feature: Add TCE subfeatures within PHB features
parent
857930bac5
commit
bdda72323b
|
|
@ -25,7 +25,7 @@
|
|||
<text></text>
|
||||
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -39,7 +39,7 @@
|
|||
<text>• Weapons: none</text>
|
||||
<text>• Tools: none</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
|
|
@ -54,7 +54,7 @@
|
|||
<name>Optional Rule: Firearm Proficiency</name>
|
||||
<text>The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -68,7 +68,7 @@
|
|||
<text>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</text>
|
||||
<text>You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -101,7 +101,7 @@
|
|||
<text>Ritual Casting:</text>
|
||||
<text> You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -124,7 +124,7 @@
|
|||
<text> You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text>
|
||||
<text> If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -133,9 +133,9 @@
|
|||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Artificer Specialist</name>
|
||||
<text>At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text>
|
||||
<text>At 3rd level, you choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -143,7 +143,7 @@
|
|||
<name>Artificer Specialist: Alchemist</name>
|
||||
<text>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -159,7 +159,7 @@
|
|||
<text>13th | blight, death ward</text>
|
||||
<text>17th | cloudkill, raise dead</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -179,7 +179,7 @@
|
|||
<text>5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.</text>
|
||||
<text>6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -187,7 +187,7 @@
|
|||
<name>Alchemist: Tool Proficiency</name>
|
||||
<text>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -195,7 +195,7 @@
|
|||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 3rd level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -203,7 +203,7 @@
|
|||
<name>Artificer Specialist: Alchemist</name>
|
||||
<text>An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -215,7 +215,7 @@
|
|||
<text>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.</text>
|
||||
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -231,7 +231,7 @@
|
|||
<text>13th | blight, death ward</text>
|
||||
<text>17th | cloudkill, raise dead</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -245,7 +245,7 @@
|
|||
<text>Crafting</text>
|
||||
<text> If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -253,7 +253,7 @@
|
|||
<name>Artificer Specialist: Armorer</name>
|
||||
<text>An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -267,7 +267,7 @@
|
|||
<text>• The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.</text>
|
||||
<text>• You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -292,11 +292,11 @@
|
|||
<text>• A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.</text>
|
||||
<text> Powered Steps.</text>
|
||||
<text>• Your walking speed increases by 5 feet.</text>
|
||||
<text> Second Skin.</text>
|
||||
<text> Dampening Field.</text>
|
||||
<text>• You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -313,7 +313,7 @@
|
|||
<text>13th | fire shield, greater invisibility</text>
|
||||
<text>17th | passwall, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -322,7 +322,7 @@
|
|||
<text>3rd-level Armorer feature</text>
|
||||
<text>You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -331,7 +331,7 @@
|
|||
<text>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</text>
|
||||
<text>The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -347,7 +347,7 @@
|
|||
<text>13th | ice storm, wall of fire</text>
|
||||
<text>17th | cone of cold, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -364,7 +364,7 @@
|
|||
<text>Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</text>
|
||||
<text>Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -372,7 +372,7 @@
|
|||
<name>Artillerist: Tool Proficiency</name>
|
||||
<text>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -380,7 +380,7 @@
|
|||
<name>Artificer Specialist: Artillerist</name>
|
||||
<text>An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -398,7 +398,7 @@
|
|||
<text>Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.</text>
|
||||
<text>Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -414,7 +414,7 @@
|
|||
<text>13th | ice storm, wall of fire</text>
|
||||
<text>17th | cone of cold, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -427,7 +427,7 @@
|
|||
<name>Artillerist: Crafting</name>
|
||||
<text> If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -436,7 +436,7 @@
|
|||
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</text>
|
||||
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -446,7 +446,7 @@
|
|||
<text>• You gain proficiency with martial weapons.</text>
|
||||
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -462,7 +462,7 @@
|
|||
<text>13th | aura of purity, fire shield</text>
|
||||
<text>17th | banishing smite, mass cure wounds</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -473,7 +473,7 @@
|
|||
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</text>
|
||||
<text>At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -481,7 +481,7 @@
|
|||
<name>Battle Smith: Tool Proficiency</name>
|
||||
<text>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -490,7 +490,7 @@
|
|||
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.</text>
|
||||
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -500,7 +500,7 @@
|
|||
<text>• You gain proficiency with martial weapons.</text>
|
||||
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -516,7 +516,7 @@
|
|||
<text>13th | aura of purity, staggering smite</text>
|
||||
<text>17th | banishing smite, mass cure wounds</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -527,7 +527,7 @@
|
|||
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.</text>
|
||||
<text>At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -539,7 +539,7 @@
|
|||
<name>Battle Smith: Crafting</name>
|
||||
<text> If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -547,7 +547,7 @@
|
|||
<name>The Right Tool for the Job</name>
|
||||
<text>At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -559,7 +559,7 @@
|
|||
<text>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -570,7 +570,7 @@
|
|||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 5th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -578,7 +578,7 @@
|
|||
<name>Alchemist: Alchemical Savant</name>
|
||||
<text>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -587,7 +587,7 @@
|
|||
<text>5th-level Armorer feature</text>
|
||||
<text>You can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -596,7 +596,7 @@
|
|||
<text>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.</text>
|
||||
<text>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -604,7 +604,7 @@
|
|||
<name>Battle Smith: Extra Attack</name>
|
||||
<text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -615,7 +615,7 @@
|
|||
<name>Tool Expertise</name>
|
||||
<text>Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -627,7 +627,7 @@
|
|||
<text>Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</text>
|
||||
<text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
|
|
@ -639,7 +639,7 @@
|
|||
<text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -650,7 +650,7 @@
|
|||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 9th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -660,7 +660,7 @@
|
|||
<text>• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).</text>
|
||||
<text>• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -668,7 +668,7 @@
|
|||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 9th level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -677,7 +677,7 @@
|
|||
<text>9th-level Armorer feature</text>
|
||||
<text>You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -687,7 +687,7 @@
|
|||
<text>• The cannon's damage rolls all increase by 1d8.</text>
|
||||
<text>• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -698,7 +698,7 @@
|
|||
<text>• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.</text>
|
||||
<text>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -711,7 +711,7 @@
|
|||
<text>• You can attune to up to four magic items at once.</text>
|
||||
<text>• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -723,7 +723,7 @@
|
|||
<text>At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</text>
|
||||
<text>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="12">
|
||||
|
|
@ -735,7 +735,7 @@
|
|||
<text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
|
|
@ -751,7 +751,7 @@
|
|||
<text>• You can attune to up to five magic items at once.</text>
|
||||
<text>• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -762,7 +762,7 @@
|
|||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 15th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -772,7 +772,7 @@
|
|||
<text>• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.</text>
|
||||
<text>• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 14</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -786,7 +786,7 @@
|
|||
<name>Armorer: Infiltrator</name>
|
||||
<text> Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 15</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -796,7 +796,7 @@
|
|||
<text>• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.</text>
|
||||
<text>• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 17</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -807,7 +807,7 @@
|
|||
<text>• Your steel defender gains a +2 bonus to Armor Class.</text>
|
||||
<text>• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 18</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="16">
|
||||
|
|
@ -819,7 +819,7 @@
|
|||
<text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
|
|
@ -833,7 +833,7 @@
|
|||
<name>Magic Item Master</name>
|
||||
<text>Starting at 18th level, you can attune to up to six magic items at once.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="19">
|
||||
|
|
@ -845,7 +845,7 @@
|
|||
<text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
|
|
@ -858,7 +858,7 @@
|
|||
<text>• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
|
||||
<text>• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 9</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@
|
|||
<text>3 | A fey spirit gifted you with the ability to adopt different bestial aspects.</text>
|
||||
<text>4 | An ancient animal spirit dwells within you, allowing you to walk this path.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -33,7 +33,7 @@
|
|||
<text>• You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.</text>
|
||||
<text></text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -41,7 +41,7 @@
|
|||
<name>Primal Path: Path of Wild Magic</name>
|
||||
<text>Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -51,7 +51,7 @@
|
|||
<text>As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -72,7 +72,7 @@
|
|||
<text>7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.</text>
|
||||
<text>8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -81,7 +81,7 @@
|
|||
<text>3rd-level barbarian optional class features</text>
|
||||
<text>When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -94,7 +94,7 @@
|
|||
<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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -106,7 +106,7 @@
|
|||
<text>• Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.</text>
|
||||
<text>You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -115,7 +115,7 @@
|
|||
<text>7th-level barbarian optional class features</text>
|
||||
<text>As part of the bonus action you take to enter your rage, you can move up to half your speed.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -127,7 +127,7 @@
|
|||
<text>• The target takes 2d12 psychic damage.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -136,7 +136,7 @@
|
|||
<text>10th-level Path of Wild Magic feature</text>
|
||||
<text>When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -147,7 +147,7 @@
|
|||
<text>You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 24</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -156,7 +156,7 @@
|
|||
<text>14th-level Path of Wild Magic feature</text>
|
||||
<text>Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@
|
|||
<text>2nd-level bard optional class features</text>
|
||||
<text>If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 27</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -16,7 +16,7 @@
|
|||
<name>Bard College: College of Eloquence</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 persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -25,7 +25,7 @@
|
|||
<text>3rd-level College of Eloquence feature</text>
|
||||
<text>You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -34,7 +34,7 @@
|
|||
<text>3rd-level College of Eloquence feature</text>
|
||||
<text>You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -45,7 +45,7 @@
|
|||
<text>• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.</text>
|
||||
<text>• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 27</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -54,7 +54,7 @@
|
|||
<text>6th-level College of Eloquence feature</text>
|
||||
<text>Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -64,7 +64,7 @@
|
|||
<text>You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -74,7 +74,7 @@
|
|||
<text>When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.</text>
|
||||
<text>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>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@
|
|||
<text>7th | compulsion, locate creature</text>
|
||||
<text>9th | commune, dominate person</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -26,7 +26,7 @@
|
|||
<name>Order Domain: Bonus Proficiencies</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -35,7 +35,116 @@
|
|||
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</text>
|
||||
<text>If the spell targets more than one ally, you choose the ally who can make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Peace Domain</name>
|
||||
<text>The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.</text>
|
||||
<text>Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.</text>
|
||||
<text></text>
|
||||
<text>Peace Deities</text>
|
||||
<text>Example Deity | Pantheon</text>
|
||||
<text>Angharradh | Elven</text>
|
||||
<text>Berronar Truesilver | Dwarven</text>
|
||||
<text>Boldrei | Eberron</text>
|
||||
<text>Cyrrollalee | Halfling</text>
|
||||
<text>Eldath | Forgotten Realms</text>
|
||||
<text>Gaerdal | Ironhand Gnomish</text>
|
||||
<text>Paladine | Dragonlance</text>
|
||||
<text>Rao | Greyhawk</text>
|
||||
<name>Peace Domain: Domain Spells</name>
|
||||
<text> 1st-level Peace Domain feature</text>
|
||||
<text> You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.</text>
|
||||
<text></text>
|
||||
<text>Peace Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | heroism, sanctuary</text>
|
||||
<text>3rd | aid, warding bond</text>
|
||||
<text>5th | beacon of hope, sending</text>
|
||||
<text>7th | aura of purity, Otiluke's resilient sphere</text>
|
||||
<text>9th | greater restoration, Rary's telepathic bond</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Emboldening Bond</name>
|
||||
<text>1st-level Peace Domain feature</text>
|
||||
<text>You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, 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.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Implement of Peace</name>
|
||||
<text>1st-level Peace Domain feature</text>
|
||||
<text>You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Twilight Domain</name>
|
||||
<text>The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.</text>
|
||||
<text>Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.</text>
|
||||
<text></text>
|
||||
<text>Twilight Deities</text>
|
||||
<text>Example Deity | Pantheon</text>
|
||||
<text>Boldrei | Eberron</text>
|
||||
<text>Celestian | Greyhawk</text>
|
||||
<text>Dol Arrah | Eberron</text>
|
||||
<text>Helm | Forgotten Realms</text>
|
||||
<text>Ilmater | Forgotten Realms</text>
|
||||
<text>Mishakal | Dragonlance</text>
|
||||
<text>Selûne | Forgotten Realms</text>
|
||||
<text>Yondalla | Halfling</text>
|
||||
<name>Twilight Domain: Domain Spells</name>
|
||||
<text> 1st-level Twilight Domain feature</text>
|
||||
<text> You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.</text>
|
||||
<text></text>
|
||||
<text>Twilight Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | faerie fire, sleep</text>
|
||||
<text>3rd | moonbeam, see 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, mislead</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Bonus Proficiencies</name>
|
||||
<text>1st-level Twilight Domain feature</text>
|
||||
<text>You gain proficiency with martial weapons and heavy armor.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Eyes of Night</name>
|
||||
<text>1st-level Twilight Domain feature</text>
|
||||
<text>You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, 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 share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Vigilant Blessing</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: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -44,7 +153,7 @@
|
|||
<text>2nd-level cleric optional class features</text>
|
||||
<text>You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 30</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -53,7 +162,28 @@
|
|||
<text>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
|
||||
<text>As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Channel Divinity: Balm of Peace</name>
|
||||
<text>2nd-level Peace Domain feature</text>
|
||||
<text>You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Channel Divinity: Twilight Sanctuary</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>• You grant it temporary hit points equal to 1d6 plus your cleric level.</text>
|
||||
<text>• You end one effect on it causing it to be charmed or frightened.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -62,7 +192,7 @@
|
|||
<text>4th-level cleric optional class features</text>
|
||||
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 30</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -72,7 +202,25 @@
|
|||
<text>If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</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 of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Protective Bond</name>
|
||||
<text>6th-level Peace Domain feature</text>
|
||||
<text>The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Steps of Night</name>
|
||||
<text>6th-level Twilight Domain feature</text>
|
||||
<text>You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
|
|
@ -81,7 +229,7 @@
|
|||
<text>8th-level cleric optional class features, which replaces the Divine Strike feature</text>
|
||||
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips 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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
|
|
@ -89,7 +237,43 @@
|
|||
<name>Order Domain: Divine Strike</name>
|
||||
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Blessed Strikes</name>
|
||||
<text>8th-level cleric optional class features, which replaces the Potent Spellcasting feature</text>
|
||||
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips 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: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Potent Spellcasting</name>
|
||||
<text>8th-level Peace Domain feature</text>
|
||||
<text>You add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Blessed Strikes</name>
|
||||
<text>8th-level cleric optional class features, which replaces the Divine Strike feature</text>
|
||||
<text>You are blessed with divine might in battle. When a creature takes damage from one of your cantrips 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: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Divine Strike</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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
|
|
@ -97,7 +281,25 @@
|
|||
<name>Order Domain: Order's Wrath</name>
|
||||
<text>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 31</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Peace Domain: Expansive Bond</name>
|
||||
<text>17th-level Peace Domain feature</text>
|
||||
<text>The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 32</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Twilight Domain: Twilight Shroud</name>
|
||||
<text>17th-level Twilight Domain feature</text>
|
||||
<text>The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 34</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
<text>You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.</text>
|
||||
<text>When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 35</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -19,7 +19,7 @@
|
|||
<text>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.</text>
|
||||
<text>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -35,7 +35,7 @@
|
|||
<text>7th | blight, confusion</text>
|
||||
<text>9th | cloudkill, contagion</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -43,7 +43,7 @@
|
|||
<name>Circle of Spores: Halo of Spores</name>
|
||||
<text>Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -54,7 +54,7 @@
|
|||
<text>• Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.</text>
|
||||
<text>These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -63,7 +63,7 @@
|
|||
<text>The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.</text>
|
||||
<text>Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 38</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -86,7 +86,7 @@
|
|||
<text>• You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 38</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -103,7 +103,7 @@
|
|||
<name>Circle of Stars: Dragon</name>
|
||||
<text> A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 38</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -111,7 +111,7 @@
|
|||
<name>Druid Circle: Circle of Wildfire</name>
|
||||
<text>Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 39</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -129,7 +129,7 @@
|
|||
<text>7th | aura of life, fire shield</text>
|
||||
<text>9th | flame strike, mass cure wounds</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 39</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -142,7 +142,7 @@
|
|||
<text>In combat, the 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.</text>
|
||||
<text>The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 39</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -151,7 +151,7 @@
|
|||
<text>4th-level druid optional class features</text>
|
||||
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 35</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -161,7 +161,7 @@
|
|||
<text>In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</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 of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -177,7 +177,7 @@
|
|||
<text></text>
|
||||
<text>You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 38</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -187,7 +187,7 @@
|
|||
<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 equal to the number rolled to one damage or healing roll of the spell.</text>
|
||||
<text>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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 39</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -197,7 +197,7 @@
|
|||
<text>Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</text>
|
||||
<text>While the cube of spores persists, you can't use your Halo of Spores reaction.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -207,7 +207,7 @@
|
|||
<text>The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.</text>
|
||||
<text>Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 38</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -217,7 +217,7 @@
|
|||
<text>You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.</text>
|
||||
<text>You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 39</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -225,7 +225,7 @@
|
|||
<name>Circle of Spores: Fungal Body</name>
|
||||
<text>At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 36</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -234,7 +234,7 @@
|
|||
<text>14th-level Circle of the Stars feature</text>
|
||||
<text>While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 38</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -244,7 +244,7 @@
|
|||
<text>The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 39</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -2,13 +2,48 @@
|
|||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Blind Fighting</name>
|
||||
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Interception</name>
|
||||
<text>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Superior Technique</name>
|
||||
<text>You learn one maneuver of your choice from among those available to the fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</text>
|
||||
<text>You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Thrown Weapon Fighting</name>
|
||||
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
|
||||
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Unarmed Fighting</name>
|
||||
<text>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.</text>
|
||||
<text>At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Psi Warrior</name>
|
||||
<text>Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.</text>
|
||||
<text>As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -20,15 +55,31 @@
|
|||
<text>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
|
||||
<text>The powers below use your Psionic Energy dice.</text>
|
||||
<text></text>
|
||||
<text> Protective Field.</text>
|
||||
<text>• When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.</text>
|
||||
<text> Psionic Strike.</text>
|
||||
<text>• You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.</text>
|
||||
<text> Telekinetic Movement.</text>
|
||||
<text>• You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Warrior: Protective Field</name>
|
||||
<text>When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Warrior: Psionic Strike</name>
|
||||
<text>You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Psi Warrior: Telekinetic Movement</name>
|
||||
<text>You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -36,7 +87,7 @@
|
|||
<name>Martial Archetype: Rune Knight</name>
|
||||
<text>Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family 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 sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -45,7 +96,7 @@
|
|||
<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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -58,7 +109,7 @@
|
|||
<text>• Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -94,7 +145,7 @@
|
|||
<text> Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.</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 this rune, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -105,7 +156,7 @@
|
|||
<text>• Replace a fighting style you know with another fighting style available to fighters.</text>
|
||||
<text>• If you know any maneuvers from the fighter archetype, you can replace one maneuver you know with a different maneuver.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 41</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -114,13 +165,23 @@
|
|||
<text>7th-level Psi Warrior feature</text>
|
||||
<text>You have mastered new ways to use your telekinetic abilities, detailed below.</text>
|
||||
<text></text>
|
||||
<text> Psi-Powered Leap.</text>
|
||||
<text>• As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
|
||||
<text> Telekinetic Thrust.</text>
|
||||
<text>• When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Psi Warrior: Psi-Powered Leap.</name>
|
||||
<text>As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Psi Warrior: Telekinetic Thrust.</name>
|
||||
<text>When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -130,7 +191,7 @@
|
|||
<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 force the attacker to reroll the d20 and use the new roll.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -139,7 +200,7 @@
|
|||
<text>10th-level Psi Warrior feature</text>
|
||||
<text>The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -149,7 +210,7 @@
|
|||
<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.</text>
|
||||
<text>Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -159,7 +220,7 @@
|
|||
<text>You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.</text>
|
||||
<text>Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -168,7 +229,7 @@
|
|||
<text>15th-level Rune Knight feature</text>
|
||||
<text>You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
|
|
@ -178,7 +239,7 @@
|
|||
<text>Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.</text>
|
||||
<text>Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 42</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
|
|
@ -187,7 +248,7 @@
|
|||
<text>18th-level Rune Knight feature</text>
|
||||
<text>You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 44</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@
|
|||
<text>• You must be proficient with it.</text>
|
||||
<text>• It must lack the heavy and special properties.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 48</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -22,7 +22,7 @@
|
|||
<text>Those who follow the Way of Mercy might be members of a religious order, administering to the needy and 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.</text>
|
||||
<text>The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -31,7 +31,7 @@
|
|||
<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 + your Wisdom modifier. You can use this feature only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -41,7 +41,7 @@
|
|||
<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 a ki point for the healing.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -60,18 +60,15 @@
|
|||
<text>5 | Skull</text>
|
||||
<text>6 | Butterfly</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monastic Tradition: Way of the Astral Self</name>
|
||||
<text>A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their rue selves in service to the mighty.</text>
|
||||
<name>Way of the Astral Self: Forms of Your Astral Self</name>
|
||||
<text> The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.</text>
|
||||
<text> When choosing this path, consider the quirks that define your monk. Are you 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>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 50</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -86,7 +83,16 @@
|
|||
<text>• When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.</text>
|
||||
<text>• The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 50</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Astral Self: Forms of Your Astral Self</name>
|
||||
<text>The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background, ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.</text>
|
||||
<text>When choosing this path, consider the quirks that define your monk. Are you 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>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 50</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -95,7 +101,7 @@
|
|||
<text>3rd-level monk optional class features</text>
|
||||
<text>If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 48</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -104,7 +110,7 @@
|
|||
<text>4th-level monk optional class features</text>
|
||||
<text>As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 48</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -113,7 +119,7 @@
|
|||
<text>5th-level monk optional class features</text>
|
||||
<text>When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 48</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -124,7 +130,7 @@
|
|||
<text>When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.</text>
|
||||
<text>When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -141,7 +147,7 @@
|
|||
<name>Way of the Astral Self: Word of the Spirit</name>
|
||||
<text> When you speak, you can direct your words to a creature of your choice that you can see within 60 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></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 50</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -151,7 +157,7 @@
|
|||
<text>You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.</text>
|
||||
<text>In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -165,7 +171,7 @@
|
|||
<name>Way of the Astral Self: Empowered Arms</name>
|
||||
<text> Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 50</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
|
|
@ -175,7 +181,7 @@
|
|||
<text>Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 49</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
|
|
@ -189,7 +195,7 @@
|
|||
<name>Way of the Astral Self: Astral Barrage</name>
|
||||
<text> Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 50</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -2,12 +2,32 @@
|
|||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Blessed Warrior</name>
|
||||
<text>You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 82</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Blind Fighting</name>
|
||||
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 82</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Interception</name>
|
||||
<text>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 82</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oath of Glory</name>
|
||||
<text>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -16,7 +36,7 @@
|
|||
<text>3rd-level Oath of Glory feature</text>
|
||||
<text>You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -33,7 +53,7 @@
|
|||
<text>13th | compulsion, freedom of movement</text>
|
||||
<text>17th | commune, flame strike</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -53,7 +73,7 @@
|
|||
<text>Discipline the Soul</text>
|
||||
<text> You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -61,7 +81,7 @@
|
|||
<name>Oath of Glory: Inspiring Smite</name>
|
||||
<text>Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -69,7 +89,7 @@
|
|||
<name>Oath of Glory: Peerless Athlete</name>
|
||||
<text>As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -78,7 +98,7 @@
|
|||
<text>The Oath of the Watchers binds paladins to protect mortal realms 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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -92,7 +112,7 @@
|
|||
<text> You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</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 end its move in 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 take the Dodge action.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -109,7 +129,7 @@
|
|||
<text>13th | aura of purity, banishment</text>
|
||||
<text>17th | hold monster, scrying</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -123,7 +143,7 @@
|
|||
<name>Oath of the Watchers: Discipline</name>
|
||||
<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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -132,7 +152,7 @@
|
|||
<text>4th-level paladin optional class features</text>
|
||||
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 52</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -142,7 +162,7 @@
|
|||
<text>You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.</text>
|
||||
<text>When you reach 18th level in this class, the range of the aura increases to 10 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -152,7 +172,7 @@
|
|||
<text>You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.</text>
|
||||
<text>At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -162,7 +182,7 @@
|
|||
<text>You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.</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: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -171,7 +191,7 @@
|
|||
<text>15th-level Oath of the Watchers feature</text>
|
||||
<text>You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
|
|
@ -184,7 +204,7 @@
|
|||
<text>• If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 53</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
|
|
@ -197,7 +217,7 @@
|
|||
<text>• When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. 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, unless you expend a 5th-level spell slot to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@
|
|||
<text>You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -20,27 +20,48 @@
|
|||
<text>1st-level ranger optional class features, which replaces the Natural Explorer feature</text>
|
||||
<text>You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Deft Explorer: Canny</name>
|
||||
<name>Deft Explorer: Canny (1st Level)</name>
|
||||
<text>Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.</text>
|
||||
<text>You can also speak, read, and write two additional languages of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Deft Explorer: Roving</name>
|
||||
<name>Deft Explorer: Roving (6th Level)</name>
|
||||
<text>Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Deft Explorer: Tireless</name>
|
||||
<name>Deft Explorer: Tireless (10th Level)</name>
|
||||
<text>As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Blind Fighting</name>
|
||||
<text>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 89</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Druidic Warrior</name>
|
||||
<text>You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 89</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Fighting Style: Thrown Weapon Fighting</name>
|
||||
<text>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</text>
|
||||
<text>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 89</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -49,7 +70,7 @@
|
|||
<text>2nd-level ranger optional class features</text>
|
||||
<text>You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -57,7 +78,7 @@
|
|||
<name>Ranger Archetype: Fey Wanderer</name>
|
||||
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -67,7 +88,7 @@
|
|||
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
|
||||
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -94,7 +115,7 @@
|
|||
<text>5 | Horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -104,7 +125,7 @@
|
|||
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -112,7 +133,7 @@
|
|||
<name>Ranger Archetype: Fey Wanderer</name>
|
||||
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -122,7 +143,7 @@
|
|||
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
|
||||
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -149,7 +170,7 @@
|
|||
<text>5 | Horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -159,7 +180,7 @@
|
|||
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -168,7 +189,7 @@
|
|||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -178,7 +199,7 @@
|
|||
<text>You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.</text>
|
||||
<text>The extra damage increases to 1d6 when you reach 11th level in this class.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -205,7 +226,7 @@
|
|||
<text>5 | Horns or antlers sprout from your head.</text>
|
||||
<text>6 | Your skin and hair change color to match the season at each dawn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -215,7 +236,7 @@
|
|||
<text>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).</text>
|
||||
<text>In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -223,7 +244,7 @@
|
|||
<name>Ranger Archetype: Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -246,7 +267,7 @@
|
|||
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
|
||||
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -264,7 +285,7 @@
|
|||
<text>13th | arcane eye</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -272,7 +293,7 @@
|
|||
<name>Ranger Archetype: Swarmkeeper</name>
|
||||
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -295,7 +316,7 @@
|
|||
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
|
||||
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -313,7 +334,7 @@
|
|||
<text>13th | arcane eye</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -322,7 +343,7 @@
|
|||
<text>Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass.</text>
|
||||
<text>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -345,7 +366,7 @@
|
|||
<text> A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.</text>
|
||||
<text> Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -363,7 +384,7 @@
|
|||
<text>13th | arcane eye</text>
|
||||
<text>17th | insect plague</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -381,7 +402,7 @@
|
|||
<text>17th | commune with nature</text>
|
||||
<text>You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -390,7 +411,7 @@
|
|||
<text>4th-level ranger optional class features</text>
|
||||
<text>Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -400,7 +421,7 @@
|
|||
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -410,7 +431,7 @@
|
|||
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -420,7 +441,7 @@
|
|||
<text>The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text>In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -430,7 +451,7 @@
|
|||
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -440,7 +461,7 @@
|
|||
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
|
|
@ -450,7 +471,7 @@
|
|||
<text>You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -460,7 +481,7 @@
|
|||
<text>You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 56</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -470,7 +491,7 @@
|
|||
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
|
||||
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -480,7 +501,7 @@
|
|||
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
|
||||
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -490,7 +511,7 @@
|
|||
<text>The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
|
||||
<text>Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -502,7 +523,7 @@
|
|||
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
|
||||
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -514,7 +535,7 @@
|
|||
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
|
||||
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
|
|
@ -526,7 +547,7 @@
|
|||
<text>• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.</text>
|
||||
<text>• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -536,7 +557,7 @@
|
|||
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -546,7 +567,7 @@
|
|||
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -556,7 +577,7 @@
|
|||
<text>You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text>In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -566,7 +587,7 @@
|
|||
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -576,7 +597,7 @@
|
|||
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
|
|
@ -586,7 +607,7 @@
|
|||
<text>You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
<text>Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.</text>
|
||||
<text>How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -19,7 +19,7 @@
|
|||
<text>As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -28,7 +28,7 @@
|
|||
<text>3rd-level Phantom feature</text>
|
||||
<text>Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -38,7 +38,7 @@
|
|||
<text>Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.</text>
|
||||
<text>As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -49,13 +49,8 @@
|
|||
<text>Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.</text>
|
||||
<text>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).</text>
|
||||
<text>The powers below use your Psionic Energy dice.</text>
|
||||
<name>Soulknife: Psi-Bolstered Knack</name>
|
||||
<text> When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.</text>
|
||||
<name>Soulknife: Psychic Whispers</name>
|
||||
<text> You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.</text>
|
||||
<text> The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -65,7 +60,24 @@
|
|||
<text>You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.</text>
|
||||
<text>After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife: Psi-Bolstered Knack</name>
|
||||
<text>When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife: Psychic Whispers</name>
|
||||
<text>You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.</text>
|
||||
<text>The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -74,7 +86,7 @@
|
|||
<text>3rd-level rogue optional class features</text>
|
||||
<text>As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -87,7 +99,7 @@
|
|||
<text>• When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.</text>
|
||||
<text>• As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
|
|
@ -95,12 +107,24 @@
|
|||
<name>Soulknife: Soul Blades</name>
|
||||
<text>9th-level Soulknife feature</text>
|
||||
<text>Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:</text>
|
||||
<name>Soulknife: Homing Strikes</name>
|
||||
<text> If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.</text>
|
||||
<name>Soulknife: Psychic Teleportation</name>
|
||||
<text> As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife: Homing Strikes</name>
|
||||
<text>If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Soulknife: Psychic Teleportation</name>
|
||||
<text>As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
|
|
@ -110,7 +134,7 @@
|
|||
<text>You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.</text>
|
||||
<text>You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
|
|
@ -120,7 +144,7 @@
|
|||
<text>You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
|
|
@ -131,7 +155,7 @@
|
|||
<text>• When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.</text>
|
||||
<text>• At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 62</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
|
|
@ -141,7 +165,7 @@
|
|||
<text>You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 63</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -10,14 +10,14 @@
|
|||
<text></text>
|
||||
<text>Aberrant Origins</text>
|
||||
<text>d6 | Origin</text>
|
||||
<text>1 | You were exposed to the Far Realm's warping in- fluence. You are convinced that a tentacle is now growing on you, but no one else can see it.</text>
|
||||
<text>1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.</text>
|
||||
<text>2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.</text>
|
||||
<text>3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.</text>
|
||||
<text>4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.</text>
|
||||
<text>5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.</text>
|
||||
<text>6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -35,7 +35,7 @@
|
|||
<text>7th | Evard's black tentacles, summon aberration</text>
|
||||
<text>9th | Rary's telepathic bond, telekinesis</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -45,7 +45,7 @@
|
|||
<text>You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.</text>
|
||||
<text>The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -53,7 +53,7 @@
|
|||
<name>Sorcerous Origin: Clockwork Soul</name>
|
||||
<text>The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 68</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -81,7 +81,7 @@
|
|||
<text>5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.</text>
|
||||
<text>6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 68</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -91,7 +91,7 @@
|
|||
<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 roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 68</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -100,20 +100,20 @@
|
|||
<text>3rd-level sorcerer optional class features</text>
|
||||
<text>When you choose Metamagic options, you have access to the following additional options.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 65</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Metamagic Options: Seeking Spell</name>
|
||||
<text>If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.</text>
|
||||
<text>You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 65</text>
|
||||
</feature>
|
||||
<feature optional="YES">
|
||||
<name>Metamagic Options: Transmuted Spell</name>
|
||||
<text>When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 65</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -124,7 +124,7 @@
|
|||
<text>• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.</text>
|
||||
<text>• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 65</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
|
|
@ -133,7 +133,7 @@
|
|||
<text>5th-level sorcerer feature</text>
|
||||
<text>You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 65</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -143,7 +143,7 @@
|
|||
<text>When you cast any spell of 1st level or higher 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.</text>
|
||||
<text>If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -152,7 +152,7 @@
|
|||
<text>6th-level Aberrant Mind feature</text>
|
||||
<text>You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -162,7 +162,7 @@
|
|||
<text>You can tap into the grand equation of existence to 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 d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 68</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -175,7 +175,7 @@
|
|||
<text>• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.</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></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -185,7 +185,7 @@
|
|||
<text>You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, 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 roll of 9 or lower on the d20 as a 10.</text>
|
||||
<text>Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 68</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
|
|
@ -195,7 +195,7 @@
|
|||
<text>You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 66</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
|
|
@ -208,7 +208,7 @@
|
|||
<text>• Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.</text>
|
||||
<text>Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 68</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@
|
|||
<text>4th | control water, summon elemental (water only)</text>
|
||||
<text>5th | Bigby's hand (appears as a tentacle), cone of cold</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -30,7 +30,7 @@
|
|||
<text>1st-level Fathomless feature</text>
|
||||
<text>You gain a swimming speed of 40 feet, and you can breathe underwater.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -42,7 +42,7 @@
|
|||
<text>As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.</text>
|
||||
<text>You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -70,7 +70,7 @@
|
|||
<text>5th | creation | wall of stone | seeming | flame strike | cone of cold</text>
|
||||
<text>9th | wish | — | — | — | —</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
|
|
@ -88,14 +88,35 @@
|
|||
<text>5 | Hollow statuette</text>
|
||||
<text>6 | Ornate lantern</text>
|
||||
<text>While you are touching the vessel, you can use it in the following ways:</text>
|
||||
<name>The Genie: Bottled Respite</name>
|
||||
<text> As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.</text>
|
||||
<name>The Genie: Genie's Wrath</name>
|
||||
<text> Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
|
||||
<text> The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.</text>
|
||||
<text> If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Genie: Bottled Respite</name>
|
||||
<text>As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Genie: Genie's Wrath</name>
|
||||
<text>Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
|
||||
<text>The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.</text>
|
||||
<text>If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Pact Boon: Pact of the Talisman</name>
|
||||
<text>Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.</text>
|
||||
<text>If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 105</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
|
|
@ -107,7 +128,7 @@
|
|||
<text>• Replace the option you chose for the Pact Boon feature with one of that feature's other options.</text>
|
||||
<text>• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 70</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -116,7 +137,7 @@
|
|||
<text>6th-level Fathomless feature</text>
|
||||
<text>Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. 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 that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -125,7 +146,7 @@
|
|||
<text>6th-level Fathomless feature</text>
|
||||
<text>You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -135,7 +156,7 @@
|
|||
<text>You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).</text>
|
||||
<text>In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -145,7 +166,7 @@
|
|||
<text>You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.</text>
|
||||
<text>Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -156,7 +177,7 @@
|
|||
<text>As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.</text>
|
||||
<text>In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -166,7 +187,7 @@
|
|||
<text>You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 72</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -176,7 +197,7 @@
|
|||
<text>You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish 1d4 long rests.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 73</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
<name>Arcane Tradition: Bladesinging</name>
|
||||
<text>Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -25,7 +25,7 @@
|
|||
<text>Snake</text>
|
||||
<text> Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -40,16 +40,7 @@
|
|||
<text>• You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).</text>
|
||||
<text>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Bladesinging: Restriction: Elves Only</name>
|
||||
<text>Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.</text>
|
||||
<text>Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -58,7 +49,7 @@
|
|||
<text>When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.</text>
|
||||
<text>You also gain proficiency in the Performance skill if you don't already have it.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -67,7 +58,7 @@
|
|||
<text>Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.</text>
|
||||
<text>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 77</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -81,7 +72,7 @@
|
|||
<text>• When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.</text>
|
||||
<text>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 77</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
|
|
@ -94,7 +85,7 @@
|
|||
<text>• You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.</text>
|
||||
<text>This quill disappears if you create another one or if you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 77</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
|
|
@ -103,7 +94,7 @@
|
|||
<text>3rd-level wizard optional class features</text>
|
||||
<text>You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 75</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -111,7 +102,7 @@
|
|||
<name>Bladesinging: Extra Attack</name>
|
||||
<text>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
|
|
@ -125,7 +116,7 @@
|
|||
<text>The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.</text>
|
||||
<text>Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 77</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -133,7 +124,7 @@
|
|||
<name>Bladesinging: Song of Defense</name>
|
||||
<text>Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
|
|
@ -144,7 +135,7 @@
|
|||
<text>The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.</text>
|
||||
<text>You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 77</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -152,7 +143,7 @@
|
|||
<name>Bladesinging: Song of Victory</name>
|
||||
<text>Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 76</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
|
|
@ -164,7 +155,7 @@
|
|||
<text>Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.</text>
|
||||
<text>Once you use this reaction, you can't do so again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Tasha's Cauldron of Everything</text>
|
||||
<text>Source: Tasha's Cauldron of Everything p. 77</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
• You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
|
||||
• You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
|
||||
• You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 79</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Chef</name>
|
||||
|
|
@ -17,7 +17,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• You gain proficiency with cook's utensils if you don't already have it.
|
||||
• As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
|
||||
• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 79</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Crusher</name>
|
||||
|
|
@ -26,14 +26,14 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• Increase your Strength or Constitution score by 1, to a maximum of 20
|
||||
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
|
||||
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 79</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Eldritch Adept</name>
|
||||
<prerequisite></prerequisite>
|
||||
<text>Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
|
||||
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 79</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fey Touched</name>
|
||||
|
|
@ -41,14 +41,14 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>Your exposure to the Feywild's magic has changed you, granting you the following benefits:
|
||||
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||
• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 79</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Fighting Initiate</name>
|
||||
<prerequisite>Proficiency with martial weapon</prerequisite>
|
||||
<text>Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
|
||||
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Gunner</name>
|
||||
|
|
@ -57,7 +57,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
|
||||
• You ignore the loading property of firearms.
|
||||
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
<modifier category="ability score">Dexterity +1</modifier>
|
||||
</feat>
|
||||
<feat>
|
||||
|
|
@ -66,7 +66,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>You've learned how to exert your will on your spells to alter how they function:
|
||||
• You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
|
||||
• You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Piercer</name>
|
||||
|
|
@ -75,7 +75,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
|
||||
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Poisoner</name>
|
||||
|
|
@ -84,7 +84,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
|
||||
• You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
|
||||
• You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Shadow Touched</name>
|
||||
|
|
@ -92,7 +92,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
|
||||
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||
• You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Skill Expert</name>
|
||||
|
|
@ -100,7 +100,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>You have honed your proficiency with particular skills, granting you the following benefits:
|
||||
• You gain proficiency in one skill of your choice.
|
||||
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 80</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Slasher</name>
|
||||
|
|
@ -109,7 +109,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||
• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
|
||||
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 81</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Telekinetic</name>
|
||||
|
|
@ -118,7 +118,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||
• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
|
||||
• As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 81</text>
|
||||
</feat>
|
||||
<feat>
|
||||
<name>Telepathic</name>
|
||||
|
|
@ -127,6 +127,6 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||
• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
|
||||
• You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 81</text>
|
||||
</feat>
|
||||
</compendium>
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@
|
|||
<text>This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
|
||||
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
|
||||
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+1 Amulet of the Devout</name>
|
||||
|
|
@ -21,7 +21,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
|
||||
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+1 Arcane Grimoire</name>
|
||||
|
|
@ -32,7 +32,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
|
||||
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 120</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+1 Bloodwell Vial</name>
|
||||
|
|
@ -43,7 +43,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
|
||||
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+1 Moon Sickle</name>
|
||||
|
|
@ -55,7 +55,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<dmgType>S</dmgType>
|
||||
<text>This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
|
||||
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+1 Rhythm-Maker's Drum</name>
|
||||
|
|
@ -66,7 +66,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
|
||||
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+2 All-Purpose Tool</name>
|
||||
|
|
@ -78,7 +78,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
|
||||
While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
|
||||
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+2 Amulet of the Devout</name>
|
||||
|
|
@ -89,7 +89,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
|
||||
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+2 Arcane Grimoire</name>
|
||||
|
|
@ -100,7 +100,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
|
||||
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 120</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+2 Bloodwell Vial</name>
|
||||
|
|
@ -111,7 +111,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
|
||||
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+2 Moon Sickle</name>
|
||||
|
|
@ -123,7 +123,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<dmgType>S</dmgType>
|
||||
<text>This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
|
||||
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+2 Rhythm-Maker's Drum</name>
|
||||
|
|
@ -134,7 +134,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
|
||||
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+3 All-Purpose Tool</name>
|
||||
|
|
@ -146,7 +146,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
|
||||
While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
|
||||
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+3 Amulet of the Devout</name>
|
||||
|
|
@ -157,7 +157,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
|
||||
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+3 Arcane Grimoire</name>
|
||||
|
|
@ -168,7 +168,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
|
||||
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 120</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+3 Bloodwell Vial</name>
|
||||
|
|
@ -179,7 +179,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
|
||||
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+3 Moon Sickle</name>
|
||||
|
|
@ -191,7 +191,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<dmgType>S</dmgType>
|
||||
<text>This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
|
||||
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>+3 Rhythm-Maker's Drum</name>
|
||||
|
|
@ -202,7 +202,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
|
||||
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Absorbing Tattoo</name>
|
||||
|
|
@ -228,7 +228,7 @@ d10 | Color | Tattoo
|
|||
9 | Gold | Radiant Absorbing Tattoo
|
||||
10 | Orange | Thunder Absorbing Tattoo
|
||||
Damage Absorption: When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Acid Absorbing Tattoo</name>
|
||||
|
|
@ -242,7 +242,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to acid damage
|
||||
Damage Absorption: When you take acid damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Alchemical Compendium</name>
|
||||
|
|
@ -256,7 +256,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
|
||||
• As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -268,7 +268,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus for your sorcerer spells while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 120</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Astromancy Archive</name>
|
||||
|
|
@ -282,7 +282,7 @@ While you are holding the archive, you can use it as a spellcasting focus for yo
|
|||
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
|
||||
• When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 120</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -297,7 +297,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
|
||||
• When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 120</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -322,7 +322,7 @@ Traverse the Night: If you are holding the pestle while you are inside the morta
|
|||
You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
|
||||
Bones Know Their Home: When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
|
||||
Destroying the Mortar and Pestle: The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 121</text>
|
||||
<roll>1d8</roll>
|
||||
<roll>4d10</roll>
|
||||
</item>
|
||||
|
|
@ -337,7 +337,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<dmgType>B</dmgType>
|
||||
<text>The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
|
||||
The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 121</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -351,7 +351,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Protection: While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Barrier Tattoo (Medium)</name>
|
||||
|
|
@ -364,7 +364,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Protection: While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Barrier Tattoo (Small)</name>
|
||||
|
|
@ -377,7 +377,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Protection: While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Bell Branch</name>
|
||||
|
|
@ -390,7 +390,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
|
||||
• As an action, you can expend 1 charge to cast protection from evil and good.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -406,7 +406,7 @@ If your attunement to the tattoo ends, the tattoo vanishes, and the needle reapp
|
|||
Bloodthirsty Strikes: The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
|
||||
• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
|
||||
• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
<roll>4d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -419,7 +419,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your druid spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed.
|
||||
As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.
|
||||
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can't be used again for 7 days.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 122</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Coiling Grasp Tattoo</name>
|
||||
|
|
@ -432,7 +432,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
|
||||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Grasping Tendrils: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 123</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -447,7 +447,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to cold damage
|
||||
Damage Absorption: When you take cold damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Crook of Rao</name>
|
||||
|
|
@ -476,7 +476,7 @@ d100 | Effect
|
|||
86-90 | 1 balor and 1 pit fiend appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.
|
||||
91-00 | Iggwilv's Curse (see the Iggwilv's Curse property).
|
||||
Destroying or Repairing the Crook: The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 123</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>2d4</roll>
|
||||
<roll>1d8</roll>
|
||||
|
|
@ -494,7 +494,7 @@ While you are holding the crystal, you can use it as a spellcasting focus for yo
|
|||
The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
|
||||
• When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 124</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -517,7 +517,7 @@ Containment: The first 10 pages of the Demonomicon are blank. As an action while
|
|||
When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.
|
||||
When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons.
|
||||
Destroying the Demonomicon: To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord FrazUrb'luu instantly knows.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 125</text>
|
||||
<roll>1d8</roll>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
|
|
@ -548,7 +548,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
|
||||
• When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 126</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -563,7 +563,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Magical Strikes: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
|
||||
Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 126</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -581,7 +581,7 @@ d4 | Element | Shard
|
|||
2 | Earth | Elemental Essence Shard (Earth)
|
||||
3 | Fire | Elemental Essence Shard (Fire)
|
||||
4 | Water | Elemental Essence Shard (Water)
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Elemental Essence Shard (Air)</name>
|
||||
|
|
@ -593,7 +593,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
|
||||
Property: You can immediately fly up to 60 feet without provoking opportunity attacks.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Elemental Essence Shard (Earth)</name>
|
||||
|
|
@ -605,7 +605,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
|
||||
Property: You gain resistance to a damage type of your choice until the start of your next turn
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Elemental Essence Shard (Fire)</name>
|
||||
|
|
@ -617,7 +617,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
|
||||
Property: One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
<roll>2d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -630,7 +630,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
|
||||
Property: You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
<roll>2d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -642,7 +642,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -655,7 +655,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the PHB. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
|
||||
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 127</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Fire Absorbing Tattoo</name>
|
||||
|
|
@ -669,7 +669,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to fire damage
|
||||
Damage Absorption: When you take fire damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Force Absorbing Tattoo</name>
|
||||
|
|
@ -683,7 +683,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to force damage
|
||||
Damage Absorption: When you take force damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Fulminating Treatise</name>
|
||||
|
|
@ -697,7 +697,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
|
||||
• When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 128</text>
|
||||
<roll>1d3</roll>
|
||||
<roll>2d6</roll>
|
||||
</item>
|
||||
|
|
@ -715,7 +715,7 @@ Ghostly Form: The tattoo has 3 charges, and it regains all expended charges dail
|
|||
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
|
||||
• You can't be grappled or restrained.
|
||||
• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 128</text>
|
||||
<roll>1d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -728,7 +728,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
|
||||
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
|
||||
The emblem regains all expended charges daily at dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 128</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Heart Weaver's Primer</name>
|
||||
|
|
@ -742,7 +742,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
|
||||
• When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 128</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -757,7 +757,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Magical Scribing: While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
|
||||
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 129</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Libram of Souls and Flesh</name>
|
||||
|
|
@ -771,7 +771,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.
|
||||
• As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 129</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -786,7 +786,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Necrotic Resistance: You have resistance to necrotic damage.
|
||||
Life Ward: When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 129</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Lightning Absorbing Tattoo</name>
|
||||
|
|
@ -800,7 +800,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to lightning damage
|
||||
Damage Absorption: When you take lightning damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Luba's Tarokka of Souls</name>
|
||||
|
|
@ -842,7 +842,7 @@ d100 | Card | Soul
|
|||
The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.
|
||||
Shuffling Fate: If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarroka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you.
|
||||
Destroying the Deck: Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM's design.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 129</text>
|
||||
<roll>10d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -854,7 +854,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.
|
||||
In addition, you can play the lyre as an action to cast fabricate , move earth , passwall , or summon construct, and that spell can't be cast from it again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 131</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Masquerade Tattoo</name>
|
||||
|
|
@ -868,7 +868,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Fluid Ink: As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
|
||||
Disguise Self: As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 131</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Mighty Servant of Leuk-o</name>
|
||||
|
|
@ -896,7 +896,7 @@ Self-Destruct: By inputting a specific series of lever pulls and button presses,
|
|||
If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.
|
||||
This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso—drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.
|
||||
Destroying the Servant: The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 131</text>
|
||||
<roll>25d6</roll>
|
||||
<roll>2d6</roll>
|
||||
</item>
|
||||
|
|
@ -909,7 +909,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
|
||||
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Necrotic Absorbing Tattoo</name>
|
||||
|
|
@ -923,7 +923,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to necrotic damage
|
||||
Damage Absorption: When you take necrotic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Outer Essence Shard</name>
|
||||
|
|
@ -940,7 +940,7 @@ d4 | Property | Shard
|
|||
2 | Chaotic | Outer Essence Shard (Chaotic)
|
||||
3 | Good | Outer Essence Shard (Good)
|
||||
4 | Evil | Outer Essence Shard (Evil)
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Outer Essence Shard (Chaotic)</name>
|
||||
|
|
@ -952,7 +952,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
|
||||
Property: Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Outer Essence Shard (Evil)</name>
|
||||
|
|
@ -964,7 +964,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
|
||||
Property: Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -977,7 +977,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
|
||||
Property: You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -990,7 +990,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
|
||||
Property: You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 133</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Planecaller's Codex</name>
|
||||
|
|
@ -1004,7 +1004,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
|
||||
• When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
|
|
@ -1019,7 +1019,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to poison damage
|
||||
Damage Absorption: When you take poison damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Prosthetic Limb</name>
|
||||
|
|
@ -1029,7 +1029,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Protective Verses</name>
|
||||
|
|
@ -1043,7 +1043,7 @@ While you are holding the book, you can use it as a spellcasting focus for your
|
|||
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
|
||||
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
|
||||
• When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
<roll>1d3</roll>
|
||||
<roll>2d10</roll>
|
||||
</item>
|
||||
|
|
@ -1059,7 +1059,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to psychic damage
|
||||
Damage Absorption: When you take psychic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Radiant Absorbing Tattoo</name>
|
||||
|
|
@ -1073,7 +1073,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to radiant damage
|
||||
Damage Absorption: When you take radiant damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Reveler's Concertina</name>
|
||||
|
|
@ -1084,7 +1084,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.
|
||||
As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shadowfell Brand Tattoo</name>
|
||||
|
|
@ -1098,7 +1098,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Shadow Essence: You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
|
||||
Shadowy Defense: When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 134</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shadowfell Shard</name>
|
||||
|
|
@ -1109,7 +1109,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
|
||||
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (1st Level)</name>
|
||||
|
|
@ -1120,7 +1120,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (2nd Level)</name>
|
||||
|
|
@ -1131,7 +1131,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo contains a single 2nd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (3rd Level)</name>
|
||||
|
|
@ -1142,7 +1142,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (4th Level)</name>
|
||||
|
|
@ -1153,7 +1153,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo contains a single 4th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (5th Level)</name>
|
||||
|
|
@ -1164,7 +1164,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo contains a single 5th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo (Cantrip)</name>
|
||||
|
|
@ -1175,7 +1175,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<property></property>
|
||||
<text>Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
|
||||
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Teeth of Dahlver-Nar</name>
|
||||
|
|
@ -1214,7 +1214,7 @@ Sowing Teeth: To sow the tooth, you place it on the ground in an unoccupied spac
|
|||
Implanting Teeth: To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.
|
||||
Recovering Teeth: Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.
|
||||
Destroying the Teeth: Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
<roll>3d10</roll>
|
||||
<roll>2d8+2</roll>
|
||||
<roll>1d6</roll>
|
||||
|
|
@ -1235,7 +1235,7 @@ Tattoo Attunement: To attune to this item, you hold the needle to your skin wher
|
|||
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
|
||||
Damage Resistance: While the tattoo is on your skin, you have resistance to thunder damage
|
||||
Damage Absorption: When you take thunder damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 119</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellwrought Tattoo</name>
|
||||
|
|
@ -1253,6 +1253,6 @@ Spellwrought Tattoo (2nd Level)
|
|||
Spellwrought Tattoo (3rd Level)
|
||||
Spellwrought Tattoo (4th Level)
|
||||
Spellwrought Tattoo (5th Level)
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 135</text>
|
||||
</item>
|
||||
</compendium>
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@
|
|||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 8</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Creature Type</name>
|
||||
|
|
|
|||
|
|
@ -426,7 +426,7 @@
|
|||
</spell>
|
||||
<spell>
|
||||
<name>Mending</name>
|
||||
<classes>Artificer, Artificer (Artillerist), Artificer (Battle Smith)</classes>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Message</name>
|
||||
|
|
|
|||
|
|
@ -13,14 +13,14 @@
|
|||
<text>You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
|
||||
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
|
||||
The blade can harmlessly pass through any barrier, including a wall of force.
|
||||
Source: Tasha's Cauldron of Everything, Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||
Source: Tasha's Cauldron of Everything p. 106, Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||
<roll>4d12</roll>
|
||||
<roll>8d12</roll>
|
||||
<roll>12d12</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Booming Blade</name>
|
||||
<classes>Artificer, Sorcerer, Warlock, Wizard</classes>
|
||||
<classes>Artificer, Sorcerer, Warlock, Wizard, Sorcerer, Warlock, Wizard</classes>
|
||||
<level>0</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -30,7 +30,7 @@ Source: Tasha's Cauldron of Everything, Icewind Dale: Rime of the Frostmaiden p.
|
|||
<duration>1 round</duration>
|
||||
<text>You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
|
||||
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
|
||||
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 142</text>
|
||||
Source: Tasha's Cauldron of Everything p. 106, Sword Coast Adventurer's Guide p. 142</text>
|
||||
<roll>1d8</roll>
|
||||
<roll>2d8</roll>
|
||||
<roll>3d8</roll>
|
||||
|
|
@ -49,11 +49,11 @@ Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 142</t
|
|||
<text>You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
|
||||
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
|
||||
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 106</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Green-Flame Blade</name>
|
||||
<classes>Artificer, Sorcerer, Warlock, Wizard</classes>
|
||||
<classes>Artificer, Sorcerer, Warlock, Wizard, Sorcerer, Warlock, Wizard</classes>
|
||||
<level>0</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -63,7 +63,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<duration>Instantaneous</duration>
|
||||
<text>You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
|
||||
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
|
||||
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</text>
|
||||
Source: Tasha's Cauldron of Everything p. 107, Sword Coast Adventurer's Guide p. 143</text>
|
||||
<roll>1d8</roll>
|
||||
<roll>1d8+SPELL</roll>
|
||||
<roll>2d8</roll>
|
||||
|
|
@ -71,7 +71,7 @@ Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</t
|
|||
</spell>
|
||||
<spell>
|
||||
<name>Intellect Fortress</name>
|
||||
<classes>Bard, Sorcerer, Warlock, Wizard</classes>
|
||||
<classes>Artificer, Bard, Sorcerer, Warlock, Wizard</classes>
|
||||
<level>3</level>
|
||||
<school>A</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -82,11 +82,11 @@ Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</t
|
|||
<text>For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 107</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Lightning Lure</name>
|
||||
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||
<classes>Artificer, Sorcerer, Warlock, Wizard, Sorcerer, Warlock, Wizard</classes>
|
||||
<level>0</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -96,7 +96,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<duration>Instantaneous</duration>
|
||||
<text>You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
|
||||
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</text>
|
||||
Source: Tasha's Cauldron of Everything p. 107, Sword Coast Adventurer's Guide p. 143</text>
|
||||
<roll>1d8</roll>
|
||||
<roll>2d8</roll>
|
||||
<roll>3d8</roll>
|
||||
|
|
@ -114,7 +114,7 @@ Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</t
|
|||
<duration>1 round</duration>
|
||||
<text>You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
|
||||
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 108</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>1d4</roll>
|
||||
<roll>2d6</roll>
|
||||
|
|
@ -136,7 +136,7 @@ Until the spell ends, any attack you make deals 1d8 extra damage when you hit a
|
|||
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 108</text>
|
||||
<roll>1d8</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
|
|
@ -153,7 +153,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 109</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Beast</name>
|
||||
|
|
@ -169,7 +169,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 109</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Celestial</name>
|
||||
|
|
@ -185,11 +185,11 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 110</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Construct</name>
|
||||
<classes>Sorcerer (Clockwork Soul), Artificer, Wizard</classes>
|
||||
<classes>Artificer, Sorcerer (Clockwork Soul), Wizard</classes>
|
||||
<level>4</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -201,7 +201,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 111</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Elemental</name>
|
||||
|
|
@ -217,7 +217,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 111</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Fey</name>
|
||||
|
|
@ -233,7 +233,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 112</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Fiend</name>
|
||||
|
|
@ -249,7 +249,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 112</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Shadowspawn</name>
|
||||
|
|
@ -265,11 +265,11 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 113</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Summon Undead</name>
|
||||
<classes>Warlock</classes>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<level>3</level>
|
||||
<school>N</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -281,11 +281,11 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 114</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Sword Burst</name>
|
||||
<classes>Sorcerer, Warlock, Wizard</classes>
|
||||
<classes>Artificer, Sorcerer, Warlock, Wizard, Sorcerer, Warlock, Wizard</classes>
|
||||
<level>0</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
|
|
@ -295,7 +295,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<duration>Instantaneous</duration>
|
||||
<text>You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage
|
||||
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</text>
|
||||
Source: Tasha's Cauldron of Everything p. 115, Sword Coast Adventurer's Guide p. 143</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>2d6</roll>
|
||||
<roll>3d6</roll>
|
||||
|
|
@ -314,7 +314,7 @@ Source: Tasha's Cauldron of Everything, Sword Coast Adventurer's Guide p. 143</t
|
|||
<text>A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 115</text>
|
||||
<roll>2d4</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
|
|
@ -330,7 +330,7 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
<text>You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 115</text>
|
||||
<roll>3d6</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
|
|
@ -350,6 +350,6 @@ Source: Tasha's Cauldron of Everything</text>
|
|||
• You have a +2 bonus to AC.
|
||||
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
|
||||
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
|
||||
Source: Tasha's Cauldron of Everything</text>
|
||||
Source: Tasha's Cauldron of Everything p. 116</text>
|
||||
</spell>
|
||||
</compendium>
|
||||
|
|
|
|||
Loading…
Reference in New Issue