level, you gain more Bonus Proficiencies.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 14th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature>
|
||||||
|
<name>Sharp Mind</name>
|
||||||
|
<text>At 15th level, the sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice).</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="16" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 16th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature>
|
||||||
|
<name>Expertise</name>
|
||||||
|
<text>At 17th level, you gain another Expertise.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature>
|
||||||
|
<name>Inspiring Help (2d6)</name>
|
||||||
|
<text>At 18th level, your Inspiring Help bonus increases to 2d6.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="19" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 19th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="20">
|
||||||
|
<feature>
|
||||||
|
<name>Stroke of Luck</name>
|
||||||
|
<text>At 20th level, the sidekick has an uncanny knack for turning failure into success. If the sidekick's attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a 20.</text>
|
||||||
|
<text>Once it uses this feature, the sidekick can't use it again until it finishes a short or long rest.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Spellcaster Sidekick (UA)</name>
|
||||||
|
<hd>10</hd>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<numSkills></numSkills>
|
||||||
|
<armor>none</armor>
|
||||||
|
<weapons>none</weapons>
|
||||||
|
<tools>none</tools>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Starting Spellcaster Sidekick (UA)</name>
|
||||||
|
<text>As a 1st-level Spellcaster Sidekick (UA), you begin play with 10+your Constitution modifier hit points.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||||
|
<text>• Armor: none</text>
|
||||||
|
<text>• Weapons: none</text>
|
||||||
|
<text>• Tools: none</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sidekicks p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Sidekick Class</name>
|
||||||
|
<text>To gain the spellcaster class, a creature must have at least one language in its stat block that it can speak.</text>
|
||||||
|
<text>Note: this class is intended for NPC sidekicks.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Bonus Proficiencies</name>
|
||||||
|
<text>When the sidekick joins this class, the sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.</text>
|
||||||
|
<text>In addition, the sidekick gains proficiency in three skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion. If the sidekick is a humanoid, it also gains proficiency with simple weapons and light armor.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Spellcasting</name>
|
||||||
|
<text>At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose a class: bard, cleric, druid, sorceror, warlock, or wizard. This choice determines the spell list, spellcasting ability, and spellcasting focus used by the sidekick, as shown on the Spellcasting table.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell List | Ability | Focus</text>
|
||||||
|
<text>Bard | Charisma | Musical instrument</text>
|
||||||
|
<text>Cleric | Wisdom | Holy Symbol</text>
|
||||||
|
<text>Druid | Wisdom | Druidic Focus</text>
|
||||||
|
<text>Sorceror | Charisma | Arcane Focus</text>
|
||||||
|
<text>Warlock | Charisma | Arcane Focus</text>
|
||||||
|
<text>Wizard | Intelligence | Arcane Focus</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cantrips:</text>
|
||||||
|
<text> At first level, the sidekick knows three cantrips of your choice from its spell list. The sidekick learns additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Slots:</text>
|
||||||
|
<text> The Spellcaster table shows how many spell slots the sidekick has to cast its spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The spellcaster regains all expended spell slots when it finishes a long rest.</text>
|
||||||
|
<text> For example, if the sidekick knows the 1st-level spell cure wounds and has a 1st-level and a 2nd-level spell slot available, it can cast the spell using either slot.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spells Known:</text>
|
||||||
|
<text> The sidekick knows three 1st-level spells of your choice from its spell list.</text>
|
||||||
|
<text> The Spells Known column of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of these spells must be of a level for which the sidekick has spell slots, as shown on the table. For instance when the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or 2nd level.</text>
|
||||||
|
<text> Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list, which also must be of a level for which it has spell slots.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spellcasting Ability:</text>
|
||||||
|
<text> The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.</text>
|
||||||
|
<text> The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spellcasting Focus:</text>
|
||||||
|
<text> The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature>
|
||||||
|
<name>Magical Recovery</name>
|
||||||
|
<text>Beginning at 2nd level, when the sidekick finishes a short rest, it can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half its level in this class (rounded up), and none of the spell slots can be 6th level or higher.</text>
|
||||||
|
<text>Once the sidekick uses this feature, it can't use the feature again until it finishes a long rest.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="4" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature>
|
||||||
|
<name>Potent Cantrips</name>
|
||||||
|
<text>Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 8th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature>
|
||||||
|
<name>Empowered Spells</name>
|
||||||
|
<text>At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="12" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 12th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature>
|
||||||
|
<name>Focused Casting</name>
|
||||||
|
<text>Starting at 14th level, the sidekick has advantage on any Constitution saving throw it makes to maintain its concentration on a spell.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="16" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 16th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 18th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="20">
|
||||||
|
<feature>
|
||||||
|
<name>Signature Spells</name>
|
||||||
|
<text>At 20th level, choose two spells that the sidekick knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spell once at 3rd level without expending a spell slot. After the sidekick casts a spell in this way, the sidekick regains the ability to cast that spell with this feature when it finishes a short or long rest.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Warrior Sidekick (UA)</name>
|
||||||
|
<hd>10</hd>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<numSkills></numSkills>
|
||||||
|
<armor>none</armor>
|
||||||
|
<weapons>none</weapons>
|
||||||
|
<tools>none</tools>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Starting Warrior Sidekick (UA)</name>
|
||||||
|
<text>As a 1st-level Warrior Sidekick (UA), you begin play with 10+your Constitution modifier hit points.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||||
|
<text>• Armor: none</text>
|
||||||
|
<text>• Weapons: none</text>
|
||||||
|
<text>• Tools: none</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sidekicks p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Sidekick Class</name>
|
||||||
|
<text>Note: this class is intended for NPC sidekicks.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Bonus Proficiencies</name>
|
||||||
|
<text>At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.</text>
|
||||||
|
<text>In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature>
|
||||||
|
<name>Second Wind</name>
|
||||||
|
<text>Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.</text>
|
||||||
|
<text>The sidekick can use this feature twice between rests starting at 18th level.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature>
|
||||||
|
<name>Danger Sense</name>
|
||||||
|
<text>Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature>
|
||||||
|
<name>Improved Critical</name>
|
||||||
|
<text>Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="4" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="5">
|
||||||
|
<feature>
|
||||||
|
<name>Extra Attack (1 extra)</name>
|
||||||
|
<text>Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.</text>
|
||||||
|
<text>The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 6th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature>
|
||||||
|
<name>Battle Readiness</name>
|
||||||
|
<text>After the sidekick reaches 7th level, it has advantage on initiative rolls.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 8th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="9">
|
||||||
|
<feature>
|
||||||
|
<name>Indomitable (1 use)</name>
|
||||||
|
<text>Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again unless it finishes a long rest.</text>
|
||||||
|
<text>The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature>
|
||||||
|
<name>Improved Defense</name>
|
||||||
|
<text>At 10th level, the sidekick's Armor Class increases by 1.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="11">
|
||||||
|
<feature>
|
||||||
|
<name>Extra Attack (2 extra)</name>
|
||||||
|
<text>At 11th level, you gain another Extra Attack.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="12" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 12th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="13">
|
||||||
|
<feature>
|
||||||
|
<name>Indomitable (2 uses)</name>
|
||||||
|
<text>At 13th level, you gain another use of Indomitable.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 14th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature>
|
||||||
|
<name>Superior Critical</name>
|
||||||
|
<text>Starting at 15th level, the sidekick's attack rolls score a critical hit on a roll of 18-20 on the d20.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="16" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 16th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature>
|
||||||
|
<name>Indomitable (3 uses)</name>
|
||||||
|
<text>At 17th level, you gain another use of Indomitable.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature>
|
||||||
|
<name>Second Wind (2 uses)</name>
|
||||||
|
<text>At 18th level, you gain another use of Second Wind.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="19" scoreImprovement="YES">
|
||||||
|
<feature>
|
||||||
|
<name>Ability Score Improvement</name>
|
||||||
|
<text>At 19th level, you gain another Ability Score Improvement.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="20">
|
||||||
|
<feature>
|
||||||
|
<name>Extra Attack (3 extra)</name>
|
||||||
|
<text>At 20th level, you gain another Extra Attack.</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,156 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Barbarian</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Primal Path: Path of the Wild Soul (UA)</name>
|
||||||
|
<text>The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.</text>
|
||||||
|
<text>When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Lingering Magic (Path of the Wild Soul (UA))</name>
|
||||||
|
<text>At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Wild Surge (Path of the Wild Soul (UA))</name>
|
||||||
|
<text>Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.</text>
|
||||||
|
<text> If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>d8 | Effect</text>
|
||||||
|
<text>1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.</text>
|
||||||
|
<text>2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.</text>
|
||||||
|
<text>3 | You conjure 1d4 intangible spirits that look like {@creature flumph in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.</text>
|
||||||
|
<text>4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.</text>
|
||||||
|
<text>5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.</text>
|
||||||
|
<text>6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed ona Wisdom saving throw or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.</text>
|
||||||
|
<text>7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.</text>
|
||||||
|
<text>8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Magic Reserves (Path of the Wild Soul (UA))</name>
|
||||||
|
<text>At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can't recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.</text>
|
||||||
|
<text> You take force damage equal to five times the number rolled.</text>
|
||||||
|
<text> When you reach 14th level in this class, you increase the die to a d6.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Arcane Rebuke (Path of the Wild Soul (UA))</name>
|
||||||
|
<text>At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Chaotic Fury (Path of the Wild Soul (UA))</name>
|
||||||
|
<text>At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Improved Magic Reserves (Path of the Wild Soul (UA))</name>
|
||||||
|
<text>At 14th level, you increase your magic reserves die to a d6.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Monk</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Monastic Tradition: Way of the Astral Self (UA)</name>
|
||||||
|
<text>Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Forms of Your Astral Self (Way of the Astral Self (UA))</name>
|
||||||
|
<text>The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron.</text>
|
||||||
|
<text> When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Arms of the Astral Self (Way of the Astral Self (UA))</name>
|
||||||
|
<text>At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character.</text>
|
||||||
|
<text> While your astral arms are summoned, you gain the following benefits:</text>
|
||||||
|
<text>• You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.</text>
|
||||||
|
<text>• The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.</text>
|
||||||
|
<text>• Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Visage of the Astral Self (Way of the Astral Self (UA))</name>
|
||||||
|
<text>Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character.</text>
|
||||||
|
<text> While your visage is summoned, you gain the following benefits.</text>
|
||||||
|
<text>Wisdom of the Spirit</text>
|
||||||
|
<text> You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.</text>
|
||||||
|
<text>Astral Sight</text>
|
||||||
|
<text> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="11">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Awakening of the Astral Self (Way of the Astral Self (UA))</name>
|
||||||
|
<text> Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits.</text>
|
||||||
|
<text>Deflect Energy</text>
|
||||||
|
<text> When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.</text>
|
||||||
|
<text>Empowered Arms</text>
|
||||||
|
<text> Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die.</text>
|
||||||
|
<text>Word of the Spirit</text>
|
||||||
|
<text> When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.</text>
|
||||||
|
<text>Improved Arms of the Astral Self</text>
|
||||||
|
<text> At 11th level, you make two extra attacks instead of one when you attack with your astral arms as a bonus action.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Complete Astral Self (Way of the Astral Self (UA))</name>
|
||||||
|
<text> Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits.</text>
|
||||||
|
<text>Armor of the Spirit</text>
|
||||||
|
<text> You gain a +2 bonus to AC while you aren't incapacitated.</text>
|
||||||
|
<text>Astral Barrage</text>
|
||||||
|
<text> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.</text>
|
||||||
|
<text>Ki Consumption</text>
|
||||||
|
<text> When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).</text>
|
||||||
|
<text>Improved Arms of the Astral Self</text>
|
||||||
|
<text> At 17th level, you make three extra attacks instead of one when you attack with your astral arms as a bonus action.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Barbarian And Monk</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,191 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Sorcerer</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Sorcerous Origin: Aberrant Mind (UA)</name>
|
||||||
|
<text>An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Unique Disturbance (Aberrant Mind (UA))</name>
|
||||||
|
<text>Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Invasive Thoughts (Aberrant Mind (UA))</name>
|
||||||
|
<text>1st-level Aberrant Mind feature</text>
|
||||||
|
<text> At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Spells (Aberrant Mind (UA))</name>
|
||||||
|
<text>1st-level Aberrant Mind feature</text>
|
||||||
|
<text> Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Sorcerer Level | Spells</text>
|
||||||
|
<text>1st | arms of Hadar, dissonant whispers</text>
|
||||||
|
<text>3rd | calm emotions, detect thoughts</text>
|
||||||
|
<text>5th | hunger of Hadar, sending</text>
|
||||||
|
<text>7th | compulsion, Evard's black tentacles</text>
|
||||||
|
<text>9th | modify memory, Rary's telepathic bond</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Warped Being (Aberrant Mind (UA))</name>
|
||||||
|
<text>1st-level Aberrant Mind feature</text>
|
||||||
|
<text> Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Sorcery (Aberrant Mind (UA))</name>
|
||||||
|
<text>6th-level Aberrant Mind feature</text>
|
||||||
|
<text> Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psychic Defenses (Aberrant Mind (UA))</name>
|
||||||
|
<text>6th-level Aberrant Mind feature</text>
|
||||||
|
<text> At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Revelation in Flesh (Aberrant Mind (UA))</name>
|
||||||
|
<text>14th-level Aberrant Mind feature</text>
|
||||||
|
<text> Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:</text>
|
||||||
|
<text>• You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.</text>
|
||||||
|
<text>• You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.</text>
|
||||||
|
<text>• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.</text>
|
||||||
|
<text>• Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Warp Reality (Aberrant Mind (UA))</name>
|
||||||
|
<text>18th-level Aberrant Mind feature</text>
|
||||||
|
<text> At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.</text>
|
||||||
|
<text> As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Warlock</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Otherworldly Patron: The Lurker in the Deep (UA)</name>
|
||||||
|
<text>You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days. You serve as this creature's eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>The Lurker's Clutches (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Expanded Spell List (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>1st-level Lurker in the Deep feature</text>
|
||||||
|
<text> The Lurker in the Deep lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Grasp of the Deep (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>1st-level Lurker in the Deep feature</text>
|
||||||
|
<text> At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.</text>
|
||||||
|
<text> When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.</text>
|
||||||
|
<text> As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Scion of the Deep (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>1st-level Lurker in the Deep feature</text>
|
||||||
|
<text> At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Fathomless Soul (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>6th-level Lurker in the Deep feature</text>
|
||||||
|
<text> At 6th level, your patron grants you greater abilities. You gain the following benefits:</text>
|
||||||
|
<text>• You can breathe both air and water.</text>
|
||||||
|
<text>• You gain a swimming speed equal to your walking speed.</text>
|
||||||
|
<text>• You gain resistance to cold damage.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Guardian Grasp (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>6th-level Lurker in the Deep feature</text>
|
||||||
|
<text> At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Devouring Maw (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>10th-level Lurker in the Deep feature</text>
|
||||||
|
<text> Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level.</text>
|
||||||
|
<text> Once you use this feature, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Unleash the Depths (The Lurker in the Deep (UA))</name>
|
||||||
|
<text>14th-level Lurker in the Deep feature</text>
|
||||||
|
<text> Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest.</text>
|
||||||
|
<name>Transport</name>
|
||||||
|
<text> You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.</text>
|
||||||
|
<name>Fury</name>
|
||||||
|
<text> You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Sorcerer And Warlock</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,154 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Bard</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bard College: College of Eloquence (UA)</name>
|
||||||
|
<text>Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<text>Universal Speech (College of Eloquence (UA))</text>
|
||||||
|
<text>3rd-level College of Eloquence feature</text>
|
||||||
|
<text> You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<text>Soothing Words (College of Eloquence (UA))</text>
|
||||||
|
<text>3rd-level College of Eloquence feature</text>
|
||||||
|
<text> You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Undeniable Logic (College of Eloquence (UA))</name>
|
||||||
|
<text>6th-level College of Eloquence feature</text>
|
||||||
|
<text> You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow.</text>
|
||||||
|
<text> As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following:</text>
|
||||||
|
<text>• The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.</text>
|
||||||
|
<text>• The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Infectious Inspiration (College of Eloquence (UA))</name>
|
||||||
|
<text>14th-level College of Eloquence feature</text>
|
||||||
|
<text> When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.</text>
|
||||||
|
<text> In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Paladin</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Sacred Oath: Oath of Heroism (UA)</name>
|
||||||
|
<text>The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Tenets of Heroism (Oath of Heroism (UA))</name>
|
||||||
|
<text>The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Actions over Words</text>
|
||||||
|
<text> Strive to be known by deeds not words.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Challenges Are but Tests</text>
|
||||||
|
<text> Every hardship serves to challenge your abilities and harden your resolve.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Embrace Destiny</text>
|
||||||
|
<text> You didn't choose this path, but it's yours to walk. And it will carry you into legend.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Hone the Body</text>
|
||||||
|
<text> Like raw stone, your body must be worked so its potential can be realized.</text>
|
||||||
|
<text></text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Oath Spells (Oath of Heroism (UA))</name>
|
||||||
|
<text>3rd-level Oath of Heroism feature</text>
|
||||||
|
<text> You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Paladin Level | Spells</text>
|
||||||
|
<text>3rd | expeditious retreat, guiding bolt</text>
|
||||||
|
<text>5th | enhance ability, enthrall</text>
|
||||||
|
<text>9th | haste, protection from energy</text>
|
||||||
|
<text>13th | compulsion, freedom of movement</text>
|
||||||
|
<text>17th | commune, conjure volley</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Channel Divinity: Peerless Athlete (Oath of Heroism (UA))</name>
|
||||||
|
<text>You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<text>Channel Divinity: Legendary Strike (Oath of Heroism (UA))</text>
|
||||||
|
<text>You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Mighty Deed (Oath of Heroism (UA))</name>
|
||||||
|
<text>7th-level Oath of Heroism feature</text>
|
||||||
|
<text> Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:</text>
|
||||||
|
<text>• The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).</text>
|
||||||
|
<text>• The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.</text>
|
||||||
|
<text> Once you use this feature, you can't use it again until the start of your next turn.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Glorious Defense (Oath of Heroism (UA))</name>
|
||||||
|
<text>15th-level Oath of Heroism feature</text>
|
||||||
|
<text> Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="20">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Living Myth (Oath of Heroism (UA))</name>
|
||||||
|
<text>20th-level Oath of Heroism feature</text>
|
||||||
|
<text> You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:</text>
|
||||||
|
<text>• You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.</text>
|
||||||
|
<text>• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.</text>
|
||||||
|
<text>• If you fail a saving throw, you can use your reaction to succeed instead.</text>
|
||||||
|
<text> Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Unearthed Arcana: Bard And Paladin</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,349 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Cleric</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Divine Domain: Twilight Domain (UA)</name>
|
||||||
|
<text>The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.</text>
|
||||||
|
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | faerie fire, sleep</text>
|
||||||
|
<text>3rd | darkness, invisibility</text>
|
||||||
|
<text>5th | aura of vitality, Leomund's tiny hut</text>
|
||||||
|
<text>7th | aura of life, greater invisibility</text>
|
||||||
|
<text>9th | circle of power, dream</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Proficiency (Twilight Domain (UA))</name>
|
||||||
|
<text>1st-level Twilight Domain feature</text>
|
||||||
|
<text> You gain proficiency with martial weapons and heavy armor.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Eyes of Night (Twilight Domain (UA))</name>
|
||||||
|
<text>1st-level Twilight Domain feature</text>
|
||||||
|
<text> Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.</text>
|
||||||
|
<text> As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Vigilant Blessing (Twilight Domain (UA))</name>
|
||||||
|
<text>1st-level Twilight Domain feature</text>
|
||||||
|
<text> The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Channel Divinity: Twilight Sanctuary (Twilight Domain (UA))</name>
|
||||||
|
<text>2nd-level Twilight Domain feature</text>
|
||||||
|
<text> You can use your Channel Divinity to refresh your allies with soothing twilight.</text>
|
||||||
|
<text> As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:</text>
|
||||||
|
<text>• Give it 1d8 temporary hit points.</text>
|
||||||
|
<text>• End one effect causing it to be charmed or frightened.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Steps of the Brave (Twilight Domain (UA))</name>
|
||||||
|
<text>6th-level Twilight Domain feature</text>
|
||||||
|
<text> You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:</text>
|
||||||
|
<text>• You have advantage on saving throws against being frightened.</text>
|
||||||
|
<text>• If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Divine Strike (Twilight Domain (UA))</name>
|
||||||
|
<text>8th-level Twilight Domain feature</text>
|
||||||
|
<text> You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Blessed Strikes (Twilight Domain (UA))</name>
|
||||||
|
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
|
||||||
|
<text> In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Midnight Shroud (Twilight Domain (UA))</name>
|
||||||
|
<text>17th-level Twilight Domain feature</text>
|
||||||
|
<text> You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Druid</name>
|
||||||
|
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Druid Circle: Circle of Wildfire (UA)</name>
|
||||||
|
<text>Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Circle Spells (Circle of Wildfire (UA))</name>
|
||||||
|
<text>2nd-level Circle of Wildfire feature</text>
|
||||||
|
<text> You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.</text>
|
||||||
|
<text> When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Druid Level | Circle Spells</text>
|
||||||
|
<text>3rd | locate animals or plants, scorching ray</text>
|
||||||
|
<text>5th | fireball, plant growth</text>
|
||||||
|
<text>7th | aura of life, fire shield</text>
|
||||||
|
<text>9th | flame strike, raise dead</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Summon Wildfire (Circle of Wildfire (UA))</name>
|
||||||
|
<text>2nd-level Circle of Wildfire feature</text>
|
||||||
|
<text> You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.</text>
|
||||||
|
<text> The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.</text>
|
||||||
|
<text> The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.</text>
|
||||||
|
<text> In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.</text>
|
||||||
|
<text> The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Enhanced Bond (Circle of Wildfire (UA))</name>
|
||||||
|
<text>6th-level Circle of Wildfire feature</text>
|
||||||
|
<text> The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Flames of Life (Circle of Wildfire (UA))</name>
|
||||||
|
<text>10th-level Circle of Wildfire feature</text>
|
||||||
|
<text> You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Blazing Endurance (Circle of Wildfire (UA))</name>
|
||||||
|
<text>14th-level Circle of Wildfire feature</text>
|
||||||
|
<text> The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.</text>
|
||||||
|
<text> Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Wizard</name>
|
||||||
|
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Arcane Tradition: Onomancy (UA)</name>
|
||||||
|
<text>Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.</text>
|
||||||
|
<text>That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>True Names (Onomancy (UA))</name>
|
||||||
|
<text>Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence.</text>
|
||||||
|
<text> You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth.</text>
|
||||||
|
<text> As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Proficiencies (Onomancy (UA)</name>
|
||||||
|
<text>2nd-level Onomancy feature</text>
|
||||||
|
<text> You learn one language of your choice and gain proficiency with calligrapher's supplies.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Extract Name (Onomancy (UA)</name>
|
||||||
|
<text>2nd-level Onomancy feature</text>
|
||||||
|
<text> You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Fateful Naming (Onomancy (UA)</name>
|
||||||
|
<text>2nd-level Onomancy feature</text>
|
||||||
|
<text> You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don't count against the number of spells you can prepare.</text>
|
||||||
|
<text> You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant Utterance (Onomancy (UA))</name>
|
||||||
|
<text>6th-level Onomancy feature</text>
|
||||||
|
<text> You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name.</text>
|
||||||
|
<name>Resonants Known (Onomancy (UA))</name>
|
||||||
|
<text> When you gain this feature, you learn two Resonants of your choice, which are detailed in the "Resonant Options" section. Each time you gain a level in this class, you can replace one resonant you know with a different one.</text>
|
||||||
|
<name>Using a Resonant (Onomancy (UA))</name>
|
||||||
|
<text> You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell. You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Absorption (Onomancy (UA))</name>
|
||||||
|
<text>When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Devastation (Onomancy (UA))</name>
|
||||||
|
<text>If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Dissolution (Onomancy (UA))</name>
|
||||||
|
<text>The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Nullification (Onomancy (UA))</name>
|
||||||
|
<text>If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Puppetry (Onomancy (UA))</name>
|
||||||
|
<text>The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Sympathy (Onomancy (UA))</name>
|
||||||
|
<text>If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Inexorable Pronouncement (Onomancy (UA))</name>
|
||||||
|
<text>10th-level Onomancy feature</text>
|
||||||
|
<text> You learn two new Resonants of your choice from your Resonant Utterance feature.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Absorption (Onomancy (UA))</name>
|
||||||
|
<text>When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Devastation (Onomancy (UA))</name>
|
||||||
|
<text>If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Dissolution (Onomancy (UA))</name>
|
||||||
|
<text>The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Nullification (Onomancy (UA))</name>
|
||||||
|
<text>If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Puppetry (Onomancy (UA))</name>
|
||||||
|
<text>The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Resonant: Sympathy (Onomancy (UA))</name>
|
||||||
|
<text>If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Relentless Naming (Onomancy (UA))</name>
|
||||||
|
<text>14th-level Onomancy feature</text>
|
||||||
|
<text> You have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell's normal damage type.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Cleric Druid Wizard p. 4</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,470 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Fighter</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Martial Archetype: Rune Knight (UA)</name>
|
||||||
|
<text>You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. {@i Skiltgravr} ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bonus Proficiencies (Rune Knight (UA))</name>
|
||||||
|
<text>3rd-level Rune Knight feature</text>
|
||||||
|
<text> You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel>
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune Magic (Rune Knight (UA))</name>
|
||||||
|
<text>3rd-level Rune Knight feature</text>
|
||||||
|
<text> You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see "Rune Options").</text>
|
||||||
|
<text> Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.</text>
|
||||||
|
<text> Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.</text>
|
||||||
|
<text> Each time you gain a level in this class, you can replace one rune you know with a different one.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Rune Options</text>
|
||||||
|
<text> Rune options are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Haug (Hill Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ild (Fire Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||||
|
<text> In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ise (Frost Rune (Rune Knight (UA)))</name>
|
||||||
|
<text>This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Skye (Cloud Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</text>
|
||||||
|
<text> In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Stein (Stone Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.</text>
|
||||||
|
<text> In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Uvar (Storm Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel>
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Giant Might</name>
|
||||||
|
<text>3rd-level Rune Knight feature</text>
|
||||||
|
<text> You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:</text>
|
||||||
|
<text>• If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.</text>
|
||||||
|
<text>• You have advantage on Strength checks and Strength saving throws.</text>
|
||||||
|
<text>• Your weapon attacks deal an extra 1d6 damage.</text>
|
||||||
|
<text> You can use this feature twice, and you regain all expended uses of it when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Defensive Runes (Rune Knight (UA))</name>
|
||||||
|
<text>7th-level Rune Knight feature</text>
|
||||||
|
<text> You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).</text>
|
||||||
|
<text> In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Haug (Hill Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ild (Fire Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||||
|
<text> In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ise (Frost Rune (Rune Knight (UA)))</name>
|
||||||
|
<text>This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Skye (Cloud Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</text>
|
||||||
|
<text> In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Stein (Stone Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.</text>
|
||||||
|
<text> In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Uvar (Storm Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Great Stature (Rune Knight (UA))</name>
|
||||||
|
<text>10th-level Rune Knight feature</text>
|
||||||
|
<text> The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.</text>
|
||||||
|
<text> In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Haug (Hill Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ild (Fire Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||||
|
<text> In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ise (Frost Rune (Rune Knight (UA)))</name>
|
||||||
|
<text>This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Skye (Cloud Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</text>
|
||||||
|
<text> In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Stein (Stone Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.</text>
|
||||||
|
<text> In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Uvar (Storm Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune Magic Mastery (Rune Knight (UA))</name>
|
||||||
|
<text>15th-level Rune Knight feature</text>
|
||||||
|
<text> You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.</text>
|
||||||
|
<text> In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Haug (Hill Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ild (Fire Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||||
|
<text> In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Ise (Frost Rune (Rune Knight (UA)))</name>
|
||||||
|
<text>This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Skye (Cloud Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</text>
|
||||||
|
<text> In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Stein (Stone Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.</text>
|
||||||
|
<text> In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rune: Uvar (Storm Rune) (Rune Knight (UA))</name>
|
||||||
|
<text>Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.</text>
|
||||||
|
<text> In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Blessing of the All Father (Rune Knight (UA))</name>
|
||||||
|
<text>18th-level Rune Knight feature</text>
|
||||||
|
<text> You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Ranger</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Ranger Archetype: Swarmkeeper (UA)</name>
|
||||||
|
<text>Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Swarmkeeper Magic (Swarmkeeper (UA))</name>
|
||||||
|
<text>3rd-level Swarmkeeper feature</text>
|
||||||
|
<text> You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Ranger Level | Spells</text>
|
||||||
|
<text>3rd | faerie fire</text>
|
||||||
|
<text>5th | web</text>
|
||||||
|
<text>9th | gaseous form</text>
|
||||||
|
<text>13th | giant insect</text>
|
||||||
|
<text>17th | insect plague</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Gathered Swarm (Swarmkeeper (UA))</name>
|
||||||
|
<text>3rd-level Swarmkeeper feature</text>
|
||||||
|
<text> You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.</text>
|
||||||
|
<text> As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Writhing Tide (Swarmkeeper (UA))</name>
|
||||||
|
<text>7th-level Swarmkeeper feature</text>
|
||||||
|
<text> You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:</text>
|
||||||
|
<text>• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.</text>
|
||||||
|
<text>• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.</text>
|
||||||
|
<text>• You gain a flying speed of 10 feet and can hover.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="11">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Scuttling Eyes (Swarmkeeper (UA))</name>
|
||||||
|
<text>11th-level Swarmkeeper feature</text>
|
||||||
|
<text> As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.</text>
|
||||||
|
<text> As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.</text>
|
||||||
|
<text> Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="11">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Gathered Swarm Improvement (Swarmkeeper (UA))</name>
|
||||||
|
<text>11th-level Swarmkeeper feature</text>
|
||||||
|
<text> The extra damage from your swarm increases to 2d6.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Storm of Minions (Swarmkeeper (UA))</name>
|
||||||
|
<text>15th-level Swarmkeeper feature</text>
|
||||||
|
<text> Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.</text>
|
||||||
|
<text> When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.</text>
|
||||||
|
<text> Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Rogue</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Roguish Archetype: The Revived (UA)</name>
|
||||||
|
<text>You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Tokens of Past Lives (The Revived (UA))</name>
|
||||||
|
<text>3rd-level Revived feature</text>
|
||||||
|
<text> You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Revived Nature (The Revived (UA))</name>
|
||||||
|
<text>3rd-level Revived feature</text>
|
||||||
|
<text> Your newfound connection to death gives you the following benefits:</text>
|
||||||
|
<text>• You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.</text>
|
||||||
|
<text>• You don't need to eat, drink, or breathe.</text>
|
||||||
|
<text>• You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bolts from the Grave (The Revived (UA))</name>
|
||||||
|
<text>3rd-level Revived feature</text>
|
||||||
|
<text> You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="9">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Connect with the Dead (The Revived (UA))</name>
|
||||||
|
<text>9th-level Revived feature</text>
|
||||||
|
<text> You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.</text>
|
||||||
|
<text> Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>d3 | Capability</text>
|
||||||
|
<text>1 | You learn how to speak, read, and write one language of your choice.</text>
|
||||||
|
<text>2 | You gain one skill or tool proficiency of your choice.</text>
|
||||||
|
<text>3 | You gain proficiency with one saving throw of your choice.</text>
|
||||||
|
<text></text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="13">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Audience with Death (The Revived (UA))</name>
|
||||||
|
<text>13th-level Revived feature</text>
|
||||||
|
<text> When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.</text>
|
||||||
|
<text> In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Ethereal Jaunt (The Revived (UA))</name>
|
||||||
|
<text>17th-level Revived feature</text>
|
||||||
|
<text> Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Ranger Rogue</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,272 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Fighter</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Martial Archetype: Psychic Warrior (UA)</name>
|
||||||
|
<text>Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.</text>
|
||||||
|
<text>As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Armament (Psychic Warrior (UA))</name>
|
||||||
|
<text>3rd-level Psychic Warrior feature</text>
|
||||||
|
<text> You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Augmented Defenses</text>
|
||||||
|
<text> When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Augmented Strikes</text>
|
||||||
|
<text> Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Telekinetic Hand (Psychic Warrior (UA)</name>
|
||||||
|
<text>3rd-level Psychic Warrior feature</text>
|
||||||
|
<text> You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Strength of Mind (Psychic Warrior (UA))</name>
|
||||||
|
<text>7th-level Psychic Warrior feature</text>
|
||||||
|
<text> As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn't moved.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Telekinetic Bulwark (Psychic Warrior (UA))</name>
|
||||||
|
<text>10th-level Psychic Warrior feature</text>
|
||||||
|
<text> When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you're incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.</text>
|
||||||
|
<text> Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Armament Improvement (Psychic Warrior (UA))</name>
|
||||||
|
<text>10th-level Psychic Warrior feature</text>
|
||||||
|
<text> When you reach 10th level in this class, your Augmented Defenses dice increases to 1d12, and your Augmented Strikes dice increases to a d6.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Agonizing Strikes (Psychic Warrior (UA))</name>
|
||||||
|
<text>15th-level Psychic Warrior feature</text>
|
||||||
|
<text> Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psychic Dreadnaught (Psychic Warrior (UA))</name>
|
||||||
|
<text>18th-level Psychic Warrior feature</text>
|
||||||
|
<text> The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated:</text>
|
||||||
|
<text>• At the start of each of your turns, you regain 10 hit points.</text>
|
||||||
|
<text>• Your walking speed increases by 10 feet.</text>
|
||||||
|
<text>• If you're prone, you can stand up by spending 5 feet of movement.</text>
|
||||||
|
<text> Once you activate this feature, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Rogue</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Roguish Archetype: Soulknife (UA)</name>
|
||||||
|
<text>A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.</text>
|
||||||
|
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psychic Blade (Soulknife (UA))</name>
|
||||||
|
<text>3rd-level Soulknife feature</text>
|
||||||
|
<text> As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.</text>
|
||||||
|
<text> The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Enhancement (Soulknife (UA))</name>
|
||||||
|
<text>3rd-level Soulknife feature</text>
|
||||||
|
<text> You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:</text>
|
||||||
|
<text>• You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.</text>
|
||||||
|
<text>• Increase your walking speed by 5 feet.</text>
|
||||||
|
<text>• Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="9">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Terrifying Blade (Soulknife (UA))</name>
|
||||||
|
<text>9th-level Soulknife feature</text>
|
||||||
|
<text> Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="13">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psychic Veil (Soulknife (UA))</name>
|
||||||
|
<text>13th-level Soulknife feature</text>
|
||||||
|
<text> You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rend Mind (Soulknife (UA))</name>
|
||||||
|
<text>17th-level Soulknife feature</text>
|
||||||
|
<text> You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Wizard</name>
|
||||||
|
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Arcane Tradition: Psionics (UA)</name>
|
||||||
|
<text>Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness.</text>
|
||||||
|
<text>Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses.</text>
|
||||||
|
<text>As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Focus (Psionics (UA))</name>
|
||||||
|
<text>2nd-level Psionics feature</text>
|
||||||
|
<text> You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the "Your Psionic Focus" sidebar for how you might have acquired the item).</text>
|
||||||
|
<text> While your psionic focus is on your person, you gain the following benefits:</text>
|
||||||
|
<text>• The object is a spellcasting focus for you.</text>
|
||||||
|
<text>• When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.</text>
|
||||||
|
<text> If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Devotion (Psionics (UA))</name>
|
||||||
|
<text>2nd-level Psionics feature</text>
|
||||||
|
<text> Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below:</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Friends</text>
|
||||||
|
<text> When the spell ends, the target doesn't become hostile to you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Mage Hand</text>
|
||||||
|
<text> You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Message</text>
|
||||||
|
<text> You don't need to point toward the target or whisper your message out loud.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Your Psionic Focus (Psionics (UA))</name>
|
||||||
|
<text>Every member of the Psionics tradition has a story about how their psionic focus came into their life. Consider how you found yours and what form it takes.</text>
|
||||||
|
<text> The event that brought your psionic focus to you probably holds personal significance. Did your master give it to you upon the completion of your apprenticeship? Was it awarded to you when you graduated from your academy of wizardry? Did it call to you in a jeweler's shop? Was it associated with the moment when your psionic powers first manifested? One morning, did you wake up with it humming under your pillow?</text>
|
||||||
|
<text> The form your psionic focus takes is also yours to define, likely being a reflection of how your magic came into being, a symbol of your own psyche, or an item you use to focus your thoughts. It is a handheld object that has special meaning to you, but that can't be a weapon or magic item. Perhaps it's a childhood memento, the skull of an alien creature, a crystal that makes you feel a certain way, a coin that only lands on its edge, a firescarred planchette, or any other enigmatic personal relic.</text>
|
||||||
|
<text> However the object arrived and whatever form it takes, your psionic focus is now yours, and you decide how to handle it. Will you mount it on a wand or staff? Would you prefer to wear it on a necklace or circlet? Have you embedded it into the cover of your spellbook? Wherever you put it, you can now channel your magic through it, and it is a sign of your membership in the revered tradition of psionic wizardry.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Psionic Spells (Psionics (UA))</name>
|
||||||
|
<text>Spell selection is part of what defines a wizard and their individual fields of expertise. When creating your Psionics wizard, consider spells that are thematically appropriate for that tradition. Psionics as a theme generally includes spells that do the following:</text>
|
||||||
|
<text>• contact or manipulate minds</text>
|
||||||
|
<text>• allow the caster to perceive distant locations or planes</text>
|
||||||
|
<text>• alter perception</text>
|
||||||
|
<text>• move objects and creatures</text>
|
||||||
|
<text>• teleport</text>
|
||||||
|
<text>• deal psychic or force damage</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Thought Form (Psionics (UA))</name>
|
||||||
|
<text>6th-level Psionics feature</text>
|
||||||
|
<text> While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die.</text>
|
||||||
|
<text> While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits:</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Psionic Spellcasting</text>
|
||||||
|
<text> When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn't require verbal, somatic, or material components that lack a gold cost.</text>
|
||||||
|
<text>Psychic Resilience</text>
|
||||||
|
<text> You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>You can transform using this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Mental Discipline (Psionics (UA))</name>
|
||||||
|
<text>10th-level Psionics feature</text>
|
||||||
|
<text> Your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components.</text>
|
||||||
|
<text> You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Empowered Psionics (Psionics (UA))</name>
|
||||||
|
<text>10th-level Psionics feature</text>
|
||||||
|
<text> When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell's targets.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Thought Travel (Psionics (UA))</name>
|
||||||
|
<text>14th-level Psionics feature</text>
|
||||||
|
<text> While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain.</text>
|
||||||
|
<text> You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: Fighter Rogue Wizard p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,345 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Barbarian</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Primal Path: Path of the Beast (UA)</name>
|
||||||
|
<text>Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.</text>
|
||||||
|
<text>Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Form of the Beast (Path of the Beast (UA))</name>
|
||||||
|
<text>3rd-level Path of the Beast feature</text>
|
||||||
|
<text> When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Bite</text>
|
||||||
|
<text> Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).</text>
|
||||||
|
<text>Claws</text>
|
||||||
|
<text> Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.</text>
|
||||||
|
<text>Tail</text>
|
||||||
|
<text> You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bestial Soul (Path of the Beast (UA))</name>
|
||||||
|
<text>6th-level Path of the Beast feature</text>
|
||||||
|
<text> The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
|
||||||
|
<text> You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:</text>
|
||||||
|
<text>• You gain a swimming speed equal to your walking speed, and you can breathe underwater.</text>
|
||||||
|
<text>• You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
|
||||||
|
<text>• When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Infectious Fury (Path of the Beast (UA))</name>
|
||||||
|
<text>10th-level Path of the Beast feature</text>
|
||||||
|
<text> When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):</text>
|
||||||
|
<text>• The target must use its reaction to make a melee attack against another creature of your choice that you can see.</text>
|
||||||
|
<text>• Target takes 2d12 psychic damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once).</text>
|
||||||
|
<text> You regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Call the Hunt (Path of the Beast (UA))</name>
|
||||||
|
<text>14th-level Path of the Beast feature</text>
|
||||||
|
<text> The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Monk</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Monastic Tradition: Way of Mercy (UA)</name>
|
||||||
|
<text>Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help—whether ailing or evil—they bring a swift end as an act of mercy.</text>
|
||||||
|
<text>Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>d6 | Mask Appearance</text>
|
||||||
|
<text>1 | Raven</text>
|
||||||
|
<text>2 | Blank and white</text>
|
||||||
|
<text>3 | Crying visage</text>
|
||||||
|
<text>4 | Laughing visage</text>
|
||||||
|
<text>5 | Skull</text>
|
||||||
|
<text>6 | Butterfly</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Implements of Mercy (Way of Mercy (UA))</name>
|
||||||
|
<text>3rd-level Way of Mercy feature</text>
|
||||||
|
<text> You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner's kit.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Hands of Healing (Way of Mercy (UA))</name>
|
||||||
|
<text>3rd-level Way of Mercy feature</text>
|
||||||
|
<text> Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.</text>
|
||||||
|
<text> When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Hands of Harm (Way of Mercy (UA))</name>
|
||||||
|
<text>3rd-level Way of Mercy feature</text>
|
||||||
|
<text> You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Noxious Aura (Way of Mercy (UA))</name>
|
||||||
|
<text>6th-level Way of Mercy feature</text>
|
||||||
|
<text> As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you're incapacitated, or you dismiss it (no action required).</text>
|
||||||
|
<text> While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="11">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Healing Technique (Way of Mercy (UA))</name>
|
||||||
|
<text>11th-level Way of Mercy feature</text>
|
||||||
|
<text> Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Hand of Mercy (Way of Mercy (UA))</name>
|
||||||
|
<text>17th-level Way of Mercy feature</text>
|
||||||
|
<text> Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature's status.</text>
|
||||||
|
<text> You can have only one creature under the effect of this feature at a time.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Paladin</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Sacred Oath: Oath of the Watchers (UA)</name>
|
||||||
|
<text>Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.</text>
|
||||||
|
<text>Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Tenets of the Watchers (Oath of the Watchers (UA))</name>
|
||||||
|
<text>A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Vigilance</text>
|
||||||
|
<text> The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Loyalty</text>
|
||||||
|
<text> Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Discipline</text>
|
||||||
|
<text> You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Oath Spells (Oath of the Watchers (UA))</name>
|
||||||
|
<text>3rd-level Oath of the Watchers feature</text>
|
||||||
|
<text> You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Paladin Level | Spells</text>
|
||||||
|
<text>3rd | alarm, chromatic orb</text>
|
||||||
|
<text>5th | augury, moonbeam</text>
|
||||||
|
<text>9th | counterspell, nondetection</text>
|
||||||
|
<text>13th | aura of purity, banishment</text>
|
||||||
|
<text>17th | hold monster, hallow</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Channel Divinity: Watcher's Will (Oath of the Watchers (UA))</name>
|
||||||
|
<text>You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Channel Divinity: Abjure the Extraplanar (Oath of the Watchers (UA))</name>
|
||||||
|
<text>You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</text>
|
||||||
|
<text> A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Aura of the Sentinel (Oath of the Watchers (UA))</name>
|
||||||
|
<text>7th-level Oath of the Watchers feature</text>
|
||||||
|
<text> You emit an aura of alertness while you aren't incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Vigilant Rebuke (Oath of the Watchers (UA))</name>
|
||||||
|
<text>15th-level Oath of the Watchers feature</text>
|
||||||
|
<text> You've learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Aura of the Sentinel Improvement (Oath of the Watchers (UA))</name>
|
||||||
|
<text>18th-level Oath of the Watchers feature</text>
|
||||||
|
<text> At 18th level, the range of this aura increases to 30 feet.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="20">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Mortal Bulwark (Oath of the Watchers (UA))</name>
|
||||||
|
<text>20th-level Oath of the Watchers feature</text>
|
||||||
|
<text> You manifest a spark of your deity's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:</text>
|
||||||
|
<text>• You gain truesight in a 120-foot radius.</text>
|
||||||
|
<text>• You have advantage on attack rolls against elementals, fey, fiends, and aberrations.</text>
|
||||||
|
<text>• When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.</text>
|
||||||
|
<text> Once you use this bonus action, you can't use it again until you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Warlock</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Otherworldly Patron: The Noble Genie (UA)</name>
|
||||||
|
<text>You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Expanded Spell List (The Noble Genie (UA))</name>
|
||||||
|
<text>1st-level Noble Genie feature</text>
|
||||||
|
<text> The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Spell Level | Spells</text>
|
||||||
|
<text>1st | fog cloud, sleep</text>
|
||||||
|
<text>2nd | enlarge/reduce, phantasmal force</text>
|
||||||
|
<text>3rd | create food and water, protection from energy</text>
|
||||||
|
<text>4th | polymorph, phantasmal killer</text>
|
||||||
|
<text>5th | Bigby's hand, creation</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Collector's Vessel (The Noble Genie (UA))</name>
|
||||||
|
<text>1st-level Noble Genie feature</text>
|
||||||
|
<text> Your patron gives you a magical vessel with which you can bind a creature to you and to your patron's menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector's Vessel table.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>d6 | Vessel</text>
|
||||||
|
<text>1 | Oil lamp</text>
|
||||||
|
<text>2 | Urn</text>
|
||||||
|
<text>3 | Ring with a compartment</text>
|
||||||
|
<text>4 | Stoppered bottle</text>
|
||||||
|
<text>5 | Hollow statuette</text>
|
||||||
|
<text>6 | Ornate lantern</text>
|
||||||
|
<text></text>
|
||||||
|
<text>If you lose your vessel, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel vanishes in a flare of elemental power when you die.</text>
|
||||||
|
<text> As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you.</text>
|
||||||
|
<text> While you are tethered to a creature, you gain the following benefits:</text>
|
||||||
|
<text>• You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1).</text>
|
||||||
|
<text>• When you can cast a spell, you can deliver the spell from your space or the bound creature's space.</text>
|
||||||
|
<text> You can create the tether a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Collector's Vessel and Pact Boons</text>
|
||||||
|
<text>When you create a tether with your Collector's Vessel, the tether takes on a form that reflects your patron's type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid.</text>
|
||||||
|
<text> When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon's wing, with brass and iron rolling rods.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Elemental Resistance (The Noble Genie (UA))</name>
|
||||||
|
<text>6th-level Noble Genie feature</text>
|
||||||
|
<text> Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest.</text>
|
||||||
|
<text> While the tether of your Collector's Vessel is active, the tethered creature gains resistance to the damage type you chose.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Protective Wish (The Noble Genie (UA))</name>
|
||||||
|
<text>10th-level Noble Genie feature</text>
|
||||||
|
<text> You're now able to use your Collector's Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Genie's Entertainment (The Noble Genie (UA))</name>
|
||||||
|
<text>10th-level Noble Genie feature</text>
|
||||||
|
<text> As an action, you attempt to send a creature you can see within 90 feet to your patron's court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron's court in the Elemental Planes. While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success.</text>
|
||||||
|
<text> Once you use this feature, you can't use it again until you finish a long rest. If the target remains in your patron's court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Collector's Call (The Noble Genie (UA))</name>
|
||||||
|
<text>14th-level Noble Genie feature</text>
|
||||||
|
<text> In exchange for extending your patron's influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects:</text>
|
||||||
|
<text>• A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned.</text>
|
||||||
|
<text>• A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn.</text>
|
||||||
|
<text>• You cast the legend lore spell without material components.</text>
|
||||||
|
<text> Whether the check succeeds or fails, you can't use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron's realm, provided you have the vessel of your Collector's Vessel in hand.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
|
|
@ -0,0 +1,209 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<class>
|
||||||
|
<name>Bard</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bard College: College of Creation (UA)</name>
|
||||||
|
<text>Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.</text>
|
||||||
|
<text>Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Note of Potential (College of Creation (UA))</name>
|
||||||
|
<text>3rd-level College of Creation feature</text>
|
||||||
|
<text> You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the creature rolls the Bardic Inspiration die. A creature with a note can use it in the following ways.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Note of Destruction</text>
|
||||||
|
<text> Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Note of Protection</text>
|
||||||
|
<text> Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Note of Inspiration</text>
|
||||||
|
<text> When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to reroll the Bardic Inspiration die and must use the second roll.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Performance of Creation (College of Creation (UA))</name>
|
||||||
|
<text> 6th-level College of Creation feature</text>
|
||||||
|
<text> Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 10 times your bard level and must be no larger than a 10foot cube. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, and Tools tables in chapter 5, "Equipment," of the Player's Handbook.</text>
|
||||||
|
<text> The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item's duration is extended to the end of your next turn, up to a maximum of 10 minutes. If you maintain the item for the full 10 minutes, it continues to exist for a number of hours equal to your bard level.</text>
|
||||||
|
<text> Once you create an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Animating Performance (College of Creation (UA))</name>
|
||||||
|
<text> 14th-level College of Creation feature</text>
|
||||||
|
<text> Your mastery over the Song of Creation allows you to bring items to life. When you create a nonmagical item using your Performance of Creation feature, you can instill life into it. The dancing item is under your control until the item vanishes or until it is reduced to 0 hit points.</text>
|
||||||
|
<text> In combat, the animated item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. When you use your Bardic Inspiration, you can command which action your animated item takes as part of the same bonus action.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Cleric</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Divine Domain: Love Domain (UA)</name>
|
||||||
|
<text>Love exists in many forms—compassion, infatuation, friendly affection, and passionate love as a few facets. Whatever form these feelings take, the gods of love deepen the bonds between individuals.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Deity | Pantheon</text>
|
||||||
|
<text>Aengus | Celtic</text>
|
||||||
|
<text>Aphrodite | Greek</text>
|
||||||
|
<text>Balder | Norse</text>
|
||||||
|
<text>Berronar Truesilver | Dwarven</text>
|
||||||
|
<text>Boldrei | Eberron</text>
|
||||||
|
<text>Cyrrollalee | Halfling</text>
|
||||||
|
<text>Freya | Norse</text>
|
||||||
|
<text>Hanali Celanil | Elven</text>
|
||||||
|
<text>Hathor | Egyptian</text>
|
||||||
|
<text>Mishakal | Dragonlance</text>
|
||||||
|
<text>Myhriss | Greyhawk</text>
|
||||||
|
<text>Sharindlar | Dwarven</text>
|
||||||
|
<text>Sheyanna Flaxenstrand | Gnomish</text>
|
||||||
|
<text>Sune | Forgotten Realms</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Love Domain Spells:</text>
|
||||||
|
<text> Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Cleric Level | Spells</text>
|
||||||
|
<text>1st | charm person, heroism</text>
|
||||||
|
<text>3rd | enthrall, warding bond</text>
|
||||||
|
<text>5th | beacon of hope, hypnotic pattern</text>
|
||||||
|
<text>7th | aura of purity, confusion</text>
|
||||||
|
<text>9th | greater restoration, hold monster</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Emboldening Bond (Love Domain (UA))</name>
|
||||||
|
<text>1st-level Love Domain feature</text>
|
||||||
|
<text> You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.</text>
|
||||||
|
<text> You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="2">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Channel Divinity: Impulsive Infatuation (Love Domain (UA))</name>
|
||||||
|
<text>2nd-level Love Domain feature</text>
|
||||||
|
<text> You can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense.</text>
|
||||||
|
<text> As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Protective Bond (Love Domain (UA))</name>
|
||||||
|
<text>6th-level Love Domain feature</text>
|
||||||
|
<text> The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Potent Spellcasting (Love Domain (UA))</name>
|
||||||
|
<text>8th-level Love Domain feature</text>
|
||||||
|
<text> You add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="8">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Blessed Strikes (Love Domain (UA))</name>
|
||||||
|
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
|
||||||
|
<text> In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="17">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Enduring Unity (Love Domain (UA))</name>
|
||||||
|
<text>17th-level Love Domain feature</text>
|
||||||
|
<text> The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.</text>
|
||||||
|
<text> Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:</text>
|
||||||
|
<text>• The creature has advantage on attack rolls, ability checks, and saving throws</text>
|
||||||
|
<text>• The creature gains resistance to all damage</text>
|
||||||
|
<text>• As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Sorcerer</name>
|
||||||
|
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Sorcerous Origin: Clockwork Soul (UA)</name>
|
||||||
|
<text>A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.</text>
|
||||||
|
<text>The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can't comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="1">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Restore Balance (Clockwork Soul (UA))</name>
|
||||||
|
<text>1st-level Clockwork Soul feature</text>
|
||||||
|
<text> Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to make an attack roll, an ability check, or a saving throw with advantage or disadvantage, you can use your reaction to grant the creature both advantage and disadvantage.</text>
|
||||||
|
<text> You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="6">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Bulwark of Law (Clockwork Soul (UA))</name>
|
||||||
|
<text> 6th-level Clockwork Soul feature</text>
|
||||||
|
<text> You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.</text>
|
||||||
|
<text> The ward is represented by a number of d6s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="14">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Trance of Order (Clockwork Soul (UA))</name>
|
||||||
|
<text>14th-level Clockwork Soul feature</text>
|
||||||
|
<text> You gain the ability to enter a state of clockwork consciousness as an action. For the next minute, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10.</text>
|
||||||
|
<text> Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Clockwork Cavalcade (Clockwork Soul (UA))</name>
|
||||||
|
<text>18th-level Clockwork Soul feature</text>
|
||||||
|
<text> You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:</text>
|
||||||
|
<text>• Each living creature that has 0 hit points in the cube becomes stable.</text>
|
||||||
|
<text>• Any damaged objects entirely in the cube are repaired.</text>
|
||||||
|
<text>• Every spell of 5th level or lower ends on creatures and objects in the cube.</text>
|
||||||
|
<text> Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again.</text>
|
||||||
|
<text></text>
|
||||||
|
<text>Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
</compendium>
|
||||||
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Reference in New Issue